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Deck Ideas => Post Deck Ideas Here => Rainbow Decks => Topic started by: Keeps on March 28, 2013, 07:59:55 am

Title: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on March 28, 2013, 07:59:55 am
The Brave Malignant Ball That Could
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4vj 4vj 4vj 4vj 4vj 4vj 710 710 710 710 710 710 71c 71c 71c 71c 71u 71u 71u 71u 7dm 7ee 7ee 7ee 7ee 7ee 7ee 7hi 7hi 7hi 7q9 7q9 7q9 7q9 7q9 7q9 809 809 809 809 8po


Verified by CuCN in a 10 games against all FGs check:
63% WR ,
FGei (1.32) > 9k/hr (See Below For Improved FGei)
49% EM Rate

Partially Upgraded Version:
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4vj 4vj 4vj 4vj 4vj 4vj 52s 52s 52s 52s 5f6 61p 61p 61p 61p 710 710 710 710 710 710 71u 71u 71u 71u 7ee 7ee 7ee 7ee 7ee 7ee 7hi 7hi 7hi 7q9 7q9 7q9 7q9 7q9 7q9 8po


Guide

Terms:
OTK = One turn to kill
TTK = Two turns to kill
MTK = Multiple turns to kill
FG = False Gods
Cells = Malignant Cells
Balls = Ball Lightning
WR = Win Rate
SoPa = Shard of Patience
SoBr = Shard of Bravery
SoSa = Shard of Sacrifice
Dials = Sun Dial
AoE = Area of Effect

Gist:
AI does not target Cells directly, only AoE.
Using SoPa you can build up to 23 Cells to do 200 damage OTK.
OTK is only an option many FGs it's faster or only possible to TTK/MTK.
Except Scorpio with Purify and Stealing a SoPa, FGs have no way to counter SoSa.
The FGs have a lot of Anti-CC combined with SoSa you can completely Jam their hands.

The Deck:
Aflatoxin
The primary combo is Aflatoxin + Ball = Cell, where two casts can fill the board quickly (only one is needed).
No more than 2 casts are ever needed.  The spare Aflatoxins and Balls can be discarded or used as is under the right conditions.

It takes 8 turns to get to OTK damage from 1 Cell + SoPa.
It takes 9 turns to get to OTK damage from 1 Cell + SoPa against 2 HP Block Shield.
It takes 8 turns to get to OTK damage from 2 Cells + SoPa with a 2 HP Block Shield.

The first Aflatoxin should almost always go to the combo first. Exceptions are in scenarios like: If you are dry on balls and the opponent is Osiris and you need to Aflatoxin a SoFo.  (*See more of this in the FG section.) 

Additional Aflatoxins are helpful if you use them if you have to SoSa earlier and need the opponent to deal more damage. 
Against some FGs there are some neat tricks to pull on them.  (*See more in the Tricking AI section).
Finally, for their original intent of filling the enemies board who are using creatures with annoying powers to this deck, such as vampires, virus, SoFo, etc.

Ball Lightning
Against most opponents, they are just to be used as fodder.  They are preferable over other 0 cost creatures since they are 5/0, meaning you can have SoPa played ahead of time and Aflatoxin the Balls still work first turn.  Also, against opponents not having CC or TU, they because 7/2s, first turn with SoPa for quicker damage.  In general you won't use just the Balls though without the Aflatoxin, once you have cells going, rarely do you want to hold onto them and they become discard fodder.

Nova
In general, you will cast them when you get them, exceptions being against Blackhole and if you are forced to SoSa early.
In which case you will hold onto two so you can still play SoPa. 

Shard of Bravery
Obvious use, draw, and keep drawing.  In FG, and Arena on Plat and Gold you are not going to be able to force a deck out scenario.
Do note, with SoBr and Sundial you get the draw advantage over the AI.  Since they don't get to draw if you fill their hand, you are getting 5 cards to their 3 if you play this to it's maximum capability.
See more about SoBr usage in the Play Style section.

Shard of Patience
Except with high PC, it's safe to play SoPa early.  Against some opponents it's good to hold onto it until the Cells have filled the field, but more often then not cast one as soon as you can.

Shard of Sacrifice
In general, use Sundials before SoSa if possible.
If you don't have a SoPa out, hold onto two novas, if you are forced to SoSa early often it's safe too.
Remember the AI will hold onto creature cards if SoSa is in play.  So sometimes getting SoSa earlier is preferable against
some opponents, see the FG section.

Explosion
It's primarily there as a shield breaker.  Remember that, don't forget and waste it just because something annoying comes along.

Quanta
To play every card and ability you need: 6x :water 28x :death 6x :light 8x :fire
The minimum you need is 5x :death and 2x :water
The usual needed is 13x to 18x :death 6x to 8x :fire 2x :water 0 to 6x :light

Play Style and General Tricks of the Trade

PC Target Rules
AI
The AI will:
Destroy: Sundials > SoPa > Towers
Steal: SoPa > Sundial > Towers
The AI will not use destroy or steal abilities unless it has > than the quanta to do the ability.
The AI will sometimes wait 1 turn to steal or destroy a tower if it has no other target, but will target the towers eventually.

Player
You have one and only one explosion.
Primary target is always the shield for the win.  However, some AI have shields that can't be targeted an alternative target will be listed in the FG section.

CC Specific Target Rules
AI
The AI will not directly target Cells.
Only AoE, which usually won't trigger until when you have >= 5 creatures on the field.
Plague, one or two is not a worry, 3 is, only one FG you will need to worry about with this and it's rarely seen in Arena

Firestorm, at 3 damage, 1 cell + SoPa means the center cell will live at a 7/4 and the 2nd cell at 5/1.  Once Spawning against a 2nd Firestorm would reduce you to one cell, in which case you need to cast a 2nd Aflatoxin to get division rates up to live.  3 Firestorms and you're dead. Not having the SoPa out means you won't survive of course.

Desiccation and Thunderstorm, Arena only, like Firestorm, 3 and you're dead. 

Pandora's Box, doesn't follow the same rules, nor is it nearly the same threat as Firestorm, Desiccation or Thunderstorm.  Sometimes it's a blessing. A bunch of them though will still wreck your board.

Draw Rules
Player
If opponent has sanctuary is in play, SoBr does not work for you.  FGs don't play sanctuary, but in Arena, the sanctuary might quickly become a PC target.
Draw ability order in general is, play the cards you will need to first, such as the next sundial, or nova, up two three spaces free provided the opponent has 3 spaces free
Then cast SoBr, Play, then Sundial ability. 

Remember you don't need more than one or two balls and one or two Aflatoxins and more than two SoPa
Because of this don't worry about you're hand getting stuck with over drawing.  Instead draw aggressively.  You want to get the combo out as soon as possible and secure
Who cares if you get a 2nd SoPa, you can discard it.  The additional cards are to make sure you have good starts.

Also don't forget about the clutch pull, if you are in danger of losing the SoSa defense because of incoming damage and no stall,  Do what you have to. 
If you can only draw 2, then go ahead and cast SoBr to draw two.
The brittleness of this deck can show if you don't aggressively draw.

TTK or OTK
Watching the opponents health meter and how many SoSa you have available is the key to this decision.  With the exception of some FGs such as Miracle, if you have the option for TTK go for it.  If you looked behind the math a 2 cell + 0 shield at turn 6 of cell division is > 100 damage and 7th turn is 143 damage.
Once you over the half way point, in other words, it's about 2 to 3 turns to get the OTK, while only 1 to 2 turns to get the kill and SoSa buys you 2 turns.
The general card play is, SoSa, End Turn, PoP SoPa, Attack, Attack.

Taking Damage
It's safe in general to get as low as 70 HP, Before you SoSa.  60s are risking it.  Try not to SoSa early.  Try to make sure the opponent has 20+ damage, but sometimes with SoSa it can't be helped.  If you have to SoSa early, remember 10 damage is breaking even, just do what you can.

On Tricking the AI
These are tricks to outsmart the AI, different 'styles' are listed for specific FG variants.
Beating Slow AI Starts
Most of the time you just wait it out, but sometimes it's sitting at something like 16 damage, or your hand is full of SoBr and you can't get started either.
Use these methods, I'll try to list the method to use with each FG in the FG section.
1.) Sometimes the AI might draw a lot of anti-CC and so they have a slow start, tossing out a Ball to be targeted that you don't need might help give it some
room.
2.) Rarely but sometimes, the AI has a steal, but that's exactly what you need to have SoSa work better.  Put out Two SoPa and have Explosion in hand
3.) Use an Aflatoxin to give them a small creature boost.

Beating Quicksand (General)
In general you don't need to worry unless you're opening hands is a bunch of towers.  Regardless, you can use the lead one at a time method to draw out more quanta. 

Extra Turn (General)
In general you don't need to worry about turns, but on the off hand chance you need an extra turn and you aren't going to die, the AI will foolishly reverse time you're Balls, giving you a free space since the cell division doesn't occur until attack, you can recast it in the free space, get the +2/+2 and watch it keep you alive.

Protecting SoPa, Sundial Method
In this case the only way to protect SoPa is with Sundials.  Cast 2 Sundials if you need to the stall to last.

Beating SoFo, Osiris Style
Cast Aflatoxin on SoFo, the AI will either:
1.) Eat the SoFo if a Scarab is out already.
2.) Catapult of the SoFo early.

Beating Purify, Scorpio Style
1.) Cast SoSa and Dial at the Same time, the AI will jump at purifying the SoSa if it has it, and you will take two damage only.
2.) Cast a Ball out before SoPa to do damage, the AI will only start to use purify on itself if it's hurt.
3.) Cast extra Aflatoxins on creature, the AI will purify it's creature.

Beating Chimera, Akebono Style
1.)Thanks to the Chimera bug, sometimes you can force the AI to play a Chimera for free using SoBr, this is usefully to try to go for if Akebono has SoFos out.
2.) Casting Aflatoxin on a Chimera will make Akebono recast Chimera which ends up kill the Chimera and leaving a cell.

Beating SoFo, Akebono Style
1.) Use the Beating Chimera, Akebono Style can be useful.
2.) Akebono will use Chimera despite a bad time if it has it and you put a Aflatoxin on a SoFo.
3.) Akebono will overdrive a SoFo for you sometimes, just give him some fodder to eat like a Sundial.

Beating Virus Plague, Incarnate Style
1.) The AI will waste plague if it doesn't see creatures on the board for a few turns but it has a reason to sacrifice for, such as bonewall, condors, etc.
2.) Use SoSa to force the AI to hold onto creatures, play down Aflatoxin on the opponents creature and let the cell division fill their field.

Beating Voodoo, Hecate Style
1.) The AI does not hold spells and so will still cast damage on Voodoo even though SoSa is in play.
2.) Hecate will risk an 18/2 voodoo making Aflatoxin fodder.
3.) The AI will target you're creatures for a kill over voodoo, using a Ball Lightning to misdirect a target at times is useful.

Beating Fractal Targets, Decay Style
1.) Keeping out a Ball Lightning will beat out most fractal targets, forcing the AI to target you're ball instead of their desired creature.

Additional Card Tricks for use in Arena
Flooding, Inundation doesn't work against use.  (Also noted for Neptune).
Against SoSa, Skull Shield, and Spine Carapace, use Sundials and SoPa to make it useless against you.
Against Overdrive, lead a few balls, the Overdrive makes some nice big balls. (Mentioned below).

Oracle Effect
Starting Creature
Often it's more of a problem then a help with this deck, go burn it on Arena for 3 turns first.
However, if you forget:
Use as Aflatoxin bate if it's low hit points, but note it splits to the center, so you get a slower expansion of cells often costing you a turn more to win.
Use Dragons as is.
Don't forget, Don't Aflatoxin and then sacrifice a virus, you don't get a cell.
Side Bars
Divine Glory: -1 Aflatoxin, -1 Ball Lightning +2 Bone Wall
Octane: - 1 Aflatoxin, - 1 Ball Lightning + 2 Mirror Shield

FGei Improved
Right now Voodoo Bravery and this deck are showing >9k/hr. in the 1.32 FGei study.  However, if you read the comments you will find a dirty little secret; not all FGs are created with the same card giving output.

I ran the math and if you skip all the FGs without 6 of at least one card, then the FGei will rise significantly.  No study has ever been tested this way and the FGei for 1.32 was missing this consideration all together. 

Because of this, for this deck, if you skip all the FGs of difficulty Medium, Hard, and Very Hard.  Also skip those without at least one + next to the Card Odds you're FGei will rise to 12k/hr. 

In addition, I think, but haven't confirmed: Skip all the FGs without at least 2 sets of 6 or more) could rise even more.  However, part of what I think makes this deck great, is unlike other grinders were you have to sacrifice score and WR to get a high EM/hr.  Still, if you want to get a higher EM.  Look into using this method and add more to you're skip list.  Also check over other grinders compared to this one and see if they knock out some of the 'Very Hard' set here as several of those are good grinding targets.

I have marked below the FGs using a + system for each set of 6.


Beating the False Gods
I've actually beat every FG with this deck.  However, there are several you should just skip in general unless you want to see if you can beat them too.

Scale
Very Easy (8)
90 to 100% WR no thought.

Easy (8)
90 to 100% WR with a trick or a bit of thinking

Medium (5)
70 to 90% WR

Hard (2)
<20% WR <70% WR (Maybe Skip)

Very Hard (6)
<=20% WR (Skip)
Note: These 6 skips are required to get FGei up to 9K/hr.

Very Easy
Elidnis
Deck:
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7ah 7ah 7ah 7ah 7ah 7ah 7ai 7ai 7ak 7al 7am 7am 7am 7am 7am 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gn 7gn 7gn 7gn 7gn 7gu 7gu 7gu 7gv 7gv 7gv 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80f 80f 80f 80h 80h 8pn
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Jade Staff
Slow Start Break: Aflatoxin Creatures or Ball Lightning Target
Exta Ball Safe: See Tricks
Risks: Twin Universe, Slow Start to Damage Sometimes.
Tricks: Ball Lightning Target Slow Start Break

Ferox
Deck:
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7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ad 7ad 7ad 7ad 7ae 7ae 7ae 7ae 7af 7af 7af 7af 7af 7af 7ag 7ag 7ag 7ag 7ak 7al 7am 7am 7am 7am 7am 7am 7an 7an 7jp 7jp 7jp 7jp 7jp 7jp 8pn
Card Odds: ++
Methods OTK (Sometimes TTK)
PC Target: Feral Bond (For TTK)
Slow Start Break: Aflatoxin Creatures
Exta Ball Safe: Yes
Risks: Rush
Tricks: Has heal, but sometimes it just isn't enough and you can still TTK

[Gemini]
Deck:
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744 744 744 744 744 744 748 748 748 74a 74a 74a 74a 808 808 808 808 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80b 80c 80d 80d 80d 80d 80e 80f 80g 80g 80g 80g 80g 80g 8pu
Card Odds: ++
Methods OTK
PC Target: Phase Shield
Slow Start Break: Aflatoxin Creature
Exta Ball Safe: Ball Lightning Target Slow Start Break, usually not needed
Risks: Waiting for Explosion
Tricks: None

Lionheart
Deck:
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6qq 6qq 6qq 7jo 7jo 7jo 7jo 7jo 7k5 7k5 7k5 7k5 7k5 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q5 7q7 7q7 7q7 7q8 7q8 7qc 80h 80h 81q 81q 81q 8ps
Card Odds:
Methods: OTK (Sometimes TTK)
PC Target: Turtle Shield (For TTK)
Slow Start Break: Wait
Extra Ball Safe: No (technically can use for extra turn, but it's never needed)
Tricks: None

Miracle
Deck:
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7ac 7ac 7ac 7ac 7ad 7af 7af 7ak 7al 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jq 7jq 7jq 7jr 7jr 7jt 7jv 7jv 7jv 7k1 7k2 7k2 7k2 7ms 7ms 7ms 7ms 7n3 7n3 7n3 8pq
Card Odds:
Methods: OTK
PC Target: Solar Buckler
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: Yes
Risks: Rush
Tricks: None

Neptune
Deck:
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7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gn 7gp 7gp 7gr 7gr 7gr 7gr 7gs 7gt 7gt 7h1 7h1 7h1 7h1 7n5 7n7 7n7 7n7 7n7 7n7 7n7 8pr
Card Odds: +
Methods: OTK (Rarely TTK)
PC Target: Permafrost Shield
Slow Start Break: Aflatoxin Creatures  or Ball Lightning Target
Extra Ball Safe: Only for Ball Lightning Slow Start Break
Risks: Slow Start into Explosive Damage
Tricks: You'll find that Neptune is usually easy, but once and a while coming off a slow start, will produce explosive damage, make sure stall is properly set.

Paradox
Deck:
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7jp 7jp 7jp 7jp 7jp 7jp 7jp 7jp 7jv 7jv 7jv 7jv 7jv 7jv 7jv 7jv 7k0 7k0 7k1 7k1 7k2 7k2 7k2 7q1 7q1 7q1 7q1 7q1 7q1 7q1 7q1 7q5 7q5 7q5 7q5 808 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 8ps
Card Odds: +++
Methods: OTK
PC Target: Aether Tower
Slow Start Break: Aflatoxin Creatures or Ball Lightning Target
Extra Ball Safe: Only for Ball Lightning Slow Start Break
Risks: Stall break, means instant death with TUs
Tricks: None

Serket
Deck:
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710 710 710 710 710 710 710 713 713 713 713 713 71a 71a 71e 71e 71e 71e 71e 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ao 7ao 7ao 7ao 7ao 7b0 7b0 7ta 7ta 7ta 7ti 7ti 7ti 8pt
Card Odds:
Methods: OTK or TTK
PC Target: Eclipse
Slow Start Break: Wait
Extra Ball Safe: Yes
Risks: Improper Stall
Tricks: Draw Aggressively, Mix Up SoSa and Dial Chain to get Proper Stall if necessary

Easy
Chaos Lord
Deck:
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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tt 6tv 6u0 6u0 6u1 6u1 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u4 6u5 6u6 6u6 6u6 6u6 74a 7dm 7gn 7jp 7jp 7jp 7jp 7jp 7jp 7t9 8pj
Card Odds: ++
Methods: OTK (Sometimes TTK)
PC Target: Dis Shield
Slow Start Break: Alfatoxin Creatures, Steal of SoPa
Extra Ball Safe: Sort of, expect it to be mutated repeatedly, nothing to rely on.
Risks: Explosion, Steal, Mutation Steal or Explosion
Tricks: Use Slow Start Break Methods to keep SoPa in play.

Destiny
Deck:
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6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tt 6tt 6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u6 6u6 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7q8 7q8 8ps
Card Odds: +++
Methods: TTK or OTK
PC Target: Electrum Hourglass
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: No
Risks: Mutation Steal or Destroy
Tricks: Spare Aflatoxins should target druids or creatures that get steal or destroy.

Fire Queen
Deck:
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7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7am 7am 7am 7am 7am 7am 7dk 7dk 7dk 7dn 7dn 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n3 7n3 7n3 7n3 7n3 7n3 7n5 7n5 7n5 8pr
Card Odds: ++
Methods: OTK
PC Target: Weapons (there are two types)
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: See Tricks
Risks: Firelance
Tricks: Beware the firelance, you might think you will have enough HP for waiting for a SoSa, or Dials will protect you, but they won't.  Run as standard in general though.
If you have extra balls, you might want to toss them out so the AI will burn Fire Lance or  :air Quanta on them.

Graviton
Deck:
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744 744 744 744 744 744 744 744 744 744 744 744 744 744 745 745 746 749 74a 74a 74a 74b 74b 74b 74c 74d 74e 74e 74e 74e 74e 74e 7dm 7dm 7do 8po
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Gravity Shield (Sometimes Titan)
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Momentum, Explosions Firestorm
Tricks: Nothing formal.  Fortunately, it doesn't have enough firestorms or explosions to really shut you down.  Hold onto 2nd Ball + Toxin combo in hand, try to get all 3 SoPa cast, once and a while you find the situation right for increasing draw power by using two dials if you have the novas to support it.  Count opponent damage.  You only need 8 turns, so once you have 2 to 3 of the SoSa, just start relying on SoSa alone. If it fire storms a 2nd time, shoot for TTK.  Watch your card count.

Incarnate
Deck:
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712 712 712 712 717 717 717 717 717 71b 71b 71b 71b 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t7 7t7 7t7 7t7 7ta 7ta 7ta 7ta 7tb 7td 7td 7td 7td 7td 7td 8pk
Card Odds: +
Methods: TTK (Accidental OTK)
PC Target: Bone Wall
Slow Start Break: Malignant Cell Creatures
Extra Ball Safe: No
Risks: Plague
Tricks: Use beating Virus Plague Instosis Style to beat the Plague risk.  Once the health bar is showing 200 OTK capable, launch for TTK.

Morte
Deck:
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712 712 712 712 717 717 717 717 717 71b 71b 71b 71b 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t7 7t7 7t7 7t7 7ta 7ta 7ta 7ta 7tb 7td 7td 7td 7td 7td 7td 8pk
Card Odds: ++
Methods: OTK or TTK or MTK
PC Target: Bone Wall
Slow Start Break: Malignant Cell Creatures
Extra Ball Safe: Yes
Risks: Plague
Tricks: Use beating Virus Plague Instosis Style to beat the virus Plague risk.  Target the RoL, if Light Quanta is allowed up to 12, you need to go for OTK.  Try to let the cell division beat down the bone wall ahead of time by mixing up Dials and SoSa.  If 3x Plague has been dropped, count you're maximum output and go for MTK.

Osiris
Deck:
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6s2 6s2 74a 74a 74h 74h 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q4 7q4 7q8 7qb 7qb 7qc 7qc 7qc 7qc 7qc 7qc 8pl
Card Odds: +
Methods: OTK (Sometimes TTK)
PC Target: Turtle Shield
Slow Start Break: Aflatoxin Creatures
Extra Ball Safe: No
Risks: Early SoFo, many SoFo
Tricks: Beating SoFo Osiris Method

Seism
Deck:
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778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 779 77a 77a 77b 77b 77c 77e 77e 77e 77f 77g 77g 77g 77g 77g 77g 77i 77i 77j 77j 77j 77j 77j 77j 77k 7q4 7q4 7q4 7q4 7q6 8ps
Card Odds: ++
Methods: TTK (Sometimes OTK)
PC Target: Diamond Shield
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Rush, Diamond Shield
Tricks: Quick Sand Defense Method, Diamond Shield requires 2 extra turns to surpass, kill it with fire, otherwise TTK. 

Medium
Akebono]
Deck:
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6rs 6s2 6s2 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 746 746 748 748 748 748 748 748 74a 74c 74g 74g 74i 74i 74i 74i 8pl
Card Odds: +
Methods: TTK/MTK but Make for Trying OTK, it just doesn't work out that it's an OTK.
PC Target: Tower Shield
Slow Start Break: None
Extra Ball Safe: See Tricks
Risks: Early SoFo, many SoFo
Tricks: Use Beating Chimera and Beating SoFo, Akebono Style from Above, Also use Ball Lightning Targets to get Overdriven Balls.

Dark Matter
Deck:
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744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 744 745 745 745 745 746 748 74a 74b 74b 74c 74d 74d 74d 74d 74f 74f 74f 74f 74f 74f 74o 74o 7ju 7ju 7ju 7ju 7jv 7k1 8pq
Card Odds: +
Methods: TTK/MTK
PC Target: Titan
Slow Start Break: Wait
Extra Ball Safe: No
Risks: Blackhole
Tricks: Hold two nova's for SoPa at all times, Aflatoxin Nymphs

Obliterator
Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
74a 74a 74a 74a 74d 74d 74d 74d 74d 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77b 77b 77b 77b 77b 77c 77c 77f 77f 77h 77h 77h 77h 77h 77h 77i 77i 77i 8pl
Card Odds: +
Methods: MTK
PC Target: Pulvy
Slow Start Break: Wait
Extra Ball Safe: Yes
Risks: Early Pulvy
Tricks: Keep pressure with attacking cells power through Grave Forced creatures. 

Rainbow
Deck:
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Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u1 6u1 6u1 6u1 74d 74d 74d 77g 77g 77g 77g 7ah 7ah 7ah 7ah 7dm 7dm 7dm 7dm 7gn 7gn 7gn 7k2 7k2 7n5 7n5 7q5 7q5 7q5 7q5 7q5 7t9 7t9 7t9 80a 80a 8ps
Card Odds:
Methods: OTK
PC Target: Electrum Hour Glass
Slow Start Break: Wait
Risks: Steals, Explosions
Tricks: Wait a few turns for cell division to occur before putting SoPa out, as soon as SoPa is in play stop using SoBr to reduce odds of Steal and Explosion

Scorpio
Deck:
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Deck import code : [Select]
718 718 718 718 718 71a 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gl 7gl 7gl 7gm 7gm 7gm 7gn 7gn 7gn 7go 7gp 7gp 7gq 7gr 7gr 7gs 7gt 7gu 7gu 7gu 7gu 7gu 7gu 7gv 7gv 808 808 808 80b 80b 8pk
Card Odds: +
Methods: TTK or MTK
PC Target: Permafrost Shield
Slow Start Break: Aflatoxin Creatures
Risks: Purify, Lots of poison damage
Tricks: Use the Beat Purify Methods mentioned above.

Hard
Hecate
Deck:
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Deck import code : [Select]
7dr 7dr 7dr 7dr 7dr 7dr 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7ta 7ta 7tb 7te 7te 7te 7te 7tg 7tg 7tg 7tg 7tg 7tg 7th 8po
Card Odds: ++
Methods: TTK or MTK
PC Target: Improved Dusk or Stolen SoPa
Slow Start Break: Wait
Risks: Rush, Indirect Voodoo Damage
Tricks: Use the Beat Voodoo Hecate Style Methods to increase you're odds.  Really though, you are hoping for a good opening hand and it not having a good opening hand.  Also use the SoPa Slow Start Break Rules.

Jazebel
Deck:
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Deck import code : [Select]
7dr 7dr 7dr 7dr 7dr 7dr 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7ta 7ta 7tb 7te 7te 7te 7te 7tg 7tg 7tg 7tg 7tg 7tg 7th 8po
Card Odds: +
Methods: MTK
PC Target: Stolen SoPa (It'll happen)
Slow Start Break: Don't, just take the blessing
Risks: Steals, Grav Nymph, Death Nymph, Air Nymph
Tricks: Wait for cells to fill most of field before using SoPa, stop casting SoBr once SoPa is out, have Explosion in hand to kill SoPa when it gets stolen,
never leave SoPa out for long 2 turns for +4/+4 at most.

Very Hard
Decay
Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t9 7t9 7ta 7tc 7tc 7tc 7tc 7tc 7tc 808 808 808 808 808 808 808 80e 80i 80i 80i 80i 80i 80i 8pt
Card Odds: +++
Methods: MTK
PC Target: Stolen SoPa or Improved Dusk
Slow Start Break: Aflatoxin Creatures, Stolen SoPa
Risks: Steals, Denial, Slow Damage
Tricks: Wait for cells to fill most of field before using SoPa, stop casting SoBr once SoPa is out, have Explosion in hand to kill SoPa when it gets stolen,
never leave SoPa out for long 2 turns for +4/+4 at most.  Try to get Aflatoxin on Pests early to try to block denial, also have a ball or two for Beating Fractal Targets, Decay Style

Divine Glory
Deck:
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Deck import code : [Select]
7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 7dm 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 8pq
Card Odds: ++
Methods: MTK
PC Target:
Slow Start Break: None
Risks: Explosions, Slow Damage
Tricks: The combination of explosions and slow damage make getting an effective SoSa out very difficult.  The trick is to get Divine Glory to use up a bunch of explosions on unimportant targets and getting the Swords out into play.  It's easier said than done.

Dream Catcher
Deck:
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Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6ts 6tu 6tu 6tu 6tu 6tu 6tu 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u8 6u8 6u8 6ug 74f 77i 77j 7dr 7gl 7gn 7n7 7n7 7q1 7q2 7t6 7t6 80a 80h 8pj
Card Odds: ++
Methods: MTK
PC Target: Discord
Slow Start Break: Aflatoxin Creatures
Risks: Butterfly Effect, Blackhole
Tricks: Early Combo or Spell Card Jam (rarer) are what's needed to beat Dream Catcher, Although sometimes you can beat out butterfly effect long enough to keep small damage away and be able to Aflatoxin Creatures

Eternal Phoenix
Deck:
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Deck import code : [Select]
7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7dk 7dk 7dm 7dm 7dm 7dm 7do 7ds 7ds 7ds 7ds 7ds 7ds 80a 80i 80i 80i 8pu
Card Odds: +
Methods: MTK
PC Target: Burning Tower
Slow Start Break: Wait
Risks: Explosions, Firstorm
Tricks: Against 8 Explosions, and 4 Fire Storms, it's hard to keep you're combo alive and shield against damage.  Also use the Beating Fractal, Decay Style to reduce early damage.

Hermes
Deck:
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Deck import code : [Select]
7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7dk 7dk 7dm 7dm 7dm 7dm 7do 7ds 7ds 7ds 7ds 7ds 7ds 80a 80i 80i 80i 8pu
Card Odds: +++
Methods: MMT
PC Target: Fire Buckler
Slow Start Break: Wait
Risks: Explosions, Firestorm, Fire Buckler
Tricks: If Eternal Phoenix wasn't enough, against 12 Explosions, and 4 Fire Storms, and a Fire Buckler, you need to have the combo out super early, and then be prepared to start it again.  Then use Sundials + SoSa at the same time similar to the purify defense, this is to block you from attacking while at the same time shielding your damage.  And forcing the firelances to jam the hand.

Octane
Deck:
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Deck import code : [Select]
7dk 7dk 7dl 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 8po
Card Odds: +
Methods: OTK
PC Target: Unstable Gas
Slow Start Break: Wait
Risks: Unstable Gas, Slow Start Damage
Tricks: You're looking for Octane to have 3 bows out and hold the first Unstable Gas off with your PC.  If you get the combo out, and can SoSa, you're golden  Bust most of the time, it's boom, boom, give up.

Arena Play
Maximizing Arena
Pull up the top 500 rankings and look for these Marks:
 :death, :earth, :life, :light, :air, :time, :aether
If approximately 50% of the field is these in Plat or 66% in Gold, go ahead and play with this deck.

Decks playing  :gravity,  :entropy,  :fire,  :water, and  :darkness have the cards the crush this deck.
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on March 28, 2013, 01:37:36 pm
The Brave Malignant Ball That Could
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 710 710 710 710 710 710 71c 71c 71c 71c 71u 71u 71u 71u 7dm 7ee 7ee 7ee 7ee 7ee 7ee 7hi 7hi 7hi 7q9 7q9 7q9 7q9 7q9 7q9 809 809 809 809 8po


Taking the idea from a certain someone's deck involving the malignant cells don't get targeted and mix it with my big balls big speed.
The result seems superb so far, except against Dark Mater, but screw him anyways.

You might want some more pillars, because SoSa drains all other quanta. Which may or may not be a problem.
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 28, 2013, 02:42:30 pm
Use dials before sosa, get the combo out before sosa's
The nova's exist to just get the combo out as fast as possible, with bravery's and sundials, it should only take 1 to 3 turns (average 2) to have malignant cells growing.  If FG has no Perm Control, then your set, build to 200 damage OTK play like poison dials from there.  However with Bravery, you can make sure you have enough dials and sosas your your chain won't break.  Set yourself up, stop the burn through, and sit and wait.

Using Patience with FG with Steal can often mess you up anyways, for for focus and defrag you have a few more patience if they aren't very heavy PC control.  The mana here is tiny and your burning quick. you only need a total of 2 water, and 5 death really. and up to 6 fire, 11 death and 2 water, if you can't get that out of 6 novas, 6 bone towers and a firemark, your doing it wrong.
Title: Re: The Brave Malignant Ball That Could
Post by: Rutarete on March 28, 2013, 03:01:47 pm
Clicking on this thread was a must because of the title :)

I don't think the AI is smart enough right now to Afla the BL right now, but.... I feel like the half the deck is 'wasted' in a way, because it's waiting for a combo (at the minimum, SoP + BL, both of which have a pretty low draw chance with their current copy count).
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 28, 2013, 03:37:29 pm
My first 29 games with this outside the trainer

1 EM Win Elidnis
1 EM Win Scorpio
3 EM Win Lion Heart
1 EM Ferox
2 EM Wins Osiris, only threat is the shards of focus, but AI can easily misuse or be tricked with it
2 Wins 1 EM Oblierator -> If early pulvy, hold patience until cells have grown
2 EM Win against Incarnate -> AI will still plague cells make sure patience is out for cells to live combo is harder to achieve
1 Loss Decay -> Can steal patients so this is more of a hunt and peck, lesson learned make sure cells have grown to atleast 12 slots before playing patients.
Hold onto 2 novas and one patient, harder than incarnate but I think winnable
1 Win 1 Loss Eternal Phonixs -> First time stomped me, 2nd, won by the skin of my teeth
2 EM Wins Graviton and 1 loss, Both wins by the skin of my teeth, loss because I misclicked on a ball and the AI firestormed me
1 Win Gemini
1 Loss 1 Win Seism, screwed up playing dial and sosa at same time first game, second long 17 turn game, non EM
1 Loss Fire Queen
1 Loss Octane, Octane's crushes this
1 EM Win, 1 Loss Dark Matter - Got lucky with perfect starting draw
2 Loss Morte - Plagues heavily
1 EM Destiny
1 Win Divine Glory

21/29 right now...
Settling at
72.4% Win Rate Almost all EM, at 12 TTW
Don't knock it till you try it.
Title: Re: The Brave Malignant Ball That Could
Post by: ddevans96 on March 28, 2013, 03:49:07 pm
The result seems superb so far, except against Dark Mater, but screw him anyways.

