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Offline zhangvictTopic starter

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Singularity OTK (Sotk) - [Nerfed] [Un-nerfed-ish][Rainbow] https://elementscommunity.org/forum/index.php?topic=37258.msg467676#msg467676
« on: March 05, 2012, 11:15:22 am »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

Note: This deck originally utilized SoSa as a method of stalling to let singularities grow. Thus, it was very powerful and could easily beat false gods. However, Zanz tragically decided to nerf this deck only ~16 hours after it's inception. Now vampire singularities may antimatter themselves for a positive attack when SoSac is active, making them incompatible with SoSac.  I thought there was no hope left for this deck, but then SoP also got buffed, becoming a permanent and making it feasible to use it with mass healing/shields/sundials to stall. This method is significantly less effective than SoSa however, and this the current version of this deck is no longer effective against false gods, but can be used against ai3 and possibly PvP. Scroll down for the previous version (which had not even been optimized yet) and epic false god screenshots.

The current (healing) version:

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5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u7 6ve 6ve 6ve 6ve 74g 7am 7am 7am 7am 7ba 7ba 7ba 7ba 7ba 7hi 7hi 7t8 80d 8pn


? = Sop

Strategy is simple, play SN asap to get a singularity, the stall untill they achieve negative health enough. First you should get your healing items out and save your sundials and shields. Then when vampire singularities and opponent creatures can potentially kill you next turn, chain sundials and draw with them. Finally use SoP to delay your singularities whole using phase shield to delay opponent creatures, then SoP + dusk shield as the final line of defence. Some of the SoG may be replaced for misc. healing items such as vampire dagger or sanctuary for other random effects, but I prefer SoG because it cannot be blocked by a shield unlike vampire dagger, and heals a good 5 hp unlike sanct.

Please note that adrenaized vampire singularities can easily overcome SoP due to their multiple attacks. You should only worry about this in the end game, when you used up all your sundials and depend of your bonds and SoG to heal. Also note that that SoP weakens your singularities for OTK. Therefore it is imperative that you try not to use SoP untill absolutely necessary.

Here is a screenshot of Level 3 OTK. Note that the chimera damage is near 200hp, so it could actually potentially kill a false god, but the extra powers they posses like PC and double draw make it significantly more difficult to set up. Just a shadow of the glorious days past:

lolz, one of my singularities got killed by owl's eye.


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6u3 6u3 6u3 6u3 6u3 6u3 6u7 71u 71u 71u 71u 71u 71u 74g 75m 75m 75m 75m 75m 75m 75m 75m 75m 7km 7km 7km 7q9 7q9 7q9 7q9 8pj


? = SoSac

Play 2 SN asap. When vamps/opponent creatures get threatening, chain SoSac or sundial depending on the situation, but it is good to use SoSa first so you can use your dials late game to build up quanta. If Opponent has weapon, you can use up dials first to increase chances of EM. Another good idea is to pile multiple SoSac together so you can start generating  :gravity :entropy asap. Your vampire singularities are enough to support SoSac. Also, NEVER break your SoSa/dial chain or your field of singularity vamps will kill you.

Stall and calculate how much dmg you have, then chimera + AM. Vulnerable to repeated BH/grav nymph like most OTK decks, numerous enough pests and pc/eq/discord. Silence can also break SoSa chain if you don't pile early enough. Having 3 SoD allows you to pile up to 3 SoSa at a time, and also increases rewards a by a small amount for FG's. You can repalce an additional pend for SoD to potentially pile 4 SoSa, but you are highly unlikely to have 4 SoSa in your hand.

Grav pends w/entrophy mark instead of vice versa for security. In case of EQ destroying most/all your towers, you can still generate :entropy for SN and hence :gravity for chimera (you technically don't need any pends in terms of quanta but I put them in because there was nothing else). IMO u need at least 8/9 pends in case you bottom deck a couple or some get stolen/destroyed.

If there is EQ/PC, save 3 SN in your hand and activate combo when you have 6  :entropy. In addition to winning against FG's, this deck would be very strong against sosac. If opoment has SoSac active, just don't use AM. If both of you have sosac active, you don't need chimera to win + EM.

Sundials + Sosa gives 16 turns of stall out of 23 potential turns so even if you bottom deck chimera/AM you should be fine, even better if you manage to SN in the midddle of the game to draw from dials.

A warning - games take ludicrously long to finish, often ~400 seconds but virtually all games you play will be EM's. If you are planning to use this to farm plat, you may replace 2 more pends with SoD (totaling 6 SoD 6 pends) to increase win money and stall power. Do not have less than 6, or else a getting quanta for a full combo will take 4 turns.

Needs optimization before it can be used to maximum efficiency.

