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Andran

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1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38795#msg38795
« on: March 15, 2010, 09:06:36 pm »
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Basic idea:

1. Wait until you have 8 aether quantum, then play Ray of Light and use Fractal on it
2. play Hope
3. use Fractal on the rays until you have about 15 of them
4. play Light Dragon and use Fractal on it.

This deck can challenge false gods surprisingly well.
- Against some usually very difficult gods e.g. Rainbow, you can win with ease. Once you got a single ray of light/fractal/hope combo out you're basically immortal and can fill the board with light dragons.
- Unlike for other Fractal rush decks, shield are no problem for this one since the dragons will tear through anything.
- On the downside, gods with feral bonds are unkillable, Hermes with his fire shield is close to impossible, and gods with momentum and mass creature destruction are difficult.

I am not saying this deck is better than the standard rainbow decks, but it's surprisingly good. It's one of the few alternative decks that have a real shot against false gods, although I suspect Hope will never go live in its current form. Haven't even played level 3/Top 50.
« Last Edit: June 11, 2012, 06:03:49 am by willng3 »

Offline Glitch

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38797#msg38797
« Reply #1 on: March 15, 2010, 09:09:00 pm »
You're pillar heavy on the aether.  Put in some miracles and holy flashes, add more dragons for consistency.  It's a great deck =D.

Andran

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38801#msg38801
« Reply #2 on: March 15, 2010, 09:22:40 pm »
There is room for some other cards instead of towers, this is true; however I am not sure about Miracle, as you need the light quanta for the dragons, and holy flashes seem inefficient. Maybe shards of gratitude, though? These might work very well actually, to block out momentum creatures and weapons.

Updated OP, shards work out very well, and the second dragon is worth it even though it uses up one space early in the game which you need for Fractal.

kintar

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38812#msg38812
« Reply #3 on: March 15, 2010, 09:56:45 pm »
Doesn't one Rain of Fire / Thunderstorm / Plague / Unstable Gas / Retrovirus wipe out all of your rays of light?

Andran

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38817#msg38817
« Reply #4 on: March 15, 2010, 10:02:58 pm »
Doesn't one Rain of Fire / Thunderstorm / Plague / Unstable Gas / Retrovirus wipe out all of your rays of light?
Mass creature destruction is a problem, but not an instant loss. Always keep one ray in your hand, then after a mass destruction spell, you can jump right back into the game with a ray/fractal combo. Octane is the only one that's hopeless.

Offline Glitch

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg38856#msg38856
« Reply #5 on: March 15, 2010, 11:06:56 pm »
Yea, octane is the only issue.  Once you get out a dragon, your RoLs might as well be invincible, they won't get targeted and they won't stop swarming.

RaM84

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg39766#msg39766
« Reply #6 on: March 17, 2010, 11:46:34 am »
Hi,

I tested the deck multiple times and I think a bigger problem then mass creature destruction is freeze + lobotomize. In the game against Scorpio i lost with 3 frozen dragons and 20 lobotomized rays. i think i will change 1-2 towers to luziferase and try it again.

But nevertheless thanks 4 your idea :)

edit I:
hmpf. The next problem is fire queen. I lose every time. If she has 5 feral bounds (sometimes there are MORE) i need at leat 9 dragons - at this time i have already 14 rays, so there is no room for a tenth dragon. You see what i want to say. There is not enough damage to kill false gods, because there is no way to destroy shields or enchants or creatures...

I will do some more games, but i dont think that this deck can compete with some good rainbow decks, sorry.

edit II:
i'm testen and testing and to be honest i have not won any single match against fals gods.

chaos lord: disipasion field + fallen druids/elfs that mutate the dragons -> run out of cards
fire queen: feral bond = unkillable
Sorpio: freeze + lobotomize -> no hope ;)
incarnate: the ray of lights are made to become his skeletons -> no hope and a lot of creatures on the enemies side

the only two gods i had a little chance were destiny and devine glory...

don't know how it should work...

Offline Glitch

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg39812#msg39812
« Reply #7 on: March 17, 2010, 04:21:50 pm »
That's odd, using this deck I mastered Miracle.

RaM84

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg39818#msg39818
« Reply #8 on: March 17, 2010, 04:59:33 pm »
I had no match vs Miracle but with the experience I had vs the other FGs I dont believe this deck can compete with the most Rainbow Decks. Especially in 1.2 there are good options for Rainbow Decks - and my aim is to play a deck that gives me at least the chance to defeat every FG...

Andran

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg40309#msg40309
« Reply #9 on: March 18, 2010, 01:22:54 pm »
chaos lord: disipasion field + fallen druids/elfs that mutate the dragons -> run out of cards
fire queen: feral bond = unkillable
Sorpio: freeze + lobotomize -> no hope ;)
incarnate: the ray of lights are made to become his skeletons -> no hope and a lot of creatures on the enemies side
Thanks for testing, but you need to refine your strategy. I am about 10/10 against Incarnate (i.e. I win every time). You win by letting him fill his side up with skeletons. The skeletons will do zero damage against your Hope, and will prevent him from playing viruses or anything else. Then it's a really trivial win.

Scorpio: I win about 50% of the time, it's just a matter of getting out hope early enough to block the fishes. The SoG's should actually provide enough healing for the remaining poison. Lobotomize has never been a problem for me. One lobotomize per turn, but if you play it right you can get about 3-4 new rays out per turn on average.

Firefly Queen: Yes, feral bond is instant loss.

Chaos Lord: On this encounter, luck plays a big part with this deck as with any other deck. The dissipation field is actually no problem, as you do huge damage. Make sure to leave about 10 free spots on your board for dragons, then you'll easily outdamage his shield.

Ghoststalker

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg40361#msg40361
« Reply #10 on: March 18, 2010, 02:43:00 pm »
i build a deck similar to this one, but it doesnt work quite as well, as it looks in the first moment. i tried to use additional quints to have at least 3-4 RoLs going all the time (seems pretty stupit to quint RoLs, i know). some things you have to consider: you cannot wait 3-4 turns to play a fractale on a RoL, cause you also want to have your hand empty (although in this deck, it should work out pretty well).

I think you should use the RoL combo with a rainbow deck, it worked out better, but still wasnt good enought for me to post it...

Andran

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg40541#msg40541
« Reply #11 on: March 18, 2010, 09:20:18 pm »
I think you should use the RoL combo with a rainbow deck, it worked out better, but still wasnt good enought for me to post it...
I thought about adding other powerful cards, but it just doesn't work out. Your hand needs to be almost empty for the combo to work, and the problem with rainbow is that it takes a while until you have enough quantum to play your cards. SoGs work out well because they can always be played, but any card you cannot always play immediately really takes away from the deck's efficiency.

 

blarg: