(http://elementscommunity.org/forum/Themes/default/images/smflogo.png) Choose your element:
| Your goal should be to make the most reliable deck for the least amount of electrum in the least amount of time. Mono decks (decks that contain cards of only 1 element) are the best for new players to get into the game, as they are the easiest to play with. As you play, you will get into many other strategies that involve cards of different elements. This tutorial will lead you to your first reliable Level 3 and PvP grinder of each element, so then you can try other strategies and go grinding in Arena, Half Bloods and False Gods. Between all the starter decks, the Darkness one is sold much higher than the others. That offers the possibility to make mono deck of every element faster and easier starting with Darkness than starting with each respective element. That's why we are going to start with the Darkness starter deck and make a deck of any element we want starting from that one. (http://elementscommunity.org/tools/deck/cache/z24sa4t3zB5uk5ulz35umz25un5uoz25up5uqz25usz361o61p61q61r61s8pt.jpg) |
This is one of the most efficient builds you can make in the Death element for farming Level 3 and PvP. Here's the fastest way to build it.
Strategy
This deck is one of the most effective unupped rushes. The strategy is simple: Play whatever you can as soon as possible. If you can wait for 1 turn to play a Dragon instead of playing a mummy a turn earlier, wait that that turn!
Finally, a needed recent tutorial. Though, i wonder if there's no other guide deserving a place instead of a remake.Like yours? I think for yours to be added it would now have to link this. I've been linking to your tutorial since I read it. :)
Finally, a needed recent tutorial. Though, i wonder if there's no other guide deserving a place instead of a remake.I heared the council has just started working on remaking the tutorials section. Let's see what they come with in a near future.
I just realized the synergy between Graboids/Shrieker and Nightmare and noticed that this deck is really cheap, so I thought it could be a good starter deck:
Price:776 :electrum
Strategy: Get your graboids out as fast as possible and evolve them as soon as possible. Once you have evolved 1 graboid nightmare the resulting Shrieker; your opponent has now a lot of high cost creatures on his hand he definitly wont be able to play, doesnt draw a card for one turn + you drain his life. Every creature the opponnent managed to get out can be targeted with reverse time.
why would you even put :darkness in... there are only uses for nightmare and you would be better off using other cards from :time :earth and removing :darkness altogether. I would suggest removing the 10 darkness cards and replacing them with 5 time pends and possibly some wardens or plate armor, depending on if you want to further delay your opponent from damaging you or protecting your graboids so they don't die from CC
The nightmares are the 2nd most important part of this deck; your opponent is usually forced to stick with his first ~10 cards. Your suggestions allow only either of the following things: Stop the creatures the opponent has played from attacking or protect your creatures from cc spells, while this deck does both by simple not allowing to draw them.I just realized the synergy between Graboids/Shrieker and Nightmare and noticed that this deck is really cheap, so I thought it could be a good starter deck:
Price:776 :electrum
Strategy: Get your graboids out as fast as possible and evolve them as soon as possible. Once you have evolved 1 graboid nightmare the resulting Shrieker; your opponent has now a lot of high cost creatures on his hand he definitly wont be able to play, doesnt draw a card for one turn + you drain his life. Every creature the opponnent managed to get out can be targeted with reverse time.
why would you even put :darkness in... there are only uses for nightmare and you would be better off using other cards from :time :earth and removing :darkness altogether. I would suggest removing the 10 darkness cards and replacing them with 5 time pends and possibly some wardens or plate armor, depending on if you want to further delay your opponent from damaging you or protecting your graboids so they don't die from CC
Have you heard of the pretty little deck Nightmares of the Past (http://elementscommunity.org/forum/index.php/topic,22026.0.html)? It uses the synergy of Nightmare/Ghost of the Past and it works much more effectively than Shrieker/Nightmare because of the Ghost of the Past's ability.The nightmares are the 2nd most important part of this deck; your opponent is usually forced to stick with his first ~10 cards. Your suggestions allow only either of the following things: Stop the creatures the opponent has played from attacking or protect your creatures from cc spells, while this deck does both by simple not allowing to draw them.I just realized the synergy between Graboids/Shrieker and Nightmare and noticed that this deck is really cheap, so I thought it could be a good starter deck:
Price:776 :electrum
Strategy: Get your graboids out as fast as possible and evolve them as soon as possible. Once you have evolved 1 graboid nightmare the resulting Shrieker; your opponent has now a lot of high cost creatures on his hand he definitly wont be able to play, doesnt draw a card for one turn + you drain his life. Every creature the opponnent managed to get out can be targeted with reverse time.