'Tis true :P

I'll probably play around with this deck later, don't have much time now. Love your decks. I think I like this crossover even better than your original :3
Title: Re: The Brave Malignant Ball That Could
Post by: whatifidogetcaught? on March 28, 2013, 04:27:00 pm
The only person I have given more rep to at this point is Chapuz :)

You have a very creative deckbuilding ability. I hope you stay around and keep being awesome!
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on March 28, 2013, 04:37:51 pm
Just wondering was this a play off of my malignant cell FG farmer?
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 28, 2013, 06:14:23 pm
Hazardus10,
Yes, I built 90% of this deck as a ball lightning rush deck with OTK ability I called Big Balls.
It had an ok win rate and is fast, however, it's tricky and sucks against AoE and PC control FG.
I was reading your thread and was thinking about it in the shower and said, hey, I don't have to worry about the AoE FG if I use cells.  However, I tried your deck and found the RoL having 1 to many HP for good flow and when it lost a lot do to not getting the combo fast enough.  The Bravery/Sundial combination of Big Balls provides the draw rate and stall rate needed to make combos a lot more consistent, so I swapped the fractals for antiflax took out the shield and added sosas.  Switch the steal to deflags and it works very well.  So yes, you are that certain someone I was hinting at, in the first post.
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on March 28, 2013, 11:58:07 pm
Hazardus10,
Yes, I built 90% of this deck as a ball lightning rush deck with OTK ability I called Big Balls.
It had an ok win rate and is fast, however, it's tricky and sucks against AoE and PC control FG.
I was reading your thread and was thinking about it in the shower and said, hey, I don't have to worry about the AoE FG if I use cells.  However, I tried your deck and found the RoL having 1 to many HP for good flow and when it lost a lot do to not getting the combo fast enough.  The Bravery/Sundial combination of Big Balls provides the draw rate and stall rate needed to make combos a lot more consistent, so I swapped the fractals for antiflax took out the shield and added sosas.  Switch the steal to deflags and it works very well.  So yes, you are that certain someone I was hinting at, in the first post.

I am always glad to see, when another player is able to create an amazing and efficient deck. This might just be my new FG farmer :)
Title: Re: The Brave Malignant Ball That Could
Post by: ddevans96 on March 29, 2013, 02:11:22 am
I swapped the Explosion for a Steal, because I like the utility it has, on the chance I can play it. Kept the remaineder of the deck the same.

0-1 Morte (Plague OP)
0-1 Elidnis (Terrible draw)
1-0 Paradox (OTK win)
0-1 EP (Terrible draw)
0-1 Octane (UG OP)
T.T Serket (Could have been an easy win, but my spacebar locked down and I couldn't play anything)
T.T Ferox (^ - at this point I switched keyboards)
0-1 Neptune (He had a terrible draw so my SoBes weren't effective and his damage was too low for SoSa to help)
1-0 Fire Queen (Played three novas snd two bone towers on turn 1, stole a bond, and played the combo...singularity doesn't have negative effects if it doesn't attack, so this set me up for the whole game)
0-1 Rainbow (Everything OP)

So 2-6 in legitimate games. Not bad, I guess. Might test more later.
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 29, 2013, 03:37:26 am
Yea, I've played about 50 games now.

Morte, impossible because he plagues so hard, incarnate will plague too but it doesn't have enough plague power over come the cells if you already have the SoPa in play, especially not for two rounds, it's a longer game but can be an EM if you lead it, octane is too fast and explosions wipe the cells too.  It's a shame the two easiest you fought were when you keyboard didn't work.  Neptune don't rush him, he usually gets stuck if he doesn't have enough water so instead go ahead and use extra cards if you double up all balls and antiflax.  Rainbow, I haven't come across yet for whatever reason so I have no idea. 

I've noticed 1 out of 10 games you get a terrible draw.

Thanks for trying out the deck !!!

Advice if you like it,
You don't need the steal, and it will get in the way sometimes.  The deflag is easily cast from your hand without being stuck waiting for 3 novas on FG you don't have to worry about the shield for.  Instead drop it on a weapon or tower for those FG.  I love steal too, but it doesn't belong.  Flow is very important, and in this kind of deck, one card interfering preventing the full 3 draw of an SoBe or having to throw away a card because it's in the way means the difference between a win or a loss.

Also remember that unlike my big balls deck, you can play the nova/nova/sopa and the ball/antiflax asynchronously, and sometimes it's best to hold the nova/nova/sopa until the cells and divided enough times allowing you to play the SoSas to buy your time, or with decks that have perm control, if you have 23 cells and can cast it for but one turn.
Title: Re: The Brave Malignant Ball That Could
Post by: CuCN on March 30, 2013, 07:52:13 am
Tested in trainer, with a total of 181 wins (138 EMs) and 109 losses in ten matches against each FG. (winrate=62.4%)

False God-W/L/(EM)-Short note
Akebono-6/4/(6)-SoFo is annoying.
Chaos Lord-6/4/(3)-Mostly fine unless he gets a mutant with steal or destroy.
Dark Matter-3/7/(2)-Depends on drawing enough bone towers.
Decay-1/9/(0)-Decay counters SoX perfectly and stolen SoPs are bad.
Destiny-10/0/(10)-Yes, that's 10 EMs out of 10 games. No PC, no QC, and she won't touch the cells.
Divine Glory-4/6/(0)-Too many explosions.
Dream Catcher-5/5/(0)-Strangely enough, it's possible despite all the PC and QC.
Elidnis-10/0/(9)-AI doesn't even bother to lobotomize the first cell.
Eternal Phoenix-1/9/(1)-Copious explosions, heavy burst damage, and firestorms (which he will, in fact, use) make this near impossible.
Ferox-8/2/(8)-No control, but the fast damage means bad draws can be lethal.
Fire Queen-8/2/(8)-No control, but running out of SoX late is easily instant death, even with dials, because of lances.
Gemini-8/2/(7)-Again, no control, but his hand tends to clog with TUs and the drawpower is necessary to get the explosion against a shield chain.
Graviton-5/5/(4)-Like Eternal Phoenix, but easier. Gravity Shield is annoying.
Hecate-6/4/(3)-Tricky with steals and damage around dials.
Hermes-0/10/(0)-It's impossible.
Incarnate-8/2/(7)-Bonewall and late SoPs are scary.
Jezebel-2/8/(0)-Everything gets stolen.
Lionheart-10/0/(9)-Has yet to learn about the nutritional benefits of cells.
Miracle-10/0/(10)-No comment.
Morte-7/3/(5)-Very tricky because bonewall rules out OTK. Offensive afla does wonders to prevent viruses and light quanta for Miracle.
Neptune-8/2/(5)-Neptune is not a formidable opponent. The RNG is.
Obliterator-5/5/(1)-Diamond+pulvy blocks all damage.
Octane-0/10/(0)-Octane sucks.
Osiris-9/1/(8)-See Akebono and Lionheart.
Paradox-10/0/(10)-No dangers except a TU blitz.
Rainbow-5/5/(1)-Too much PC. [Trainer can't handle 60 card decks so I dropped one Congeal from Rainbow's deck.]
Scorpio-6/4/(2)-Scorpio has poison to nullify dials and Purify to erase SoX.
Seism-10/0/(9)-Earthquakes are not much of an issue, since only one afla must be played.
Serket-10/0/(10)-Drawpower is very easy to get and the poison won't stack up during a dial chain.
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 30, 2013, 07:51:49 pm
Thank you CuCN

So how do you like the deck?
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on March 30, 2013, 10:10:46 pm
CuCN thanks for trying.

Remember to give him Rep  :electrum for the work he does, that's how we show our appreciation in this game :)
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 31, 2013, 01:55:05 am
How?
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on March 31, 2013, 02:11:20 am
How?

Click on  :electrum under his name. And write a comment a submit.
Title: Re: The Brave Malignant Ball That Could
Post by: Keeps on March 31, 2013, 06:22:27 am
I guess I'm too new, I don't see the  :electrum
Title: Re: The Brave Malignant Ball That Could
Post by: Rutarete on April 01, 2013, 06:12:40 pm
I guess I'm too new, I don't see the  :electrum
To the left, under your personal text.
Title: Re: The Brave Malignant Ball That Could
Post by: TribalTrouble on April 01, 2013, 06:22:59 pm
He has no reputation power to give, thus he sees no :electrum.
Title: Re: The Brave Malignant Ball That Could
Post by: Hazardus10 on April 01, 2013, 07:05:10 pm
I didn't know there was a minimum for rep. I thought you could rep with even 1 post.
Title: Re: The Brave Malignant Ball That Could
Post by: TribalTrouble on April 01, 2013, 07:39:13 pm
I didn't know there was a minimum for rep. I thought you could rep with even 1 post.
Thus allowing someone to increase 1 members rep with 1 dozen accounts... thus causing admins trouble.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 02:21:31 pm
Now that CuCN has shown I'm not completely full of b.s.  Where does this stand in current rankings as a FG killer?
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Hazardus10 on April 06, 2013, 02:30:56 pm
Now that CuCN has shown I'm not completely full of b.s.  Where does this stand in current rankings as a FG killer?

3rd or 4th for efficiency, and win rate.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 02:37:21 pm
I can understand efficiency because it's TTW is high, but a for WR?  I haven't seen anything with a 63% overall nearly 80% with skips deck?  What is currently beating it?
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Absol on April 06, 2013, 02:54:49 pm
Wow, 63% winrate is so close to old Instosis!
I'll try this later. Meanwhile, who are the 5 skip FGs?

Currently beating this is IIRC SPlat and PDial.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 03:27:31 pm
If you see CuCN post it would be.

Eternal Pheonix, Decay, Hermes, Jezebel, Octane
You might want to also skip Dark Matter if the RNG hates you.
Skip these and it's about 80% win rate.

There is a learning curve against some FGs if you know the AI tricks, so for example, mix up the sosa dials to trick it to play creatures when you want it to and free up space for more bravery.  Against Osiris, if it leads with SoFs, use antiflax on them, they will catapult or eat them rather than hang onto them, if Neptune gets 'stuck', be patient, and draw slow for a bit, if he's still stuck, use antiflax so you can use sosas better. 
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 03:43:55 pm
PDial, I call B.S. on that, it can't beat the FGs with Miracle, Healing, Vampire, etc, and it's chain can break easily.  It has to skip almost half the FGs, killing the electrum rate (it does cost 30 after all), that right there puts this about 3000 electrum per 200 games behind this minimum, and it isn't like it plays faster, it has a longer TTW than this does.

Splat, maybe beats it on efficiency, I don't know, but last I heard PDials was more efficient.

 
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Chapuz on April 06, 2013, 03:48:51 pm
Hope it helps with the stats. I lost most of the games.

Divine Glory: LOSS - 3 miracles in a row and poked to death with a single MG
Octane: LOSS
Elidnis: WIN
Eternal Phpenix: LOSS - no SoSa
Osiris: WIN - My draw was luckly enough to protect the SoPas from 2 SoFos.
Akebono: LOSS - Turn 2 Sofo destroyed my single tower and couldn't cast more than 1 SoSa.
Lionheart: WIN (2)
Hermes: LOSS (2) - early protected Fire Buckler
Chaos Lord: LOSS - destroyed early SoPa, can't poke him to death with Cells if he has diss shield.
Seism: LOSS - not enough SoSas, even with enough  :death for the first 2.
Neptune: WON
Akebono: LOSS - Didn't draw SoSas before he destroyed my Sundials
Fire Queen: LOSS - Had to waste all the Sundials before getting the 2nd nova for SoPa and needed 1 more stalling turn in late-game.
Rainbow: LOSS - Too much PC
Chaos Lord: LOSS - Only 1 SoPa until 5 cards left, and stolen in the last turn before winning.
Paradox: Win
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 04:15:55 pm
Chapuz,

Help with the deck would be.
Against Divine Glory and Chaos Lord, hang onto the SoPa until more cells are out.

Octane, Eternal Phoenix, and Herems are skips so a quarter of your games where destined to be losses.

Also in general, most of your problems are saying that SoSa are coming late, this is hard to believe, by turn 5 in most of these games, you should be drown to your last 12 cards, with 10 delay cards, for 18 turns and 70% of your deck is burnt, the odds that you don't have the delay needed for the end game is very rare. 
I think you might be hanging onto cards when you should be discarding or casting them off otherwise, or perhaps you aren't bravery before sundial card grab.



Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Chapuz on April 06, 2013, 05:01:55 pm
Also in general, most of your problems are saying that SoSa are coming late, this is hard to believe, by turn 5 in most of these games, you should be drown to your last 12 cards, with 10 delay cards, for 18 turns and 70% of your deck is burnt, the odds that you don't have the delay needed for the end game is very rare. 
I think you might be hanging onto cards when you should be discarding or casting them off otherwise, or perhaps you aren't bravery before sundial card grab.
No, it's not SoSas coming late, it is no quanta or destroyed Sundials before I play them.

The main problem is that it's extremely fragile. It has 4 different 0-cost cards, what makes you have only 1 pillar against PC FGs getting destroyed, ending no quanta for SoSas after the Afla. Also, against some PC FGs you can use Sundials to protect the SoPas but you end missing stalling turns in late-game.

Also, some FGs have a low damage output (less than 20) so you can't play SoSas. without dying a pair of turns later.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 06, 2013, 05:45:53 pm
That's even harder for me to understand, It must be something subtly different in playing style.  A risk I'm willing to take that others are not.  There are only 4 SoSa, you only need 8 quanta, you only need one anti-flax for the combo so a total of 13 quanta is required, 6 novas, and 6 pillars easily provide that, you should have lots of extra quanta, not being short in it.  Are you not discarding extra cards if you don't need them against that FG?, for that matter are you bravery/sundial draw to the level of requiring a discard?  Unless the FG is 'stuck' or you started sosas early, you should be drawing 5 to 8 cards a turn for the first few turns.  But CuCN was able to get to reproduce similar results so it's not just me, and I really don't care if others are successful.  I really wanted just a basis of comparison and CuCn's hardwork provided that for me, for me and my play style, nothing out there does better for me,  I can never play Splat well, while others have great results, that's fine.  It's the same with this, some decks just play to certain people's play style.

Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Rutarete on April 06, 2013, 06:41:29 pm
I'd like to try this someday.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: mwaetht on April 07, 2013, 12:32:24 am
7-13, 6 EM

Osiris: Two SoFo came out early, but I baited them to destroy Sundials and no more were played as long as SoSac was active. WIN (EM)
Hecate: Insufficient stall. RP/poison/dagger brought me below 40HP despite Sundial, not that it mattered since I had no SoSac left. LOSE
Divine Glory: Blew up every single pillar. I didn't even have enough to play an Aflatoxin. LOSE
Chaos Lord: 0 pillar draw and Steal mutant. LOSE
Akebono: Great draw, but 2xSoFo. I ended up not having enough quanta to play even a SoSac, and another SoFo hit the field as soon as the chain ended. LOSE
Jezebel: 0 pillar draw, but SoBe got me a pillar. Tried to bait out Steals with Sundials, but there were still too many steals and she got SoP in the end. LOSE
Serket: Lots of SoB in the opening hand makes this easy peasy. WIN (EM)
Dark Matter: 0 pillar draw. Damage came out surprisingly fast. Again, not enough quanta to chain SoSac. LOSE
Jezebel: Aflatoxin didn't come until 7 cards left in the deck. Even the FG's slower-than-normal damage did not save me. LOSE
Dream Catcher: Quick BE/Quicksand. LOSE
Serket: Easy win. Completely unremarkable. WIN (EM)
Akebono: 0 pillar draw, but lots of SoB and Nova. I thought I'd get into lots of trouble when 2xSoFo hit the field, but they got Chimera'd next turn before doing anything. SoFo #3 and SoFo #4, on the other hand, were not nearly as harmless. LOSE
Obliterator: Turn 2 Pulvy. LOSE
Osiris: 0 pillar 0 nova draw. Somehow pulled through despite no pillars until the deck had 13 cards left. SoFo hit the field but got catapulted after 1 use. Ran out of stall anyways, though. LOSE
Incarnate: 0 pillar 0 nova draw. Managed to pull through but thanks to lack of stall had to use SoB more than I would have preferred to, decking out. LOSE
Paradox: A game of major derpitude on all sides. 0 pillar draw... by Paradox, who also only got 1 RoL. On one hand SoB was nearly useless, but on the other hand the ridiculously slow damage meant I had plenty of time to draw the combo normally. I stupidly forgot to chain SoSac but survived with Sundials. WIN
Jezebel: Another game against Jezebel... and another 0 pillar draw. Air Nymph sealed my fate. LOSE
Scorpio: 1 pillar draw by Scorpio, so damage was slow for a while. WIN (EM)
Lionheart: 0 pillar draw. In other words, completely unremarkable. WIN (EM)
Ferox: 0 pillar 0 nova. Again, unremarkable. Singularities are generated in your hand if creature zones are all filled. The more you know... WIN (EM)
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 07, 2013, 02:59:46 am
Thanks for trying it mwatha,

As for your games:
Nothing to remarkable to talk about, for the most part wins where they were supposed to be loses against the skips.  For a first pass, well played. 

If you play a bit more you will find Osiris is seriously easy,  just wait a couple turns before you start stall with him, he can't damage you to bad until turn 4 or 5, so why waist it.  Based on your deck out with Incarnate and your play against Akebono, I would say you probably were going for the full OTK or hanging out for more damage at least, once you get down to 10 cards or so, don't burn unless you are forced to. Against the 6/4 and 5/5s (CuCn's winrate) FGs a little more experience and I think you will find them easy too.

Good job baiting Osiris the first time, that's exactly how you deal with him with early SoF, either that or antiflax it.  I'll toss some tips out for others:

Pro Tips: the AI does it's specials in order of casting slot positions, so if a scarab is out before it, it'll eat it and then let the cells fill up it's slots preventing further SoF threat. 

Pro Tip: AI goes Sundial->SoPA->Pillars, which means if an SoF is out on it's side and you have a SoSa and SoPa and you need to save the SoPa for another turn cast the Dial it'll go and and stupidly kill the dial.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CuCN on April 07, 2013, 04:19:38 am
Here's what I think from the testing I did.

This deck is rather unfriendly until you get used to it. It takes unintuitive plays, for example SoX and dial at the same time to protect a SoP (in fact, I won one game against Scorpio by playing both at the same time, which caused him to purify all my poison counters without his creatures attacking so I could stall the last turns I needed my cells to grow with dials) and the strategy varies wildly between FGs, like whether to go for an OTK or do damage over several turns, when to play SoP, what to do with extra afla (discard against Seism, use on Morte's creatures, etc.).
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on April 07, 2013, 05:07:51 am
Right, CuCN I've said originally that this is no beginners deck.
I also think, you aren't just a grinder, but an actual  good player at this game.  You have clearly played against the FGs with various types of decks, you knew how to play against the FGs, realizing against one FG you can do certain things and others you don't.  It didn't take long for you to figure out how to play.  mwaetht as able to clearly figure out a few things as well, hence a bit better result compared to others.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on October 14, 2013, 02:14:29 am
I came back this way to give CuCN some rep now that I finally have the ability to give some.
Thank you CuCN for all your work.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: OdinVanguard on October 31, 2013, 06:24:20 pm
I definitely like this deck. When it works, it will totally destroy many FG... my only issue is that it is a little weak against FGs that pack a lot of PC, which tends to disrupt several key points of the deck (sundials, and SoP getting shredded makes winning more tricky).
It also has problems with bad draws... Without nova, there is no way to get the combo to work, which also means you have to be careful against blackhole users.

Draw and PC weakness aside, I think its a very strong strategy. I agree that its definitely no beginners deck since a small mistep can cost you the game (the quanta wipe on SoSac particularly). But when everything falls into place its a beauty to use.

Very nice deck.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on November 03, 2013, 06:54:53 am
Excessive PC is it's weakness, and if it didn't have that weakness it would be rediculously over powered.

Fortunately, most FGs don't have excessive PC.
If you are going for a high FGei, skip the FGs that have excessive PC.  If you like a high win rate that follow below:
A few tricks to protect against PC when facing the AI

The AI will target SoPa for steal before any of your other perms.
The AI will target Sundials for all other PC before any of your other perms.
The AI will target only one Sundial in the same form of destruction.  It won't cast two deflags on both sundials for example, but it will cast a deflag and a butterfly effect on two sundials.

Against Jezebel, sit on your dials and SoPa for as long as you can, use dials later in the game, let Jezebel steal your towers instead and hope she doesn't get a grav nymph you can win 30% of the time that way (otherwise she's a skip)

Against Osiris Anti-flax SoFos, the AI will eat the SoFo immediately, and catapult the cell. (Almost always a win unless it has SoFo out of first or second turn, don't skip)

Against Dream catcher, anti-flax anything it puts butterfly effect on, and use Sundials even if they are a waste if you put out SoPas early. (Wins are usually TTW and hard earned)

Against Akibono, use anti-flax on SoFo it will often Chimera early to block the anti-flax.  Also use anti-flax on Chimera, it will self destruct it's own chimera into a cell for some unknown reason.  (Using this trick Akebono is almost always a win, don't skip)

Against Hecate, use and cast only one SoPa later in the game, destroy it once he has stolen it.  If he releases it before you destroy it, you can cast a SoPa again. Use a TTW for a win. (Don't skip)

Against Divine Glory, hold onto SoPa and two novas until cells fill the board or almost fill the board, use up to 3 SoSas and hope he doesn't have a slow damage draw to stay alive.  Then cast 2 sundials and SoPa together, continue with the 2 sundials thing for 3 rounds, then cast your last SoSa, you will end up with 4 turns of SoPa bonus giving you  207 damage, unfortunately, his shield will block 23 of that damage usually and he has miracles.  So you will then attack, take the SoSa damage, probably attack again, almost die, then finally win.  (This is a hard win, usually you skip for FGei sake)

Eternal Phoenix, and Hermes have all the combos to beat this deck, no advice, wins when they do happen are because the AI had a bad hand.


Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Higurashi on November 03, 2013, 08:05:40 am
TTW means turns to win and is used to calculate the average turns to win a game. The term you're looking for is TTK (two-turn kill).
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on November 04, 2013, 03:36:50 pm
I don't mean TTK, but I mean choose a multiple turns to win approach.  Perhaps MTW?
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: antiaverage on November 04, 2013, 06:13:47 pm
I don't mean TTK, but I mean choose a multiple turns to win approach.  Perhaps MTW?

The whole "TW" thing is a bit more generalized. I think I understand that you are saying it will take more than one turn to get the kill (since you are going for a kill, not a deck out). Basically anything longer than a OTK. I would just say that: don't go for a OTK.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: eaglgenes101 on December 02, 2013, 01:26:15 am
Can you mkae a full strategy guide for this deck? Put down all the tricks you know for this deck.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: antiaverage on December 02, 2013, 05:08:03 pm
Can you mkae a full strategy guide for this deck? Put down all the tricks you know for this deck.

That would be incredibly helpful. This is a very advanced deck, and I know it takes people quite a while to ramp up to full skill with it. A guide written by a user who knows this deck inside-out could help not only with using this deck, but also with becoming more familiar with the nuances of Elements.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Tsmuji on December 02, 2013, 05:35:10 pm
Can you mkae a full strategy guide for this deck? Put down all the tricks you know for this deck.

+1, I can outperform a lot of FG grinders with this deck but can't get it to perform to the same standard as Voodoo Bravery, mainly because I doubt I'm reaching 63%WR.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: dragtom on December 02, 2013, 09:05:15 pm
can you add a few more spoilers to the OP, to shrink the size a little and make it a little easier to navigate?
perhaps a spoiler for 'the cards', 'playstyle' and 'false gods'
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Tsmuji on December 03, 2013, 12:33:05 am
Well, that was a heftier read after one day than I was expecting. :) The effort you went to for that is much appreciated.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 03, 2013, 05:10:58 am
Guide is now complete, please reread if you looked earlier.
Please comment on if errors are found.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: antiaverage on December 03, 2013, 05:15:42 am
This is exactly what we needed, thank you Keeps! Rep++ for you
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: SpikeSpiegel on December 06, 2013, 02:21:20 pm
This is exactly what we needed, thank you Keeps! Rep++ for you

Definitively. One of best FGs deck i've ever used. And great job too.

Rep +
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 06, 2013, 10:34:45 pm
Thanks for the compliments and rep everyone.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: TribalTrouble on December 08, 2013, 12:46:01 pm
Lionheart: 7|2 Ball Lightning OP! RT IT! 9|9 Malignant Cells? Oh that's fine. Leave it alone.

