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PuppyChow

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Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg37348#msg37348
« on: March 12, 2010, 09:02:48 pm »
Edit: Oops, this is a duo deck with the new rules. Someone move it.

Since as of yet nobody has really posted the normal flying glory build (many variations have been posted but not the basic build), I decided I would.

It has problems with decking out and super duper fast decks but still a very good deck. Since this is a base build, there are many ways it could be done. For instance, you could add dials, take mark of aether and use TUs (Jmizzle), take mark of fire and use explosions, etc etc.

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7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7k2 7k2 7km 7km 7km 7km 7km 7km 7n2 7n2 7n2 8pq
« Last Edit: June 12, 2012, 05:35:30 am by willng3 »

icybraker

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg37351#msg37351
« Reply #1 on: March 12, 2010, 09:05:09 pm »
Yey, the original! :) I love this deck so much, and I can almost make it.

But I thought the "normal" build had 6 Divine Glories...??

PuppyChow

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg37356#msg37356
« Reply #2 on: March 12, 2010, 09:09:47 pm »
Not really. This deck relies on the sod/miracle combo mostly, and the gradual damage to kill. While a 6 glory build is certainly viable, it means adding 2 more animates as well, and then probably adding some more light towers. So it makes the deck bigger with the same exact cards, which to me means it's a variation and not the original build. And if you took out some sods/miracles to make room for the more glories, well you're shifting the focus from stalling + gradual damage to faster damage + miracles to survive till you win.

Offline jmizzle7

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg45028#msg45028
« Reply #3 on: March 29, 2010, 07:16:57 am »
It's true. Most small Flying Glory builds only use around four Glories in order to minimize bad (clogged) draws.

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg45047#msg45047
« Reply #4 on: March 29, 2010, 11:07:51 am »
I fought Jmizzle's version in t50 the other day using an unupgraded "speed" poison... I had 50+ poison on him and he still won  ::)

BurnOne

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg58630#msg58630
« Reply #5 on: April 24, 2010, 07:37:14 pm »
L3-Moneymaker version (40-52 coins per match + spin bonus, except hope-l3s) of this:


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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg59570#msg59570
« Reply #6 on: April 26, 2010, 08:40:58 pm »
Just like to say that XDude played the exact deck in the OP in the USA vs.World tourney, and I stomped his butt into the ground easily.  A half-decent defense stops this deck's damage cold, and then it's just a matter of blowing through a few hundred life...not a problem for a stompy deck when this deck has no creature control at all.  :)
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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg59584#msg59584
« Reply #7 on: April 26, 2010, 09:14:30 pm »
What's the hardest FG?

Divine Glory of course! (Well, top 3 at the very least)

These decks are fun, but you often need more attack, as you can't have 11 glories out. I usually put a dragon or two in my MG decks, purely because one: they're awesome, and two: they can provide a little bit more damage, which can be crucial.

Explosions with mark or fire, and maybe 1 rain of fire make this deck more sturdy in my opinion.

Offline presspl4y

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg1033225#msg1033225
« Reply #8 on: January 18, 2013, 04:44:24 am »
I've been using this deck lately in PvP2 with much success (85%+) so I thought I would share it. 
Even though I have never seen this thread before today, nor have I came across a similar deck in play, the card combo/synergy is obvious and I'm posting here due to the "Read this before posting" thread.
(http://elementscommunity.org/forum/index.php/topic,38682.0.html)

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You will almost always start with 1-3 pillars/pends and drop your first Morning Glory on turn 2.  Your second MG should be on turn 3 or 4.  Then either pool quanta to pump out all your Shards/Miracle or drop another MG depending on your opponent's play and your cards in hand.  Cast your remaining Shards and Miracle before dealing the killing blow to maximize your Electrum gain.  The deck will usually win even with a slow start (only one MG), and it fairs well against rushes on a normal draw.

Strengths: High damage for low cost immortal creatures, generally good draws, high win % (PvP2), decent Electrum gain (165-195 normally), fun/easy to play.
Weaknesses: Dimensional Shield, Bone Wall, early Discord, SoW+Reflect (which I haven't seen since 1.32), Feral Bond/SoG, not a 4 or 5 turns to win deck.

