The Charge-deck as a middle-ground between Rush and Stall (either way with a special "charge"-twist though)
So I have come up with the name "Charge-deck" for certain decks that feature a "breakpoint" in their dmg-buildup and win-strategy.
I am still looking for more Charge-type-decks, especially those that operate outside the realm of aether,
so as to confirm it as a real deck-type and not just a subcategory of "aether-decks"...
Of course many decks could be PLAYED as a charge deck.
But in most cases this would just be stupid and cause losses though -
Why would you hold on to your critters and unload them all at once when you could just as well inflict dmg before?
So far, the typical "charge-mechanic" of a deck can (almost!) only be produced by fractal and TU imho.
The exception to the rule can be found on the bottom in the example-deck-section.
Please post your Charge-decks or link them up! 8)
What Charge-decks are about:Deck types in a general categorization: -- -- -- -- -- -- -- ]
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RUSH: (shrieker-, destroyer-, defenseless mono-rushes ...)
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CHARGE: -- -- -- -- -- -- (certain fractal decks, classic lance-decks, decks with a "breakpoint" like many TU-decks)
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-- -- -- -- --
STALL: -- -- -- -- (FG-rainbows, heal-, cc-, shield-intensive decks)
I like to call decks like those posted on the bottom a "Charge"-deck.
A charge-deck indeed kind of mimics a good old traditional war charge:
Slowly approaching for a while then charging in to destroy the opponent with certainty
while taking heavy casualties oneself.
Charges generally exceed a rushes damage-output and ramp up their dmg to deadly proportions within very few turns.
The difference in dmg-quality is that rushes can be stopped and broken with hardly a chance for recovery
whereas a well orchestrated charge can't really be stopped anymore. (Chaaaarge!)
The price for an awesome Charge is of course some needed time for preparation.
Here, a Charge is sort of like a stall deck, the difference being however that there is much less focus
on actual survival and disruption tactics.
A charge deck doesn't need this because it counts on the charge finishing the job before it gets too nasty.
As such, the Charge-deck is located between a Rush-deck and a Stall-deck.
The "Charge-twist" however is more than just "throwing out many critters at once"
like it can happen by accident with almost any deck.
It is truly about counting on doing so in the deck-build and it is about reaching unprecedented
high dmg-output that will make rush-decks look like unupped stallers.
This mechanic is (as far as I can see) achieved by replicating-, buffing-, skillusing-
and quantum-accumulation-strategy and seems to strongly root in the domain of aether.
Some Charge-decks(More or less) Classic Lance-decks like this fire-deck by qetuol:6rm 6rm 6rm 6rm 6rm 6rm 6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dn
http://elementscommunity.org/forum/index.php/topic,7604.msg92512.html#msg92512While a lance-deck is certainly just that (a lance-deck) the strategy-mechanic corresponds exactly to that of a Charge-deck.
It's almost prototypic and more than that NOT an aether-deck!
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Amilirs Titan FG-deck is an awesome FG-Charger:5c7 5c7 5oi 5oi 61o 61o 61o 61o 61o 61o 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 74c 74c 7do 7q5 7q5 7q5 7q5 7q5 80b 80b 80b 80b 80b 80b 80d 80d 80d 80d 80d 80d 80e
http://elementscommunity.org/forum/index.php/topic,4383.0.htmlOne could argue that this is actually just a stall-deck like any other FG-deck. Yes, Charge decks may have stally elements. However, compared to other FG-decks this deck really explodes in the face of the FG at a given point in time. While e.g. the classic FG-rainbow (or Nymphomania, or poison-quartet or...) builds up slowly as you go, you cannot and willnot do this with Amilirs deck. Instead, you are bound to wait until you have the quanta and cards to cast a buffed Titan and copy it at least a couple times. If you go at it earlier you will probably fail ...
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Fractal-based decks like my Lance-a-lot-Charge are often Charge-decks:7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dk 7dk 7dk 7dm 7dm 7dn 7ds 808 808 808 808 808 808 80i 80i 80i 80i 80i
http://elementscommunity.org/forum/index.php/topic,5626.msg66302.html#msg66302This deck waits until quanta for fractal are collected then prepares the Charge by casting Brimstone-eaters. As quantum collection rapidly speeds up, Fahrenheit, lances and phoenix is drawn - it all of a sudden exponentially ramps up the dmg, killing your opponent who had just been wondering how you were supposed to win with a field of 6 Brimstoners.
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Dragon-decks like OMG-a-parallel-dragon by PuppyChow are generally Charge-decks:Mark is
ENTROPYhttp://elementscommunity.org/forum/index.php/topic,1312.0.htmlPuppy avoided the use of the term "Dragon-rush". There is really nothing rushy about any dragon-deck I have seen so far.
Instead, dragon-decks mostly pull off a pretty Charge-style strategy or like Puppy puts it:
"You will likely not play any for 4-5 turns, then play TONS."
This is also not an aether-deck. Charge-dynamics stem from sheer cost of critters and a planned quantum-collection-strategy.
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Deja-TU is an excellent example of a Charge-deck:(original -vanished-from-forum?- deck by UncleJellyfish, here's the Jangoo-edit featuring epis
)
6u3 6u3 6u3 6u3 6u3 6u3 74a 74a 7an 7an 7jv 7jv 7q0 7q1 7q1 7q1 7qb 7qb 7qb 7qb 808 808 808 808 808 80b 80b 80b 80b 80b
Simply a bomb-style-100%-Charge:
Replication via TU and Dejavu-skill + buffing-strategy creates a total 0->100 dmg-effect like any decent Charge wants to have it.
Typical for a charge: This deck doesn't have any room for effective stalling in order to execute the Charge as reliably as possible.
(Which is still not reliable enough oftentimes, but that's the price for betting it 100% on charging.
)
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[Insert your awesome Charge-deck here]