deck | Voodoo Bravery (5 SN) |
player | CuCN |
version | 1.321 |
games | 162 |
win-loss-(EM) | 76-86-(3) |
time (h:m:s) | 03:44:35 |
min/game | 01:23 |
win-rate | 46.91% |
normalized | 46.48% |
FGei[c]* (http://elementscommunity.org/forum/index.php/topic,14626) | 8493 |
FGei[cn]* (http://elementscommunity.org/forum/index.php/topic,14626) | 8417 |
wins | losses | skips | EM/Wins | |
Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket | 3 2 4 3 7 2 1 2 2 4 2 2 6 2 4 7 1 5 1 2 2 5 3 4 | 4 5 3 2 2 3 2 1 3 6 1 1 2 2 1 3 3 1 4 4 4 5 2 3 | 8 3 8 | 1 1 1 |
Remember that Shak'Ars stopped being that effective when FGs learned to rewind and mutate BB and GP dolls. The problem wasn't the deck's speed, it was the amount of unwinnable FGs.SoBe's speed lets there be plenty of room for anti countering (Think: leaving plenty of HP to prevent poison from killing you), so really, the only things that really screw over this deck are intense denial, intense defense bypass, and RT.
And mutation, and sometimes the fact that AI doesn't cast any creature until it can kill a GPd doll (like fractalling phoenixes, spamming scarabs and fireflies, playing and buffing any creature in general)Remember that Shak'Ars stopped being that effective when FGs learned to rewind and mutate BB and GP dolls. The problem wasn't the deck's speed, it was the amount of unwinnable FGs.SoBe's speed lets there be plenty of room for anti countering (Think: leaving plenty of HP to prevent poison from killing you), so really, the only things that really screw over this deck are intense denial, intense defense bypass, and RT.
Mutation, leave plenty of HP to absorb, and bait the AI. I haven't seen the AI hold back creatures like you describe. SoBe disrupts fractal and encourages the AI to play something.And mutation, and sometimes the fact that AI doesn't cast any creature until it can kill a GPd doll (like fractalling phoenixes, spamming scarabs and fireflies, playing and buffing any creature in general)Remember that Shak'Ars stopped being that effective when FGs learned to rewind and mutate BB and GP dolls. The problem wasn't the deck's speed, it was the amount of unwinnable FGs.SoBe's speed lets there be plenty of room for anti countering (Think: leaving plenty of HP to prevent poison from killing you), so really, the only things that really screw over this deck are intense denial, intense defense bypass, and RT.
and I've got two questions:1. Both players draw the same amount of cards. If the oponent has 7 cards, then you won't draw any card with a SoB.
1. Is there a block on playing multiple SoBes on the same turn?
2. Do momentum'd creatures bypass the VD?
and I've got two questions:1. Both players draw the same amount of cards. If the oponent has 7 cards, then you won't draw any card with a SoB.
1. Is there a block on playing multiple SoBes on the same turn?
2. Do momentum'd creatures bypass the VD?
2. Yes, momentum bypasses gravity pull.
OK, so I've only just begun playing around with this (dont have six SoBes or enough electrum for BB),,
and I've got two questions:
1. Is there a block on playing multiple SoBes on the same turn?
2. Do momentum'd creatures bypass the VD?
grav pull absorbs all the phisical damage. No spell damage (Psion, SoW) and momentumed.
Sanctuary protects your hand: -Silence, Nightmare and SoB- and your quanta pool.
I didn't upgrade with this hand in mind. I just happened to have those cards upgraded already.
Wrong upgrade sequence here... BBs are the most important cards to up! Especially when SoBs are around! Doesn't matter though, grind for the rest of them.
But... which FG has sanctuary anyways? (Voodoo is not really good vs arena as is instosis, both are nice FG grinders though)
As far as i can tell the top one works the best. It is the most consistent. And means you will defenitly get enough parrallel universes.Tip: At times, it may be wise to use SN twice then BB the singularity.
Also i will do a god by god breakdown for the top deck.
Mutation, leave plenty of HP to absorb, and bait the AI. I haven't seen the AI hold back creatures like you describe. SoBe disrupts fractal and encourages the AI to play something.And mutation, and sometimes the fact that AI doesn't cast any creature until it can kill a GPd doll (like fractalling phoenixes, spamming scarabs and fireflies, playing and buffing any creature in general)Remember that Shak'Ars stopped being that effective when FGs learned to rewind and mutate BB and GP dolls. The problem wasn't the deck's speed, it was the amount of unwinnable FGs.SoBe's speed lets there be plenty of room for anti countering (Think: leaving plenty of HP to prevent poison from killing you), so really, the only things that really screw over this deck are intense denial, intense defense bypass, and RT.
to clarify, which area of the arena is this deck built for? Plat? Gold? Silver?Whichever arena has the least counters to this deck. Don't try now; this deck fails against farms.