Sideboard: I have also tested this a variety of different ways by removing a Morning Glory and an Animate Weapon or two, and adding some combination of Sanctuary or Miracle or Pillar.  In the end I found that having all 6 MGs and all 6 AW minimized the frequency of turns wasted without a necessary part of the combo.  Sanctuary's did not provide enough benefit for their cost, and the decks they should be helpful against (pest/discord) both have ways of dealing with Sanctuary or using it against you.  With all the Shards you rarely ever need a third Miracle before you deck out, and you can usually stall long enough to pull your first one.  If you do want to pull out a card I would suggest -1 Animate Weapon and adding either another Pillar or a single Holy Flash for Elemental Mastery.

Tips:
  • Only animate your Morning Glories if you have another one in your hand, and can play it the same turn.  Unless your opponent is running a wings shield, animating a weapon isn't going to do any extra damage.  An animated weapon although immortal, is still vulnerable to cards like Fire Shield, Thorn Carapace, or Skull Buckler.  Also, next turn, you may find that you need the  :light for casting something else instead.
  • If you are safely generating six  :light per turn, and your hand isn't full, hold your pillars/pends in your hand.  It can help protect you against deck out, provide same turn quanta for Miracle after a Black Hole, or simply generate instant quanta for the next turn after playing a Miracle.  The deck doesn't require much quanta so you can even hold pillars/pends at three  :light if you're facing Ghostal or Shard of Bravery.
  • Only play Shard of Divinity if you are going to die next turn or if you fear your opponent is holding a lot of burst damage.  Again, playing a Shard isn't going to do any extra damage, all it does is alert your opponent of his new damage target.  Playing three shards right before your opponent thinks you're going to die can really throw off their plans...  Especially when you are also holding a Miracle.
  • Try to play all of the Shards in your hand before you play Miracle.
  • The above tips are for general play.  You'll need to think outside the box for some situations, like when your opponent is running Discord, or holding on to heavy burst damage.

Please rep me if this post helped you out.  Thanks!
(Edit: Formatting, added Sideboard section.)
« Last Edit: January 18, 2013, 06:46:39 pm by presspl4y »

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg1033325#msg1033325
« Reply #9 on: January 18, 2013, 01:53:53 pm »
I'm confused as to what makes this the "normal" version. 'Base' is definitely the better word, though maybe even 'basic'. Is this strategy actually credited to someone? That'd be like saying "I was the first one to think of 6 Shriekers 6 Graboids a Long Sword and 17 pillars." =/

Still, I appreciate seeing this since Shard of Divinity became a light card, not that it makes much difference here.

Actually I've been wondering about the number of Glories. Given that they are most of the time indestructible, having less firepower (i.e. only 4 of them) is fine as long as it's backed by the length afforded by extra Miracles. But on the whole, I would be too scared of (mild) life gain to play this deck with just 32 total damage.
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Offline presspl4y

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg1033434#msg1033434
« Reply #10 on: January 18, 2013, 06:44:26 pm »
I'm confused as to what makes this the "normal" version. 'Base' is definitely the better word, though maybe even 'basic'. Is this strategy actually credited to someone? That'd be like saying "I was the first one to think of 6 Shriekers 6 Graboids a Long Sword and 17 pillars." =/

According to the "Read this before posting" thread I referred to in my post, before posting a deck the contributor should run a search in the appropriate forum for the deck codes of the key cards in the deck. 
A search on the Duo-Decks forums for the deck code for Morning Glory, Animate Weapon, Shard of Divinity, and Miracle returns this thread, and only this thread. 
The "Read this before posting" thread also says it is much preferred to necro (bump) older, even ancient threads, instead of posting a new topic.  This is why I posted here and not somewhere else.

I would be too scared of (mild) life gain to play this deck with just 32 total damage.

Good point.  I haven't really had much trouble with Life decks with this deck, but I can see how excessive regen could end in a deck out situation.  I'll add that to the decks' weaknesses.

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Re: Flying Glories (base deck) https://elementscommunity.org/forum/index.php?topic=3881.msg1033504#msg1033504
« Reply #11 on: January 18, 2013, 09:13:19 pm »
The problem with these 2 decks is that each is really vulnerable to SoFo and other forms of early Permanent Control. Also, if your opponent has Black Hole and Discord you are going to be quite behind(in either case).

 

blarg: