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[Round 1] Deckbuilder + Forum Expert https://elementscommunity.org/forum/index.php?topic=61320.msg1225530#msg1225530
« on: February 28, 2016, 08:01:43 am »
To start, let's take a look at a couple of the current starter decks and identify basic problems.
Spoiler for Earth:
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4sa 4sa 4sa 4t3 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58p 58p 58q 58r 58s 58t 58t 58u 58u 590 590 591 592 593 593 5bs 5bs 5bs 5bs 5bu 5c0 5c1 5c2 8pm
Spoiler for Life:
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4sa 4sa 4sa 4t3 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bu 5bu 5bv 5bv 5c0 5c0 5c0 5c1 5c1 5c2 5c2 5c3 5c4 5c6 5c6 5f0 5f0 5f0 5f0 5f1 5f1 5f4 5f6 8pn
Spoiler for Fire:
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4sa 4sa 4sa 4t3 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f1 5f1 5f1 5f1 5f2 5f3 5f3 5f4 5f4 5f4 5f5 5f6 5f6 5f8 5f8 5f9 5f9 5f9 5i4 5i4 5i4 5i6 5i7 5ia 8po
First of all:  The other cards, Quantum Pillar and Dagger.  Why?  For no reason. 
-Solution:  We straight cut them.

Moving on:  Let's have a look at the secondary elements.  As you can see, pillars make up half of the already small number of cards in the support elements.
-Solution:  Pendulums.  When these decks were built, pendulums didn't exist, so players were forced to have only pillars.  That's not the case any more, why restrict the starter decks?  It also gives new players an opportunity right off the bat to see pendulums and how they work.

More, so many more problems:  The number of off-element cards.  On average, four of them per deck.  In a forty card deck.  On top of that, the cards don't even help that much in most cases.
The reason for that is that the off-elements are chosen for equal representation of elements; each element is used as a secondary exactly once.  To make it even worse the support element that is used is just the one that's next on the list, with no thought given to synergy.
-Solution:  As above, pendulums will allow space for more (and more helpful) off-element cards, and the off-elements will be chosen with synergy in mind, instead of just mashing together two elements that don't belong together.

One more problem:  The deck size itself.  There's nothing wrong with thicker decks...As long as the deck has a purpose in mind.  The current starter decks are too all over the place, with only one-of's and two-of's abound.
Solution:  Cutting the other cards helps a bit, so let's just take it down to a round 35.  Ideally most decks want to be as close to 30 cards as possible (as we know), but it's a starter deck, so we have to allow some wiggle room.  Especially with the quest to remove and sell cards coming before the quest to buy a card.

So now we've outlined problems and solutions.  What now?
Well, when I said "One more problem," I didn't mean there's nothing else to be improved upon.  The starter decks don't really teach new players much about the game.  More focused decks will help, but what if we could go a step further?  We give players a choice not only of element, but of deck type.  Two broad categories:  Rush and Control.  As the names would imply, a rush deck centers on killing your opponent as quickly as possible, and a control deck involves denying your opponents the creatures and/or permanents they need to fight back, all the while beating them down slowly but surely.

As a note here because I can't find anywhere else to put it:  Almost all starter decks will remain duos.  We all know why duos are good:  They are simple and consistent.  A few of the decks will be monos (The :aether rush and the :fire decks).

I've built 8 of the 24 decks for demonstrative purposes.
Spoiler for Air Decks:
Spoiler for Rush:
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5lb 5lb 5lb 5lb 5lf 5lf 5lf 5lf 5lf 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5od 5oe 5oe 5oe 5oe 5oe 5of 5og 5og 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pq
Spoiler for Stall:
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52g 52g 52g 52r 52r 52r 52r 52r 5oc 5oc 5oc 5oc 5oc 5of 5of 5oh 5oh 5oh 5on 5on 5on 5on 5on 5oo 5oo 5oo 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pk

Spoiler for Life Decks:
Spoiler for Rush:
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bu 5bu 5c0 5c0 5c1 5c1 5c1 5c1 5c1 5c7 5c7 5c7 5c7 5c7 5c7 5de 5de 5de 5de 5de 5de 5i6 5i6 5i6 5i6 8pp
Spoiler for Stall:
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5c0 5c0 5c0 5c2 5c2 5c2 5c4 5c6 5c6 5c6 5c6 5de 5de 5de 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5on 5on 8pr

Spoiler for Water Decks:
Spoiler for Rush:
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5f0 5f0 5f0 5f0 5f3 5f3 5f3 5f3 5f3 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5id 5id 5ie 5ig 5ig 5ii 5ii 5ii 5ii 5ii 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8po
Spoiler for Stall:
Hover over cards for details, click for permalink
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52g 52g 52g 52g 52r 52r 52r 52s 52s 5i4 5i4 5i4 5i4 5i4 5i5 5i5 5i5 5i5 5i5 5i9 5i9 5id 5id 5id 5ij 5ij 5ij 5ij 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pk

Spoiler for Darkness Decks:
Spoiler for Rush:
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58q 593 593 593 593 595 595 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5um 5um 5um 5um 5um 5um 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 606 606 606 606 606 606 606 8pm
Spoiler for Stall:
Hover over cards for details, click for permalink
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52n 52n 52u 52u 52u 5uk 5uk 5uk 5uk 5ul 5ul 5um 5um 5um 5um 5um 5um 5un 5un 5un 5un 5uo 5up 5up 5up 5up 5uq 5us 5us 606 606 606 606 606 606 8pk

So those are the decks.  As you can see, they all have room for improvement, but that's what makes them starter decks.  If a player can't identify and rectify problems present in their current deck, how are they going to grow?

And here is the complete list of what each of the 24 decks would be, sorted by quartets:
Spoiler for List of all deck concepts:
:fire Fire:
Rush - Phoenix and Crimson Dragon with some Fire Bolts
Control - Fire Bolts some Deflagrations and Phoenixs
 :water Water:
Rush - Steam machines
Control -  Ice Shield with Aflatoxin and Dry Spell along with Ice Dragons
 :air Air:
Rush - Wyrms and Blessings
Control - Bonewall with Shockwaves and Thunderstorms
 :earth Earth:
Rush - Grabboids
Control - Reverse Time with Earthquakes and Hematite Golems
 :death Death:
Rush - Poison and Scorpions
Control - Skull Shield, Boneyard, Soul Catcher with Schrodinger's Cats and Vultures
 :life Life:
Rush - Adrenaline along with Horned Frogs and Abyss Crawlers
Control - Empathic Bond with Firefly Queen and Heal
 :light Light:
Rush - Pegasus with Blessing
Control - A purposely poorly made Firestall
 :darkness Darkness:
Rush - Gargoyles, Devourers and Earthquakes
Control - Drain Life along with Steals and Parasites
 :entropy Entropy:
Rush - Abominations with Purple Dragon and Maxwell Demons
Control -  Antimatter alongside Butterfly Effect and Rage Potions
 :gravity Gravity:
Rush - Sapphire Chargers and Fractal
Control - Otyugh and Plate Armor GravyFish
 :time Time:
Rush -  Ghost of the Past with Fate Egg and Precognition
Control - Scarabs with Momentum
 :aether Aether:
Rush - Phase Spiders and Immortals with a few Phase Dragons.
Control - Lightning with Mindgate, Parallel Universe and a few Quantum Pillars
« Last Edit: February 28, 2016, 03:38:38 pm by Timdood3 »

 

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