Level 4 EM win 300dmg+ OTK:




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6u3 6u3 6u3 6u3 6u3 6u3 6u7 71u 71u 71u 71u 71u 71u 74g 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 7q9 7q9 7q9 7q9 7q9 7q9 8pj
« Last Edit: January 08, 2013, 04:27:13 am by willng3 »

Offline Jenkar

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467701#msg467701
« Reply #1 on: March 05, 2012, 01:25:21 pm »
Hourglasses?
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Offline zhangvictTopic starter

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467703#msg467703
« Reply #2 on: March 05, 2012, 01:31:09 pm »
Hourglasses?
I don't think that will be necessary. That adds an extra element. Hourglasses are for speed. For this deck you need a lot of stall to let your singularities multiply. Besides, you only have 23 turns on total with 18 turns of zero cost stalls. If you manage to draw from a couple of your dials, your turns become ~20.

Offline Jenkar

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467709#msg467709
« Reply #3 on: March 05, 2012, 01:41:51 pm »
Hmm, true. A very good way to evade denial hurting you : go for entopy towers & pends? With 4 SNs (which is what you have left after casting 2 for singularity), you should have enough to cast a chimera. Entropy quanta from towers means you could cast sns and antimatter through them, not actually caring about any denial (you'll need 8 at minima).
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Offline zhangvictTopic starter

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467710#msg467710
« Reply #4 on: March 05, 2012, 01:46:01 pm »
Hmm, true. A very good way to evade denial hurting you : go for entopy towers & pends? With 4 SNs (which is what you have left after casting 2 for singularity), you should have enough to cast a chimera. Entropy quanta from towers means you could cast sns and antimatter through them, not actually caring about any denial (you'll need 8 at minima).
That's a fair point. Though I am concerned with hoarding SN, you will be unable to draw from your sundials as often and lose the turn shortening advantage. Also, unless the bug/not bug of not being able to cast more than 2 SN when the field is full, I fear that if you have every creature slot filled with singularities, you will be unable to cast enough SN for chimera. I want to maximize flexibility as much as possible without comprimising the effectiveness.

Offline vagman13

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467725#msg467725
« Reply #5 on: March 05, 2012, 02:21:04 pm »
Played a bit with this deck and it's really effective and fun to play.Games take around 400 seconds and win rate is pretty high.Also most games turn out as Elemental Mastery.

True,you must stall a lot to let your singularities grow,so hourglasses do not fit.I was thinking of adding a couple of SODs to help with stalling a bit similar to SPLat.

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Other than that,awsome deck,I really really hope zanz wont nerf singularities.

Offline zhangvictTopic starter

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467726#msg467726
« Reply #6 on: March 05, 2012, 02:26:59 pm »
Played a bit with this deck and it's really effective and fun to play.Games take around 400 seconds and win rate is pretty high.Also most games turn out as Elemental Mastery.

True,you must stall a lot to let your singularities grow,so hourglasses do not fit.I was thinking of adding a couple of SODs to help with stalling a bit similar to SPLat.

Other than that,awsome deck,I really really hope zanz wont nerf singularities.
Thank you so much for your support. Yea, I hated singularity when it came out due to my love for SN rushes. But now I channel my dislike towards producing something cool. Now I am glad singularity is going to be added, and yea hope it dosen't get nerfed!

Offline vagman13

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467731#msg467731
« Reply #7 on: March 05, 2012, 02:41:11 pm »
seriously,this deck rules.Here's a screen from a 164 hit points EM versus Lionheart,with a chimera at 439 attack.




And here's a 164hp EM versus Gemini with a 437 chimera:


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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467746#msg467746
« Reply #8 on: March 05, 2012, 03:36:35 pm »
-2 Sundial +2 Divinity on Vagman deck IMO.

Expect this to be nerfed to hell. In a very thematic way too (what happens when you fuse together multiple Singularities? Well at LEAST a Black Hole).
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Offline zhangvictTopic starter

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467756#msg467756
« Reply #9 on: March 05, 2012, 03:54:16 pm »
-2 Sundial +2 Divinity on Vagman deck IMO.

Expect this to be nerfed to hell. In a very thematic way too (what happens when you fuse together multiple Singularities? Well at LEAST a Black Hole).
I certainly hope this does not get nerfed. You need around 20 turns before you can otk combo, and as I said in OP and Vagman a couple of posts up games take 400 seconds. Instosis will probably be better anyway. Also, the singularity update was to discourage speedbows. This is a long stall.

Btw, a singularity is already a black hole.


seriously,this deck rules.Here's a screen from a 164 hit points EM versus Lionheart,with a chimera at 439 attack.




And here's a 164hp EM versus Gemini with a 437 chimera:


Lolz I have a feeling you purposefully waited more than the necessary amount of time and stalled extra just to get a even more ludicrously strong atk chimers XD.

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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467844#msg467844
« Reply #10 on: March 05, 2012, 08:28:33 pm »
It is very effective, indeed. I hope Zanz don't make Singularities unchimarable. I will better shut up before he reads it  :P
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Re: Singularity OTK (Sotk) - [Trio][FG] https://elementscommunity.org/forum/index.php?topic=37258.msg467850#msg467850
« Reply #11 on: March 05, 2012, 08:39:55 pm »
Wow thats an awesome way to bypass the non-antimatter clause.  Actually though, I'm not sure if Zanz would nerf this.  The main point of doing the nerf was to weaken speedbows, and this is the opposite, a stall.  It fits the purpose of the nerf perfectly.
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