why would you even put :darkness in... there are only uses for nightmare and you would be better off using other cards from :time :earth and removing :darkness altogether. I would suggest removing the 10 darkness cards and replacing them with 5 time pends and possibly some wardens or plate armor, depending on if you want to further delay your opponent from damaging you or protecting your graboids so they don't die from CC
Your "How to build it" . . . isn't any good.Let's see you build a better one rather than shooting down someone else's ._.
Dm is actually right. I didn't do it because there isn't a more direct way to explain it, "look at the cards you don't need and sell them. The order isn't important."Your "How to build it" . . . isn't any good.Let's see you build a better one rather than shooting down someone else's ._.
Maybe just adding "make sure to see how much cards sell for" would help point noobies in the right direction.Dm is actually right. I didn't do it because there isn't a more direct way to explain it, "look at the cards you don't need and sell them. The order isn't important."Your "How to build it" . . . isn't any good.Let's see you build a better one rather than shooting down someone else's ._.
I could clarify that buying the pillars first can do it faster, that would earn the players like... 30 seconds.
Your "How to build it" . . . isn't any good.Let's see you build a better one rather than shooting down someone else's ._.
Between all the starter decks, the Darkness one is sold much higher than the others. That offers the possibility to make mono deck of every element faster and easier starting with Darkness than starting with each respective element.
That's why we are going to start with the Darkness starter deck and make a deck of any element we want starting from that one.
Your goal should be to make the most reliable deck for the least amount of electrum in the least amount of time.
Before you start, start buying and selling cards. You will end with the whole deck before playing a single game!This, for example, will not happen unless the player is told what cards to sell. Otherwise we'll stop just a bit before the deck, with a weird mix, and have to go farm. This isn't the "least amount of electrum in the least amount of time".
Which is, kind of false. If you're giving us a starter deck of darkness and you give us the option to build to any element, that just won't happen. A Life deck can easily be made by selling the Darkness cards -- after all Life is cheap. But let's take Aether, for example, where everything is much more expensive? In that scenario, it's easier to start out with the Starter Aether Deck and sell cards in the optimal way to get the Aether deck (which is walking in a tight rope in terms of balance, simply due to quanta output.), not wasting your time with the usual ridiculously slow matches that the Aether deck will force you to do.Not true, starting with Darkness lets you have more dragons and immortals than starting with Aether. Try it and see it for yourself.
Example : Air. You don't honestly expect people to sell the Darkness cards and buy the Air cards in such a organized way that they can get it before a single match. That is almost impossible. You will only get the Air deck after completing at least the first Four, Five quests. Plus, when completing the quests, your deck is sub-optimal -- since the newbie was told to start with darkness and "Sell and buy cards", he'll have a weird mix of a weak darkness deck with useless Air creatures/useless Air Pillars.Also false, 3 dragons and 6 UGs are more than enough for AIs 0-2 working flowly. Quests give you enough electrum to get 4-5 dragons and 6 UGs before playing AI3 for the first time.
The order is not relevant, as the total amount of electrum gained and bought is the same.QuoteBefore you start, start buying and selling cards. You will end with the whole deck before playing a single game!This, for example, will not happen unless the player is told what cards to sell. Otherwise we'll stop just a bit before the deck, with a weird mix, and have to go farm. This isn't the "least amount of electrum in the least amount of time".
