I just appointed mrpaper to be the Strategist this round. The Strategist should make a thread each round (Strategies for Round 1, 2, ect...). Because we already had a thread like this, I just renamed mine until mrpaper founds out about his job
Please read all of this post!
http://elementscommunity.org/forum/index.php/topic,14352.0.htmlEvent Card:- 2-0 win enables you to salvage 9 cards
- Substitute can salvage a total of 6 cards
- Other team members substituting salvage 3 cards
- No changes to round discarding rulesDeckbuilding:Duel phase has startedTeams have to build decks for all players who are fighting during this round. Decks are to be posted on the secret team section. Team
Deckbuilder starts the topic, and all team members participate in the planning. Please do not post your decks in public or talk about them in chat.
All decks must be made ready before the timer goes to zero, after which editing deck post is strictly forbidden. Failure to have all the decks ready will lead to a severe card penalty, and/or automatic losses. It is highly recommended that all team members double-check their decks before the duels start.
Duels:Round has endedDuel phase starts when deckbuilding ends.
PM your opponent and try to find a time that suits you both. Time Zone Converter (
http://www.timeanddate.com/worldclock/converter.html) might be useful here. If you cannot find a time when you are both are online, please contact ddevans96 (
http://elementscommunity.org/forum/index.php?action=pm;sa=send;u=3167) (Warmaster)
immediately. If the match doesn't happen, you both lose by default, unless one of you is clearly more active and/or more flexible.
Duels are "best-of-three", you must use the deck and mark built during the previous phase, and you cannot make any changes to your deck or mark during the round.
Know your enemy!
Essence
gocubbies1212
Bluesky
mrpaper
War 1
Archive
http://elementscommunity.org/forum/index.php/board,155.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,202.0.html
artagas
Asymmetry
icecoldbro
Wizardcat
War 1
Archive
http://elementscommunity.org/forum/index.php/board,153.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,200.0.html
Boingo
Acsabi44
Dragoon1140
catalyzeme
War 1
Archive
http://elementscommunity.org/forum/index.php/board,150.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,197.0.html
Toimu13
Mastermind79
War 1
Archive
http://elementscommunity.org/forum/index.php/board,147.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,194.0.html
senabmi
thraexis11
War 1
Archive
http://elementscommunity.org/forum/index.php/board,154.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,201.0.html
Tinkady
Gyrodiot
War 1
Archive
http://elementscommunity.org/forum/index.php/board,145.0.htmlTrail of
Archive
http://elementscommunity.org/forum/index.php/board,192.0.htmlWinning/Losing Battles:After each win, the team can salvage cards from the opponent. Winning team picks 6 cards from the deck posted by the losing player, which will be added to their Vault. These cards become part of the Vault and can be later used by anyone on that team. Salvaged cards are always unupped even if the original card is upped. Maximum card amount of 18 doesn't apply to salvaged cards.
When you salvage cards, you are not really taking cards from the opponent, you are merely taking a copy of that card and putting it into your Vault. In Elements terms, you are using Parallel Universe on those cards.
4.2. LOSING A BATTLE
When a team loses a battle, they have to discard cards. The numbers of cards discarded is determined by the round number. The further the event goes, the more cards are discarded.
ROUND 1: discard 6
ROUND 2: discard 12
ROUND 3: discard 18
ROUND 4: discard 24
ROUND 5: discard 30
ROUND 6: discard 30
ROUND 7: discard 30
etc.
Cards that are left in the deck after discarding, are returned back to Vault.
If we lose, we must discard cards from the deck we lost with.
Strategy/Counter-strategy:
**WARNING: The following is pure speculation, but something to at least think about as we head into War.**
We have been reviewing multiple deck ideas and possible opposing decks. This is great exercise as we'll need the mental flexibility of putting ourselves in the opponent's shoes to do come up with some great decks during the War as well. Our initial vault is in some ways the easiest part (since we can put many different variations of cards in it) but also the hardest (these are the cards we have more or less for the duration of the War, so we have to make them count.) After the vault is set, deck building will be hard but at the same time liberating (we don't have to find the best possible deck, just the best ones we can put together with the cards available--just like every other team.)
Seriously consider what other teams are going to be thinking about strategy against :
>The matches aether lost in War #1 included mono-decks (or mono + enchant artifact)--they will look at the decks that defeated them and use similar strategies
>Dimensional shield is a problem only if you don't have steal/deflag/momentum or quantum denial. Anticipate every team to have these cards and thus duo (or rainbow) with . The more deck ideas we come up with that limit the usefulness of these counter cards, the more dead cards they will have in their hands.
>They will look for us to be heavy on the creatures and shields. We will probably need to be more creative and give different looks so they have a hard time countering.
>There is no such thing as an rush. The best we can do is creature spam with other elements via Fractal (e.g., Frogtal).
>Aether has the least helpful nymph of all elements. It's not even worth including in any of our decks (even if we all had one.)
>Aether has one of the best CC spell cards--we will use it at every possible turn.
What we have to worry about from each element:
Not sure really. Unstable gas deck maybe? Wings/shockwave/owl's eye not much help against immortals. Fog shield can be problematic.
We seem to have an unnatural fear of the fractal devourer deck. We may face it and it may kill us. Steal, devourer (denial) and dusk mantle are the biggest threats.
Poison/arsenic. The arsenic gets played early, the poison doesn't care about shields. Immortals/dragons are too slow to catch up. Need purify.
Pulverizer, earthquake, shrieker rush--lots of options. May have to find a nearly pillarless option for this one.
Discord early, dissipation shield late. We need to either chain shields early and often or go rainbow (but antimatter/mutate/chaos seed will hurt us). Deflag or steal here.
Fast and balanced element. So many threats. They went all the way and had just as many losses as aether did. If we don't find an answer, don't worry--nobody else did either.
Momentum/gravity shield. Maybe flying titans. That shield renders our only heavy hitter useless.
Rushes, thorn carapace (a killer for our immortals.)
Multiple miracles, untouchable weapon/shield. Dragons with crazy hp. I don't know if we can outdamage their healing potential with aether alone.
Eternity can be a problem. Will have card drawing advantage.
Frozen creatures do not attack. Essence is a good deck-builder.
Possible Enemy Decks:Fire Stall: My two versions.
5c2 5c2 5c2 5c2 5de 5de 5de 5de 5de 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f5 5f5 5f6 5f6 5f6 5f7 5f7 5f7 5f7 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi
592 592 594 594 594 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f6 5f6 5f7 5f7 5f7 5f8 5f8 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi
Counter: Quantum Denial and/or PC.
Life Rush:
5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c0 5c0 5c0 5c2 5c2 5c2 5c2 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5de 5de 5de 5de 5de
Counter: Stall and/or CC.
No Land Stompy:
4vh 4vj 4vj 4vj 4vj 4vj 4vj 52q 590 5c2 5f3 5f3 5f6 5f6 5f9 5f9 5f9 5f9 5f9 5f9 5fa 5fa 5fa 5fa 5l9 5l9 5l9 5l9 5l9 5og
Counter: Stall and/or CC.
Shrieker Rush:
58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58s 590 590 590 590 590 590 591 591 591 593 593 593 594 594 595 595
Counter: Stall and/or CC.