Decay- Hopefully Decay will get a nightfall and the pests will start damaging your doll. If it doesn't or the pests keep you from making the combo, you're screwed. Hard.Decay will play nightfall BEFORE you play the GP in the doll. If he does it pretty soon, you can beat him. Medium.
Corrected.Decay- Hopefully Decay will get a nightfall and the pests will start damaging your doll. If it doesn't or the pests keep you from making the combo, you're screwed. Hard.Decay will play nightfall BEFORE you play the GP in the doll. If he does it pretty soon, you can beat him. Medium.
(...)
Also, one FG that you won't win against is Neptune, with his congeal-->shockwave combo
deck | Voodoo Bravery |
players | Zso_Zso |
version | 1.321 | win-rate | 40% | ||
$ track ? | enabled | win-rate (n) | n.a. | ||
games | 100 | Score/h | 549 | ||
win-loss-(EM) | 40-60-(5) | Score/h (n) | n.a. | ||
time (h:m:s) | 02:54:45 | FGei[c]* (http://elementsforum.co.cc/index.php/topic,14626.0.html) | 7329 | ||
min/game | 01:45 | FGei[cn]* (http://elementsforum.co.cc/index.php/topic,14626.0.html) | n.a. |
score/h | FGei(c) | Statmastaâ„¢realtec | wins | losses | skips | EM/Wins |
-161 -906 -36000 -36000 -36000 979 1987 183 1176 1180 583 -1062 475 -915 762 944 379 669 2111 -74 2075 2071 -36000 -5934 685 1429 500 -36000 711 | 4587 2674 -36000 -36000 -36000 14239 11217 3779 12270 9600 7922 -1062 6580 -915 6652 9810 8101 6791 12829 3287 14821 15104 -36000 -5934 7003 8270 5187 -36000 7343 | Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket | 1 1 1 4 2 2 2 2 1 1 2 2 1 3 1 4 1 2 4 2 1 | 3 3 1 4 1 1 2 3 1 2 1 2 3 1 3 1 3 1 2 2 | 3 4 1 2 1 2 4 3 | 1 1 1 1 1 |
^ PD Sosac gets something like 10000 elec/hr. Instosis, too, before it got nerfed.
Don't forget that PD SoSac gets 172 HP EM's quite often.^ PD Sosac gets something like 10000 elec/hr. Instosis, too, before it got nerfed.
Do you have any actual statistics for that ?
I have not seen any. I have no problem with the Instosis claim, since it was pretty fast with high win-rate -- alas it is nerfed now, that's why I started looking for another solution. OTOH, PD-SoSac is extremely slow, often goes to 20 TTW, can't imagine that getting such high FGei.
I've tested PD and yes, yes it was hurt by the update. It is often a LOT harder to pull out your SoD or SoSaC due to cards like Discord stopping you. Often you can get out a SoSaC after a few turns, but then Discord resets ur quanta so...On the other hand, there's far less mulligan screwup.
I've tested PD and yes, yes it was hurt by the update. It is often a LOT harder to pull out your SoD or SoSaC due to cards like Discord stopping you. Often you can get out a SoSaC after a few turns, but then Discord resets ur quanta so...On the other hand, there's far less mulligan screwup.
^
SosaC and Miracle are polar opposites? Miracle requires a lot of Light Quanta to give you a new life, SoSaC sucks the life out of Light Quanta. [not to mention any other quanta except death itself]
WoW!Only 4 pendulums? o.o do you use to start with at least one?
I have been playing this deck for a few days now and I think it is the best FG farmer out there atm. + I have more fun playing it than I had playing intonsis. It works a lot better than the original version did, even before the gods got smarter :) - its just much rarer that you wait for a crucial card that just does not show up before you are dead.
I exchanged one Pendulum for a Precog - works well for me
Thanks
Zso_Zso: Do you get enough :aether with that build of 4 pillars?
deck | Voodoo Bravery (6 SN) |
player | CuCN |
version | 1.321 |
games | 224 |
win-loss-(EM) | 89-135-(3) |
time (h:m:s) | 04:40:20 |
min/game | 01:15 |
win-rate | 39.73% |
normalized | 41.48% |
FGei[c]* (http://elementscommunity.org/forum/index.php/topic,14626) | 7739 |
FGei[cn]* (http://elementscommunity.org/forum/index.php/topic,14626) | 8078 |
wins | losses | skips | EM/Wins | |
Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket | 3 4 3 4 4 3 3 4 3 2 3 3 5 5 2 9 1 5 2 5 9 3 4 | 6 1 2 3 2 3 4 6 3 3 12 2 5 2 2 6 8 4 2 2 4 8 4 2 3 7 | 8 10 11 | 1 1 1 |
I get terrible results with this, only 5 wins out of 60 games played atm. draws are terrible, and FGs will hold back creatures to burst dmg your doll constantly. You alway are missing that 1 more BB / twin universe. games are fast though, about 7 turns to lose / quit game because its hopeless ;-).You know how to play it, right?
deck | Voodoo Bravery (5 SN) |
player | CuCN |
version | 1.321 |
games | 162 |
win-loss-(EM) | 76-86-(3) |
time (h:m:s) | 03:44:35 |
min/game | 01:23 |
win-rate | 46.91% |
normalized | 46.48% |
FGei[c]* (http://elementscommunity.org/forum/index.php/topic,14626) | 8493 |
FGei[cn]* (http://elementscommunity.org/forum/index.php/topic,14626) | 8417 |
wins | losses | skips | EM/Wins | |
Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket | 3 2 4 3 7 2 1 2 2 4 2 2 6 2 4 7 1 5 1 2 2 5 3 4 | 4 5 3 2 2 3 2 1 3 6 1 1 2 2 1 3 3 1 4 4 4 5 2 3 | 8 3 8 | 1 1 1 |
I'm really digging this deck - very quick games and much more interesting that running PDials. I just played vs. Decay, and had a perfect draw - doll was out in the first turn but I GPed it right away - big mistake. Decay never played Eclipse or any damage dealing creatures, thereby decking me out.Yes, that's the strategy against Decay. Hoping he plays an early Eclipse.
I think the trick vs. Decay is to wait until you're getting damage before playing the GP... if you still have any quanta left. Tricky indeed.
Decay only has Pests with Eclipse for damage that affects the doll, but he won't hold it even if you have a pulled doll. If he doesn't play it, that just means that he never drew it with 2 copies in 60 cards. If you have the combo set up already, don't use the shards.
This is the version I am currently using. Works like charm and is really, really fast!
You stop drawing before you deck out. FG damage is quite fast, so games are likely to end very quickly, before you run out of cards.This is the version I am currently using. Works like charm and is really, really fast!
you run the danger of decking out, don't you?
Nah, FGs damage is high and you don't play QPs if you see you are going to deck outThis is the version I am currently using. Works like charm and is really, really fast!
you run the danger of decking out, don't you?
@Chapuz, how would your version work unupped/partly-upped?I trided once and failed. I will try a different build and tell you later
BM this topic UP!
nah I don't like it.What happened?
Played with it, done with it, forget it forever.
nah I don't like it.What happened?
Played with it, done with it, forget it forever.
I imagine that either you had a loss streak, which is entirely possible with this deck, our you weren't playing it optimally.
Could it be made better with more tu's therefore less damage he doll actually has to take? If an fg is so good, lets see if he can kill himself in a potential of 3 turns. (This to me would seem like the fastest ever on an fg and potential EM maybe?!)Aether quanta gets a bit strained when you get to 5 or 6 TU's. I'd like to hear what you come up with, though.
Why thank you for your interest! Challenge accepted! With absolute best possible results you can kill an fg in 3 turns.Could it be made better with more tu's therefore less damage he doll actually has to take? If an fg is so good, lets see if he can kill himself in a potential of 3 turns. (This to me would seem like the fastest ever on an fg and potential EM maybe?!)Aether quanta gets a bit strained when you get to 5 or 6 TU's. I'd like to hear what you come up with, though.
nah I don't like it.This is me. The RNG dependence required to play this deck just leaves me :'( when I play it. Then my friends use it and are all like ;D with their wins against the very FGs RNG made me lose against. :-\
Played with it, done with it, forget it forever.
The speed of this deck means the law of large numbers kicks in, which helps offset the luck.nah I don't like it.This is me. The RNG dependence required to play this deck just leaves me :'( when I play it. Then my friends use it and are all like ;D with their wins against the very FGs RNG made me lose against. :-\
Played with it, done with it, forget it forever.
Tried it BrandenC6's version for a 10 game run:And I don't mind, it was just created so you could POSSIBLY get faster games. I don't think it worked too well. I think I more so made it for pvp2. :/ I am grateful someone tested 10 games on it. But I would like to see the electrum per hour difference. See how much worse it is. Of course that's just being kind of greedy. Nonetheless, I am interested in that portion of it.
4 Wins 6 Loses, 8.25 TTW, missing SoBr was very much missed, most losses were because no sobr or voodoo showed up in the first couple of draws, preventing the combo from kicking off. Found 0 use for more than 3 TUs
My opinion, stick with the original.
Dark Matter Win 7 turns
Lion Hart Win 6 turns(Started copies as soon eternity got air lift)
Seism Loss(Reverse Time)
Chaos Lord (Bad Hand, Voodoo never showed up)
Osiris Loss(Reverse Time)
Miracle Loss (Bad Hand, Voodoo never showed up)
Serket Win 8 turns by tradition 2 TU OTK
Decay Win 12 Turns extremely lucky, had to start TU early again to keep voodoos out, pulled pillar to get the 6th quanta
to tu right before death.
Neptune, Loss, very late voodoo showed up at just 17 HP remaining, only had 2 bloods, Neptune dropped two more dragons down and killed voodoo
Ferox, Loss, forced to start TUs early again before voodoo died, had ferox down to 2 hit points, it healed ofcourse, lossed waiting on new grave pull.
I'll even do a full 260 game run, 10 of each God, but the maker of the deck will need to post stats of around a 100 game test themselves and see if they are getting over 9k+ /hr range. Other than that, pdials, the standard voodoo bravery, and brave malignant balls are your top 3 grinders right now with the standard voodoo bravery and brave malignant balls in the 9k range, you'll have to show that you can get a similar or better result, make a new thread, and then someone will come along like me, CuCN, or anyone else interested and do a verification test.Mind doing a varification test on brave dials http://elementscommunity.org/forum/rainbow-decks/amazing-%28quartets%29-ubiquitus-night-stalkers-%28by-me%29-and-pc-why-bother-by-2-ppl/msg1108390/#msg1108390 (http://elementscommunity.org/forum/rainbow-decks/amazing-%28quartets%29-ubiquitus-night-stalkers-%28by-me%29-and-pc-why-bother-by-2-ppl/msg1108390/#msg1108390) Scroll up to see image. Its the 2nd deck posted there. Plz and thank you. P.S. My comp is slow so I can't accurately give an electrum per hour.
I stand by my belief that Voodoo-PU damage is an absurd mechanic, but besides that this is a cracking deck. I wonder if you could bait Rewinds with a pansy :entropy / :aether creature. I suppose not.Or well, with a cloak
I stand by my belief that Voodoo-PU damage is an absurd mechanic, but besides that this is a cracking deck. I wonder if you could bait Rewinds with a pansy :entropy / :aether creature. I suppose not.Or well, with a cloak
I'm not sure it'd be the way to go with this deck, though, since VDB is much faster than the pre-bravery voodoo farmers were so it's probably better to just cycle through more quick wins than to worry about boosting win rate while sacrificing speed by stalling out for burst damage.
With pen and paper I recorded 84 games against FGs using the original supernova version. I may not have played every game perfectly, but I did my best and Voodoo Bravery isn't that complicated (if you can do simple math in your head). I never quit early, just in case (in fact, I even tried the skip gods).
Here are the somewhat disappointing stats I managed to record:
FGs faced: 84
Wins: 30
Cards won: 6!
Losses: 54 (incl. 4 skips)
Losses due to not drawing a needed combo card before death:
no doll: 15
no SN: 4
no GF: 4
no Pend: 3
Akebono win 1 loss 1
Chaos Lord win 1 loss 2
Dark Matter SKIP 1
Decay win 1 loss 2
Destiny SKIP 2
Divine Glory win 1 loss 1
Dream Catcher
Elidnis win 2 loss 1
Eternal Phoenix win 0 loss 1
Ferox win 1 loss 3
Fire Queen win 1 (EM!) loss 3
Gemini win 2 loss 1
Graviton
Hecate win 0 loss 2
Hermes win 2 loss 4
Incarnate win 2 loss 5
Jezebel win 2 loss 1
Lionheart win 0 loss 1
Miracle win 2 loss 3
Morte win 3 loss 2
Neptune win 0 loss 3
Obliterator win 4 loss 1
Octane win 0 loss 5
Osiris win 0 loss 3
Paradox win 2 loss 1
Rainbow win 2 loss 0
Scorpio win 0 loss 2
Seism SKIP 1
Serket win 1 loss 2
So, obviously my biggest disappointment is: 30 wins and still only 6 bloody cards won on the spins!
Apart from that, the deck is cool, another great idea. Also fast and easy to use (if you can do a bit of maths in your head). But it is pretty fragile. The classification in the opening post declares some gods as being easy - well, in reality none are easy, because there is always the chance you simply won't draw a much needed card. Looking at the 15 out of 80 games (minus the skips) where I didn't draw a doll I'd probably want to include a third one in the future. Though that would increase the chance of not drawing one of the other cards.
Mind you, those stats don't even tell the whole story. Even drawing the doll or gravity force at the last moment wouldn't have saved me in some games (due to momentum, poison, etc). If I had instead recorded "not drawing a doll/GF in time to win"... well, that would pretty much account for all the losses, I guess. Apart from: Reverse time, Decay never playing the eclipse, Chaos Lord with an early discord keeping entropy below 2 the whole time (happened once), too much poison, too much direct damage (siphon life, etc) and of course too many momentumed creatures. My best win rate was vs Obliterator, but the one loss was due to all his creatures getting momentum.
Before I used the SN version I played the nova version for 54 games. 16 wins, 38 losses (incl. 5 skips) - and including an unfortunate run of 17 games with only losses and 2 skips. Here I at least won 6 cards from just those 16 wins. However, a generally lower win rate (16/54 = 29.6%, 30/84 = 35.7%). Here I didn't record whether cards came up in time, from memory: In a sense it is more stable, you are more likely to get a doll out in time (you have 3 instead of 2 dolls in the deck). However, it is often lacking in just a bit of earth quanta to play enough BBs. I could imagine that a mixture of novas and supernovas might make for better results (see Branden's post, he used 1 SN and 5 novas).
Oh, and I'd classify Octane as a skip. It's difficult enough to win using Voodoo Bravery without all those unstable gases. All my losses were resounding.
That said, I noticed the same thing as you: it's very unstable, and hard to get the combo out. For that reason, in my personal version, I use 5 braveries and 3 dolls. I 'often' found myself with a hand filled with cards, including braveries, but no real desire to play them, because it would give me a high chance of locking my hard, and then ending having to discard a card. For that exact reason I included just an additional doll. Even if you don't have the full combo yet, against most gods you can safely play Doll + 1 BB, meaning you can easily clear your hand, even if you haven't draw all the cards necessary for the full combo: it also means you have more handspace, which means you can use your braveries easier, with less risk of having to discard.
As you can see, Seism, Destiny, Dark Matter and Chaos Lord are clear skips, but there are quite a few more (up to Eternal Phoenix), that also improve income when skipped, though I should add that playing EP, Elidnis, Morte, Hermes and Octane drops the UEI by less than 2% from the optimum, thus I would say you can play them without any notable effect on your UEI (and it's good for peoples mood/playing fun when the skip list isn't too long, another good reason to include such a threshold filter :)
(God by god is only half finished, I'll complete it when I have more time later today hopefully, feel free to ask questions about what I have so far in the meantime)
I've used this deck pretty extensively (around 800 FG wins, so assuming the ~42%WR listed in the old FGei thread that means around 1,900 FG games, plus a fair few games in plat when I grew bored of the other plat grinders) and whilst I can understand the reasoning behind your list for the most part there's definitely some parts of the order I'd question. For the record the version I prefer is the nova version with 6 SoBr and 2 GForce. I've been observing the FG statistics threads for some time now and I appreciate your analysis is far more comprehensive than me going off memory but I figured asking can't hurt. Obviously I'm about to post a lot of strategies to certain gods that I feel aren't inherently obvious and in the least took me a lot of games to learn how to use correctly, for the sake of a comprehensive list I'll post basic ones too, I apologise if you have more experience with this than me and I come across as being somewhat condescending.
General Notes:
This one's more aimed at people who haven't played against FGs too often, I'd say it's worth making a note of grouping gods into 3 categories of those without weapons, those with weapons and those with both weapon and animates. If a god still has the potential to play a weapon I'll keep a BB in hand as long as possible to make sure its effects are nullified.
Saving BB for creatures with momentum can be a life saver, if you can afford to play 2 TUs your doll only needs 80 max HP best case scenario, if you can afford 3 then that drops to 60. Obviously these require the doll to have <13/10 HP left respectively so an extra BB on a doll to be safe is sometimes necessary, getting to used to the burst capabilities of each god is necessary to play this deck as well as possible.
Gods with the potential to instantly ruin your combo (I'm looking at you, rewind/mutation) can be beaten if you have a decent draw. The doll will not be targeted if you play it without BB, basically in inverse fashion to the doll targeting rules regarding ice bolt/siphon etc. If you can also manage to get out 2 dolls with BB the doll with higher HP is the one that will get targeted; this requires a near perfect draw but this has won me a few games I'd have otherwise lost, essentially having a bait doll with 80 HP and the GForce doll at 60 max HP and TUing it over and over at <10. I'll cover this in more depth for speciific gods lower down.This part I didn't know, but considering these are the gods furthest down the skiplist, I doubt it will safe them, unlike for example, the alternate play strategy for akebono (and same strategy can occasionally get you wins against obliterator and gemini)
In general I think you (and most other people), are underestimating the effect of a skip. For example, the PDials official skiplist is 4 or 5 gods only 'because you can win against the others with a lucky enough draw', it turns out the PDials skiplist as generated by the current formulae (but based on only 200 games played, so probably not the most stable results), holds 13! gods for optimal UEI of which 2 are in the unsecure part. Comments on your individual observations are in the spoiler, because even a deck that can win against all gods with equally good odds, is still going to have a skiplist, because losses are practically free compared to the high card spin rates of divine glory (for example).
God by God
I apologise for some questionable yoda grammar at the start of some of these, I figured it'd be easier to read if I began each paragraph with the god's name.
Akebono is the 5th most profitable god to win against, granted at 6th in the list this isn't a long way from where it should be but considering Osiris and Octane are worth skipping I feel Akebono should be higher. If you wait for an overdriven creature to come out, ideally with momentum and TU it as often as you can you can reach some very fast, very reliable wins. Obviously Doll/GForce should be played to soak up as much damage as possible, then BBs should be saved as often as possible to deal with creatures that are momentum'd and overdriven after you've TU'd them. Once you have one big hitter on your side you can afford to delay all of the big hitters on Akebono's side and repeatedly TU your own. It's a rare occasion I find myself playing the normal strategy of the deck against Akebono now. This is indeed exactly how you win games against Akebono, and while it's simple once you figure it out, it does require you to get the right cards even earlier, making it more draw dependent than a normal VDB win (which already is quite draw dependent). This also might be the one god where my personal mod of -1 bravery, +1 is actively hurting the winrate, considering the dolls themselves aren't what you are going for here, while a 6th bravery might help you get those early TUs/BBs.
Chaos Lord's positioning I'd agree with, difficult win with not a lot of profit to be made from cards. Most people I've spoken to tend to have more issues than me, I don't skip this one although I wouldn't be overly surprised to see that it would be profitable if I did. For the most part provided it hasn't been buffed by Chaos Power or momentum a RoL will be targeted for mutation before a GForce doll will, I think there's a certain degree of randomness to this though. Saving BBs for use on druids is also a big help to improve winrate, but this is still a pretty nasty god. While Chaos Lord is certainly possible (in fact, I have won at least 1 game against each god), and certainly more winnable than dark matter/destiny/seism, according to my data, it's deck composition really hurts the card spin rate, which means the income per won game is lower than for most gods.
Dark Matter as a skip I agree with, this one will never be profitable, momentum and BH is far too difficult.
Decay is a lot more likely to win against with the SN version I'd assume, the winrate and profit from extra cards isn't terrible for me but the length of each game is, with 2/60 eclipses in deck.Yes, the supernovae really help here, assuming you can secure the 2 entropy needed to play them, they make it a lot harder for decay to lock your quanta, meaning you have more time to wait for eclipse to show up.
Destiny has too many counters to realistically win against often, I'd agree that's a skip.
Divine Glory is obviously the god of choice, biggest profit from card spins, the only possible issues are a hand clogged with too many of either MGs or animates but not both, and obviously Miracle has to be watched out for.
Dream Catcher's games I find to be pretty slow, combined with the occasional early BH coming out and the horrible spin rate I was surprised to see this so far above gods like EP, Ferox and Hermes.While the games can be a chore, his really slow setup means you are much more likely to recover after a bad start, while Ferox, EP and Hermes all can rush quite will, meaning you will be dead before that recovery
Elidnis has pretty slow games and a nasty spin chance but pretty straightforward and reliable games, I was surprised to see this on the skip list.Elidnis, as well as EP are techically on the skip list, but they are also closest to the non-skip part, so close infact that the UEI when including both Elidnis and EP into the play part drops the UEI from the theoretical optimum 12377 to 12343. This is exactly the reason I implemented the 2% from optimum threshold check, while they are technically on the harsh version of the skiplist, they are so awefully close to the optimum when included that I would leave them out for all purposes (and same goes for morte, hermes and octane).
Eternal Phoenix on the skip list seems wrong to me, very fast games, very nice spin chance, no weapon so you can afford to throw every BB out on a doll. I appreciate the damage can burst too fast for a mediocre draw to cope with dragons and fractal sometimes but I'd never consider this a skip, this is the one that motivated me to write this post.See Elidnis
Ferox I feel very similarly to EP about except without the awesome spin chance.While I was expecting Ferox to be on the lower part of the list, I wasn't expecting him to end up this low in the play priority, even below Osiris and Lionheart. On second thought though, I can see why: Because of a large deck, your spin chances are low, and while he doesn't have any cards that can disrupt the combo, he has the fastest rush of all the gods (might also be part of the reason for EPs lower-than-expected rating). This means you need a near perfect starting hand to stop him before he gets going, ESPECIALLY because the Leaf dragon/RoL portion of his deck means he can provide lots of quanta fast, meaning the braveries are accelerating his rush even more, instead of what they do for most gods: fill up their hands until they can finally manage to collect enough quanta. Because of this, he might not seem very 'hard', but it really hurts the overal winrate (I went 5-19). Sidenote: I think Ferox gave me my first ever 3 TTL, and although I haven't been able to duplicate it as a theoretical exercise, it went as I said: the he had a perfect quanta flow (rustler + AdrenaRoL, and a few towers), and my braveries provided him with a bunch of hard hitters, meaning he had 8 creatures out on his second turn, including 2 dragons.
Fire Queen I'd agree with the placement of, very standard games with a decent WR and spin chance.
Gemini is another one to save BBs for the creatures, delaying the momentum'd spiders/massive dragons until the immortals come out improved my personal winrate drastically, having said all that I'd agree that it should be a little over the skip boundary.
Graviton is a surprise to me, having the deck of each god next to me as I write this and finding out there's only 3/6 unstoppables in the deck means I must have just had nasty luck here, again I'd probably agree with the placement though.Graviton is higher than I expected, but this one (and gemini), require a lot of experience, you need to decide early if you are going with the normal strategy (dolls+BBs+GPull+TUs) or if you are going with the akebono alternate strategy, and then stick to that decision, and hope you picked correctly (mostly based on the amount of 'early' momentums in play: 10 or 1 means you can usually get away with the normal strategy, while more means you have to switch. I usually find Graviton harder to play against than Gemini (because you there is no point in TUing the fireeaters when they are still low on attack, meaning you want him to grow the fireeaters a few times before you TU+BB them, which does mean they are going to get more damage in before that).
Hecate isn't the easiest win but again I'm surprised to see it on the skip list, there's a decent spin chance and a win rate I'd consider to be fairly good. It's a very situational tactic but if you haven't drawn a doll and you can afford to empty your hand slightly by throwing BB on opposing dolls you can bait a nightmare, I'm not entirely sure at what point the AI decides nightmare is worth playing though.The rating on this one is likely hurt by the rush potential, which means you require an above average draw, and on top of that, she can and will still hurt you after you have your doll combo in place (through rage pot and liquid shadow on her dolls), meaning you need a larger spare HP buffer than you need for Ferox or Elidnis, which means that, while the rush is (generally) slower than Ferox, you need the doll at about the same time, to keep some spare hp's.
Hermes has a small amount of burst but the damage is predictable growth for the most part. The only issue I could see would be getting outrushed early, but the speed of these games is something that more than makes up for other negative factors for me. This is one of 2 gods I've managed a 4 turn win against, the other being Miracle. Once more, surprised to see on the skip list, especially next to Octane.Yes, Hermes is another one where the rush/burst hurts the winrate. That said, it is only on the theoretical skiplist, like EP and Elidnis, with a UEI of 12260 for DG-Hermes, it's still within 2% of the theoretical optimum based on those numbers.
Incarnate I'd consider to be a relatively easy win, I'm just surprised it's so high up the list.Incarnate also has a special trick to it (you can occasionally pull the same trick against Morte): the more dolls you get out, the more infection they will load up, especially after Incarnate has played Eclipse, giving the dolls an attack value, increasing their priority for infect. Because of this alternate damage method, you are less reliant on drawing your GPs, because you can load up damage through alternate methods, and considering you have only 2 in the deck, that means you can win games here were that you would have lost against other gods for because of late/no draw of GP. Out of my 28 wins (9 losses), 2 were without ever playing GPull, just by getting enough poison loaded on the dolls to kill him. My personal record is 16 poison on Incarnate himself, which means at least 32 damage per turn, and more once you factor on TU's (which multiply the damage done to a doll, AND multiply the effect of the infection count on that doll, though they won't reapply the poison status). That said, this tactic might be better suitable for my Supernova version with 3 dolls, more and earlier dolls means you can load up more poison.
Jezebel I'd agree with, nice spin chance, easy wins for the most part unless gravy nymph comes out, although your towers getting stolen usually helps prevent that.Yes, gravy nymph and air nymph are the biggest risks here, but having your pendulums stolen helps to detract him from that. This might be another one where the nova/tower version has an advantage: aether nymphs have a substantially higher attack value compared to entropy nymphs, I occasionally end up worried by too little damage output, though I don't I have ever really lost by deckout.
In general I think you (and most other people), are underestimating the effect of a skip. For example, the PDials official skiplist is 4 or 5 gods only 'because you can win against the others with a lucky enough draw', it turns out the PDials skiplist as generated by the current formulae (but based on only 200 games played, so probably not the most stable results), holds 13! gods for optimal UEI of which 2 are in the unsecure part.
In case anyone wants to start taking stats...
For the record the version I prefer is the nova version with 6 SoBr and 2 GForce.
You realize that if you lose the coin toss you have to discard 1 card, right?
This deck relies on the fact that using TU on a doll which has taken damage does the same amount of damage again. Generally TU shouldn't be used on the FG's creatures (there are some exceptions). Instead, it should be used on the doll after it has taken a large amount of damage, so that the extra damage kills the FG.
This deck relies on the fact that using TU on a doll which has taken damage does the same amount of damage again. Generally TU shouldn't be used on the FG's creatures (there are some exceptions). Instead, it should be used on the doll after it has taken a large amount of damage, so that the extra damage kills the FG.
Early game let the opponent do damage while you accumulate quanta, mid game play doll, bb, and gravity pull. Let the doll take as much damage as possible. late game:TU it. For every point of damage the doll took, each tu after will double the damage the doll took. Profit.
TU a damaged doll. Say it took 73 damage and you TU twice, if he didnt heal, you win.
I'm still amazed nowadays how this deck is able to OTK with 440 HP while the opponent has only 8 damage output on his field.
(http://imgur.com/FAUALGM.jpg)
SoB is the lifeblood of this deck, as it allows you to pretty much never have a bad draw. 6 SoB without fire mark and 5 with it I consider pretty essential. I've had quanta problems tho, imo Entropy mark and Aether towers is the best solution to that. But Plat might have too much card quality for 6 SoB, as my experience is with FGsAs i said, i didn't really get that feeling, because even when i have only 4 SoBs, most of the time they are only discard material. I didn't test Aether Towers much, but with 6 SNs, I had less problems with not being able to play my first Voodoo Doll, plus it helps a lot in Plat, because there are lot of quanta denials lately. And even if my pendulums are quaked or destroyed early, i don't have problem with accumulation enough :aether quanta to play 2-3 TUs.
@LastmerlinWith 5 pendulums in a 32 card deck, your chances of not drawing any are extremely slim. It was just bad luck on your end.
i can't win a single battle (after 10 battles on the trainer)
is not so simple draw at least one :entropy pendulum in the first hand (or even after two draw); i don't know if u was really lucky to lost only the 6,4% of the match for "no pendulum" or if u posted the wrong version, or i am very unlucky
edit: win 2 in a row, and another lose against a god beat five minutes ago because i didn't draw a pendulum after 2 draw (and only one shard after six turns, maybe i am unlucky)
@Lastmerlin: Nice to see you've been doing more testing and adding another variant.
I still log in most days, just spin the Oracle and play three quick games vs FGs with the (mostly useless) creature the Oracle provided. You have to hand it to the deck, the win rate is good and it's just damn fast to play, over within a few turn. Having played thousands of games against FGs with Voodoo Bravery I think it's true experience helps, allowing you to win in unconventional ways at times.
Personally, I settled on this variant:
I tried this variant by nolf for another 250 games. After this quite thorough testing, my results say: This is definitely no improvement.
I struggled all time to stay above 50% winrate and ultimately failed with final result 123 wins, 127 losses.
won against dark matter with a singularity from turn 3 in the field (i was thinking that i was using the nova mod)(http://i.imgur.com/sKJKWhB.png)give me an award 8)