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Offline regen2k9Topic starter

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Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg445967#msg445967
« on: January 05, 2012, 10:34:05 pm »
Divine Miracles
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Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5ld 5ld 5ld 5lh 5lh 5li 5li 5li 5li 5m6 5m6 5m6 5m6 5m6 5m6 8pq

*The "shards" are Shards of Divinity.  The deck code importer only seems to recognize the upped SoD.

The basic idea of this deck is to continually increase your life total and gain life by using SoD + Miracle.
Against most decks, the general plan of action should be to put up a solar shield as soon as the opponent gets his/her first creature out.  The early game should be spent building up quanta to play dragons and a morning star (if it is in your hand).  Once your hp begins to dwindle, spam SoDs.  As you get down to the last bits of HP, play a miracle and boost your life total back up to it's SoD-increased amount.  Repeat.  Keep in mind that against rushes, you may need to play your SoDs a bit earlier than usual.

This deck fares poorly against denial decks, as well as decks that utilize gravity shield and Dimensional Shield.  Keep in mind that as the stall is built around increasing HP and using dragons and your sword to deal repeated chunks of damage through to your opponent, there is no PC.  This deck is also capable of decking out opponents who are running <35 card decks.  However, a pure deck out build would require more cards, and thus would decrease the likelihood of drawing your SoD + Miracle combo.

Alternate Builds
Healing Build:
It is possible to include sanctuary in order to have constant HP gain.  In order to do this, remove 3 solar shields, and add in approx. 4 sanctuaries and 2 light pillars (exact number not tested).

Buff Build:
Some may find it ideal for this deck to have more firepower or dragon hp (so it takes >2 spell uses to kill them).  If this is the case, one may include several blessings, adding in a couple of light pillars as well.  Note: This is, in my opinion, the least effective of the three builds.

All right, so that's my deck.  A fair warning, using this deck will cause a few rage-quits  ;D  Please feel free to add your comments/suggestions below!
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Offline dragonsdemesne

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg446030#msg446030
« Reply #1 on: January 06, 2012, 12:13:15 am »
Minus the shards, I've used this deck in pvp tournaments before, and it does reasonably well.  I think I usually used 6x dragon 6x miracle 1x morning star, 2x solar shield or sanctuary (depending on mood/tourney rules) and 15x pillar/pend.  As a 34 card deck I think that 14 light pillars isn't nearly enough; you need a lot of quanta to play the dragons and miracles, even with solar shields.  I went with 50% pillars when I used this type of deck, and that was about right for me.

mono-rainbow

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg446106#msg446106
« Reply #2 on: January 06, 2012, 03:40:39 am »
might be a bit to excessive on the miracles.

Offline xdude

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg446245#msg446245
« Reply #3 on: January 06, 2012, 02:47:32 pm »
Minus the shards, I've used this deck in pvp tournaments before, and it does reasonably well.  I think I usually used 6x dragon 6x miracle 1x morning star, 2x solar shield or sanctuary (depending on mood/tourney rules) and 15x pillar/pend.  As a 34 card deck I think that 14 light pillars isn't nearly enough; you need a lot of quanta to play the dragons and miracles, even with solar shields.  I went with 50% pillars when I used this type of deck, and that was about right for me.
The bucklers are extraordinary. I would count them at least as a Pillar each, but they get incredibely good late game.

might be a bit to excessive on the miracles.
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Offline Silver

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg457856#msg457856
« Reply #4 on: February 08, 2012, 07:50:20 am »
oh i remember fighting this.

seems a lot better now that i know it has dragons :p

Offline Absol

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg457865#msg457865
« Reply #5 on: February 08, 2012, 08:27:27 am »
-shield, -2 dragon. -2 pillars.
Should be good. Yes, this is annoying deck to rushes.
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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg458170#msg458170
« Reply #6 on: February 09, 2012, 01:19:41 pm »
I'd probably add 4 sancturaries.
  • They heal you 4 hp a turn each. Increasing the time between miracle uses and possibly getting an EM.
  • They stop devourers/nightmare
  • They make a good distraction for steals and deflags, instead of your pillars.
Maybe add a pillar or two, but i'd have to test it first.

Offline chrispybacon84

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Re: Divine Miracles (unupped) [PvP1] https://elementscommunity.org/forum/index.php?topic=35427.msg1209633#msg1209633
« Reply #7 on: October 10, 2015, 10:34:14 pm »
I'd probably add 4 sancturaries.
  • They heal you 4 hp a turn each. Increasing the time between miracle uses and possibly getting an EM.
  • They stop devourers/nightmare
  • They make a good distraction for steals and deflags, instead of your pillars.
Maybe add a pillar or two, but i'd have to test it first.

Adding sanctuaries takes away the quanta generation aspect of the solar shield. But other than that, it's an amazing addition
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