The following decks are the closest to the neat ones that can be made just selling cards from the starter decks, without playing a single game, both for :darkness and the respective elements
:aetherneed 3 more dragons, 2 shields and 2 immortals, can't buy them selling the cards I have left.Only 2 dragons and 2 shields missing
:air9 :electrum left61 :electrum left, had enough to sell replace and stuff for dragons
:deathAlmost, 1 dragon missingPerfect and 47 :electrum left
:earth3 Shriekers missingStandard Shrieker Rush
:entropy4 dragons missing.2 dragons missing
:fireAttempt of "Stall Faster" with 6 phoenixes to compensate the Fahrens. 3 Phoenixes missing, even selling the Fire Shield (can only have 2 phoenixes keeping the shield)only 1 phoenix missing, and had enough to buy a Fire shield
:gravityTrying to make This deck (http://elementscommunity.org/forum/index.php/topic,25433.0.html), 3 dragons missing
:lifeAlmost, 3 more creatures for the classic life rush with 12 creaturesNeat, with 135 :electrum left
:lightThe closest it can get to This deck (http://elementscommunity.org/forum/index.php/topic,12931.0.html). 2 dragons and 3 blessings missing.2 Dragons missing. Similar to the one starting with light, but it has more after all.
:time
Its price is 80 :electrum under :darkness, that difference compensates the cards Time's deck already has for a mono rush. Both can make practically the same mono Time rush and a neat ghostmare.
:water
Its price of a NT rush is so low that any starter deck can build it.
Not true, starting with Darkness lets you have more dragons and immortals than starting with Aether. Try it and see it for yourself.
Also false, 3 dragons and 6 UGs are more than enough for AIs 0-2 working flowly. Quests give you enough electrum to get 4-5 dragons and 6 UGs before playing AI3 for the first time.
The order is not relevant, as the total amount of electrum gained and bought is the same.
I will, although, make a "buy and sell" optimal order for each deck so people do it in the least amount of time.
I suggest you try starting with each element and getting a better starter deck than starting with Darkness, you will see you can't.
I tried it for every element and ended with THIS conclusion:
Please tell me where are you gathering your Air Pillars from. You'd have to sell a lot of darkness cards and get a lot of money to get 6 UG's and 3 Air Dragons, and then have the Air Pillars to power it. Assuming you are starting with darkness, I'm -very very- curious as to how you would get 3 Dragons, 6 UG's, and Air Pillars to power it before a single fight.
Sell your Black Dragon, Devourers, Parasites, Dusk Mantle and Nightfall, in order to buy 18 Air pillars and 5 Unstable Gas. Add those to your deck.
Sell all your Aether cards and all the remaining Darkness cards except 3 Obsidian Pillars (your deck should have 30 cards by now), and buy 1 Unstable Gas and 3 Azure Dragons.
Replace them for your last 3 Obsidian Pillars and Dagger, and you are done.
I added a spoiler in the end of my post from above, take it a look.
Sell your Black Dragon, Devourers, Parasites, Dusk Mantle and Nightfall, in order to buy 18 Air pillars and 5 Unstable Gas. Add those to your deck.
Sell all your Aether cards and all the remaining Darkness cards except 3 Obsidian Pillars (your deck should have 30 cards by now), and buy 1 Unstable Gas and 3 Azure Dragons.
Replace them for your last 3 Obsidian Pillars and Dagger, and you are done.
I added a spoiler in the end of my post from above, take it a look.
I asked how, not if it was possible. Either way you told me how, so I thank you.
PS: You could have added that explanation to your original spoiler. (I hope you have by now, since you already told me how you did it.)
Hate to nitpick, but in the life section, it says to sell dark cards when the life starter has fire.Read the first table, there it is said that in every case the best starter deck is Darkness for every element.
Where is the Platinum slaying part of this? I see deck build from noob to killing Ai3's but nothing more.This are simple mono decks to start with and start making some :electrum
There are probably more efficient builds of Aether. Psiontal anyone?Against AI3? Idk the stats
those decks are a bit useless against other player with shards or upped cards..This are basic starter decks, no more. You will have to grind a lot to make a neat deck, and to get rares and upgrades.