Ok, since the initial vault will mostly be comprised out of the decks we intend to play, we should start with those. Generally I think starting vault is one of the factors that we can improve on compared to war #2, where we had a pretty loose vault which only survived through the rounds because we got very cooperative salvages (and won a lot). For this war I would like to have a tighter starting vault that is basically comprised of two types of cards:
1) cards that are in our decks
2) "silver bullets", cards that are specific counters to some deck for when we have a good idea of what to expect from the opponent (examples: Purify vs Death/poison, Holy Light vs Death/Darkness, Reverse Time vs Immo/Nova)
That is basically the system that Team Fire used the last two wars which worked extremely well for them. (I remember from round 6 (
http://elementscommunity.org/forum/index.php/topic,17055.msg232032#msg232032) that if we had had their round 5 record (5-4), we would have had to suicide 2-3 decks or so...)
Enough talk, let's get to decks:
I'll start with deck we used from last war:
Disco-Boids:
4vj 4vj 4vj 4vj 4vj 4vj 4vl 4vl 4vl 4vl 50u 50u 50u 50u 50u 590 590 590 590 590 590 593 593 593 593 5f6 5og 5oi 5oi 61q
Our matchwinner form war 2. Fast, disruptive and versatile. Plows pretty good through almost anything that isn't a rainbow, but will get problems against those.
Pandebonium:
4vp 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 52r 542 542
Combines very good defense with the inevitability of poison damage. Weaknesses are faster non-creature based decks (such as Poison-Bolt), and probably non creature decks with healing (Sanctuary concerns me a bit, since people will play it againgst us a lot, and this deck might get the splash damage). Maybe very fast rushes too.
Mono-Entropy rush:
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4ve 4ve 4ve 4ve 4ve 4vf 4vf 4vf 4vf 4vf 4vi 4vi 4vl 4vl 4vl 4vl 50u 50u 50u 50u 50u 50u 50u
Entropy is fortunate enough to have a very respectable mono-deck. Idea is to duly play a discord on turn 2 and kill the opponent while he tries to overcome the scrambling. This variant is the one with the most brute force (did very well in The Draft
), but it is very customizeable. Maxwell's Demon and Purple Nymph are good when we don't expect a lot of CC, you can make it bigger and add one or two miser's DissShield to beat stalls.
In the beginning of the War, we can play this deck in its raw form, later we will often use it as a skeleton with mark splashes. Frequently used are:
- Darkness for Steal, Lycans and maybe Dusk Mantle
- Time for Reverse Time (against Immo, Voodoo, Nova, Buff Decks)
- Air or Aether for more CC, Fog Shield
- Gravity for Black Hole and Gravity Pull
The above decks were all played extensively last war. However we obviously can't just replay them all and expect to win. So now I'm going to post some more experimental decks. Help with testing and tweaking is appreciated.
Immocats:
4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 4vq 4vq 4vq 4vq 4vq 4vq 50u 52q 590 590 590 590 5c1 5c1 5f9 5f9 5f9 5f9 5fa 5fa 5fa 5og
Schrödinger Cat gives us some interesting options for deckbuilding, namely making a pillarless rush. This here is pretty much the fastest possible version. It has no disruption though, so it will lose if the opponents packs some cheap CC.
4vh 4vj 4vj 4vj 4vj 4vj 4vj 4vl 4vl 4vl 4vq 4vq 4vq 4vq 4vq 4vq 55u 5c1 5c1 5f6 5f9 5f9 5f9 5f9 5f9 5fa 5fa 5fa 5fc 5og
Therefore, adding some Discords is tempting. However, with Entropy mark you just can't get away with playing Graboids anymore, so it's slower.
Speedbow:
4sa 4sa 4sa 4sa 4sa 4vh 4vh 4vi 4vi 4vi 4vi 4vj 4vj 4vj 4vj 4vj 4vj 4vl 4vl 4vl 590 590 590 5c1 5c1 5f6 5f6 5og 5og 61q
I tried to get this deck into War 2 and I still think it's good. Fast, disruptive and with a lot of control.
Sanctemonium:
4vc 4vc 4vc 4vc 4vi 4vi 4vn 4vn 4vn 4vn 4vp 4vp 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5li 5li 5li 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm
This is a pretty nice deckout idea. Sanctuary and Miracles provide Healing throughout the game while Panda clears the board.
Firestall:
4vg 4vg 4vp 4vp 4vp 4vp 4vp 4vp 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5f7 5f7
Panda and Bolts clear the board and DissShield can lock up the game, while Fahren + Bolts finish the opponent. Being able to actually kill the opponent with damage is useful for a stall, and with Fire it doesn't take up a lot of slots.
Skull Shield stall:
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vf 4vf 4vi 4vi 4vi 4vn 4vn 4vn 4vn 4vn 4vn 50u 50u 50u 50u 50u 50u 52l 52l 52l 52l 52l 52q 52q 52s 52s
Skull Shield and Antimatter have some nice synergy, as AMd creatures get ignored by the shield. Deck still needs a lot of testing, especially if more damage is needed and if Aflas are useful.
Aether stall:
4vc 4vc 4vc 4vp 4vp 500 500 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 61q 61t 61t 61t 61t 61t 61t 61u 61u 61v 61v 621 621
This can stall with both quinted Nymphs and DimShield Chain. Both deckout and beatdown with immortal creatures is possible.
Voodoos:
4vc 4vc 4vc 4vc 4vc 4vf 4vf 4vf 4vj 4vj 4vj 4vj 4vj 4vj 4vl 4vl 4vl 55t 55t 55t 55t 595 595 595 595 595 595 5f6 5v0 5v0 5v0 5v0
Voodoos are pretty good against everything without RTs that isn't too fast.
Hmm, ok, I probably forgot a few decks here.
Anyway I'd be grateful for sharing test results, tweaks or some entirely new ideas I've overlooked.
Random links:
War#1 - card usage stats (
http://elementscommunity.org/forum/index.php/topic,13943.0.html)
Antagons tips, old but interesting (
http://elementscommunity.org/forum/index.php/topic,7419.0.html)
War #2 deck archive (
http://elementscommunity.org/forum/index.php/topic,19439.0.html)