I don't always use this, but when I do, I have fun. :D
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 08, 2013, 04:27:24 pm
My personal favorite, is...  watching Osiris eating their own SoFos, 

Oh no, my SoFo has aflatoxin on it, let's eat it... 

Forget about destroying perms..  The aflatoxin might kill it and then I'll have a cell....  oh
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CrockettRocket on December 14, 2013, 12:56:21 am
Chances to draw 1 copy of every card is to have them all have the same number of copies.  So I use 4 bravery, 4 balls, 4 sop 4 of a lot of things besides pillars, novas, and sundials.  Also explosion :p
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 14, 2013, 03:35:04 am
BrandenC6,
If the goal of the deck is to have a specific card combo like a 5 card combo to win for an immediate or near immediate win or to lay down all you're keys cards right away, your logic is valid.  Otherwise it's an over simplification and ignoring many other key variables outside of initial draw. 

It makes sense for a speed bow.  But this is a stall bow otk, so I'm confused by the comment.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CrockettRocket on December 14, 2013, 03:10:48 pm
I applied the same logic since you need the speed if getting a malignant cell out quickly. But you also want to be prepared to stall.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 14, 2013, 08:27:41 pm
Oh, well you don't really need the malignant cell all that early in my eyes.  With this deck a person has 14 turns of stall full press, about 17 to 23 playable turns, and only 8 turns needed.  Further order and or having all the cards in you're hand isn't a requirement, as ball + aflatoxin can be played separate from SoPa, which is played separate from the stall.  Finally, the usage of the cards is not equal, and changes against certain FGs. 
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CrockettRocket on December 14, 2013, 09:59:05 pm
What if you dont get a sop in the first 5 turns? Many fg's are able to kill you in 5 turns, and you have no healing, so many fg's can at least knock you below 40HP before you get a sop. Bravery only allows them to do this more, but also helps your chances to draw a sop. But against purify gods like neptune and scorpio, or miracle gods your not gonna want to use bravery. Seems a bit contradicting, thats also why I -1 bravery +1 sop at least.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: dragtom on December 14, 2013, 10:30:00 pm
actually neptune doesn't have purify; scorpio is the only one.
And I don't see the problem with miracle. you can simply stack up to 100 damage, and force them to use a miracle every turn- if they get the quanta in the first place.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 14, 2013, 10:44:58 pm
Read the guide BrandenC6.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CrockettRocket on December 14, 2013, 10:59:16 pm
Thnx. But that makes it a lot harder sometimes if you now also have to draw 2 novas.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: qianxiaoping on December 16, 2013, 10:36:34 am
Hey,keeps.Can you tell how to win  Scorpio and Morte since you thought them are easy ones.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 16, 2013, 03:32:56 pm
Both require tricks, they are in the guide

Scorpio has purify, but not many.

In general, the purifies won't come if you don't over use SoBr
So, stop playing SoBr once the combo is secure, except for clutch pulls, this reduces it's chances of using purify.

Additional things
If you have a good starting hand.
1.) Don't worry about initial damage, SoSa before Sundial, not the other order.

If you have a traditional start. This is what I normally have and is a persons primary trick.
2.) Play Sundial and SoSa at the same time when you SoSa. 
(Let him heal you, Dial expires, heal above 40, repeat)


If you were forced to chain dials early, and can't do 2.), a turn before you lose sundial chain
3.) Check and make it waste a purify by aflatoxin healthy creature, or through a ball at it if SoPa's not out to damage him.

Basically the only challenge with Scorpio is purify, always doing a check for purify before playing a SoSa is what is needed to be done.

Morte,

If a lot of early virus
1.)
SoPa + Ball without Aflatoxin, let it burn the viruses to try to kill the ball over 1 to 3 turns, and then aflatoxin the ball.

Otherwise use:
SoSa and Aflatoxin to cut down on the number of viruses.
Remember it takes 3 plague to start to really effect you.

2.)
Play Aflatoxin on it's side of the field to fill it's field to cut out viruses and RoL,
Also Aflatoxin RoLs when you can too...  to cut down on need for OTK.

Morte is always a high TTW FG for this deck, instead of 12, expect to be out there for 17 turns.
Morte has 3 challenges, Miracle, Plague, and Bone Wall, however this deck has counters to all three, it's a matter of using the counters correctly and suddenly Morte seems easy.  At first I thought Morte was impossible when playing this deck myself, some of my early posts say as much, but then with a few more games, I figured it out, now he seems simple to me.

In general without these tricks, you will win only 50% of the time playing normally against these two FGs. 
Using those tricks, you can get it up to 70% to 80% of the time you meet them.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: LITHE on December 18, 2013, 04:54:26 am
Typo in the OP, it's "Jezebel" not "Jazebel"
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 18, 2013, 01:36:31 pm
I bet you'll find more typos too.... ;)
I'll get it corrected.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CuCN on December 28, 2013, 04:27:53 am
Now with more deck art!
Lightning Strike
Hover over cards for details, click for permalink
Deck import code : [Select]
71u 710 710 71c 4vj 7hi 4vj 7q9 7q9 7ee 71u 710 71c 809 809 4vj 7q9 7q9 7ee 7ee 71u 710 710 71c 7hi 809 809 7dm 7ee 7ee 71u 710 71c 4vj 4vj 4vj 7hi 7q9 7q9 7ee 8po

Fun fact: This deck code is still valid and can be imported to play regular BMBalls!
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Tsmuji on December 28, 2013, 01:55:11 pm
Now with more deck art!

You just opened my eyes to a whole new world.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: imperator83 on November 25, 2014, 06:24:14 pm
i am so sorry, i've build up this deck but i can't manage to win a single false god with that..anyone that can bring me step by step?
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: flyingcat on November 25, 2014, 06:35:09 pm
Play Ball Lightning with aflatoxin on it. Play SoP. Use dials and SoSac to stall for OTK. SoB to draw in early game.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Chapuz on November 25, 2014, 09:51:47 pm
Play Ball Lightning with aflatoxin on it. Play SoP. Use dials and SoSac to stall for OTK. SoB to draw in early game.
i am so sorry, i've build up this deck but i can't manage to win a single false god with that..anyone that can bring me step by step?
And if you didn't inderstand some abreviations, just ask  :P
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on November 27, 2014, 02:56:38 am
Quote
i am so sorry, i've build up this deck but i can't manage to win a single false god with that..anyone that can bring me step by step?

I still come back from time to time just to check up on things.  Log into my account, see how everyone is doing.  Wondering if Zanz ever completed 1.4, etc...  And I'm still getting disbelief and shit for my deck...  ;)
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: CrockettRocket on November 27, 2014, 06:41:45 am
Most ppl like your deck Keeps! I like it at least, #Bravery.  ::)
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Manuel on December 28, 2015, 03:00:42 am
why this deck isn't listed in "Community-recommended Decks"?

is simply awesome
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on January 30, 2016, 08:27:25 pm
Thanks, I think it's because it's a very different style deck than almost everything else out there and so it's considered trickier to learn, it's also harder to get than voodoo bravery was and voodoo bravery matches or beats this in the electrum per hour rates because of it's speed so voodoo always was recommended over it.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Mathematistic on January 31, 2016, 02:55:35 pm
This deck is simply amazing. The fact that you can fit in SoB, SoSac, SoP and Sundials in one deck just makes it so versatile against all sorts of situations (save for some autoquit scenarios).

It is especially useful when poison/SoSac based decks like Pdials and SPlat are having a bad day due to  :life / :light healing decks.
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: jigley9higley on November 23, 2016, 10:17:56 pm
I enjoyed working with this deck, and had a great playthrough with it for my channel. Totally pulled off the OTK, I think for the first time in the series. Great deck to start up again with after a year's absence. Check it out here: https://www.youtube.com/watch?v=Zn3ADlwGKYI (https://www.youtube.com/watch?v=Zn3ADlwGKYI)
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on December 18, 2016, 03:09:04 am
Thanks I enjoyed the video, used my kid's account to give you a thumbs up ;)

It was fun to watch you play too...
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: FlameandFury on June 30, 2017, 11:00:35 pm
(http://i.imgur.com/yAUz0ic.png)
Beat rank 1 player in plat  ;D
Title: Re: The Brave Malignant Ball That Could [OTK][FG][Plat][Gold][63%WR][49%EM]
Post by: Keeps on August 30, 2017, 03:05:27 am
lol, thanks ;)
blarg: Keeps