Vault Changes Version 1:
6 Antlions (180 pts) - > 2 purifies, 1 reflection shield (180 pts).
6 Heals and 6 Luciferin (360pts) - > 4 RTs (360)
5 Liquid Shadows, 4 cloaks (270) - > 3 SoSac (360)
Vault Change Version 2
OK, I'm switching this up just slightly; it's actually closer to the orignial build of the vault (and seems like a good balance - hope you all agree!):
6 Antlions (180 pts) - > 2 purifies, 1 reflection shield (180 pts). This is the same as we initially discussed.
3 Heals, 7 Luciferin, 2 LS (360pts) - > 4 Rts (keeping 3 heals as a potential splash, losing all but 2 Luciferins in this swap - slight change)
1 LS and 3 Cloaks (120) pts. - > 3 FFQs (so putting back some LS and Cloaks for 6 total each, but still getting 3 more FFQs for the adrena deck - slight change)
22 cards -> 10 cards.
Fodder:
Virus (6), Heal (3), Holy Light (9), Luciferin (2) Fireflies (24), LS (6), and Cloak (6) = 56 fodder (+ that scorpion = 57).
This leaves us with the following totals (added cards):
Purifies - 3
Reflec shield - 2
FFQ - 4
RTs - 6
VAULT CHANGEs MADE!
August 17 - Vault building Begins
August 29 - Vault building ends
August 30 - R1 begins
Rounds ~1 week long
Sometime in November - War ends
Afda - Yellow - 11 Nymphs (6 Upped) (UTC +1 (currently observing DST))
trashduke - red, 3 Nymphs, will be more (UTC -4)
Basman-1453 - Green - 4 Nymphs (UTC+7 25/8/367)
Hyroen - Light Blue - 1 Nymph (UTC -4 currently)
Chrispy - Purple - 2 Nymphs (UTC+10, 11 on DST, which is real soon)
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OEtG testing:
http://etg.dek.im/vanilla/There's a text box at the bottom of the page, that's where the deck code goes. Paste that in there, and click 'Import' on the left hand side. This puts the deck as an active deck. Once done, there's a text box on the right hand side, named 'Challenge'. Put 'fewa' in that challenge text box (It's not any code or anything, just a unique character set afda came up with
) When both players are ready with decks, and have fewa in, click 'PvP' right under the challenge box. The game goes on from there! Much much quicker than EtG testing.
Also, not soo sure about this, but it may or may not be the same as EtG, where you have to have the game in it's own window (I have been ever since)
hehe... I was wondering about that.
The only potential downside I could see to this would be that Serp wrote the code and could be trolling all of the testing.... slightly a paranoid idea, but it's something to consider if we do any testing vs. Light.... OK, probably not something to worry about. I don't think he'd go that far into research to figure this out, but yes, it's a possibility.
VAULT: (27810 to spend)
https://docs.google.com/spreadsheets/d/1Ry3zpdjU4qU_1zNvFo0IqBDlbgg9qUaTkHxzQxop6yo/edit#gid=86994479272 fodder cards currently.
Testing tables:
http://elementscommunity.org/forum/team-air/testing-tables/Custom Afda avvy:
http://i.imgur.com/M4MoYS2.pngCustom cb avvy:
http://i.imgur.com/Jl4E1Fy.pngCustom bas avvy:
http://puu.sh/qDaMf/25635809e2.jpgMarket announcement:
http://elementscommunity.org/forum/index.php?topic=62477.msg1241374#msg1241374In case we're going Mercenary~ (timestamps in UTC+7 ofc)
[2016-08-19 11:05:20] ‹rob77dp› RE: Mercenary... is the 4 element limit including or excluding self-element?
[2016-08-19 11:05:26] ‹Physsion› Hey rob
[2016-08-19 11:05:35] ‹Physsion› Including
We do have a server on Discord chat for Voice chat. If interested PM Afda or Hyroen.
Would like to hear you guys IRL (well, sorta)!
Ignore the illegal warning. Fixed by Bas <3
We still have 3k left to spend. What do you guys want to put in there?
All 10 cost cards with 9 copies plus the Fireflies are mostly there for Discard fodder. (Would it hurt to add more of those? (They now cost 30)) From Round 4 onwards, 8 6 cards are discarded from the vault. It'll be a big advantage to have some cheap cards to get rid of, instead of losing our more important cards. Should probably bring more than what is currently in there.
Decks currently in vault:
Agressive SoP
http://dek.im/d/z15i4z25ibz35j2z15jmz25oez25ooz45puz17grz57mt8pp Can probably make a Merc build with all Water pillars, Air mark. Prefer this to the more controlly version we had last War. Might need more Air quanta to get down the Wings/Wyrms early enough.
Strong vs: Entropy, Death, Earth, Life, Water, Light
Sanc Stall x 1.5
http://dek.im/d/5lgz15liz35ocz25ogz15oiz35olz35onz45puz57k6z37oe8pq Didn't bring one last War. Hopefully this will punish heavy CC decks, which we ran into a fair bit last War (cough Darkness cough) xD
Strong vs: Darkness, Aether, Entropy, Death. First three are very important.
Seems a little light on pillars/pends, but a really strong idea/ good stall.
Poison Stall
http://dek.im/d/52gz152oz252qz152r5425ohz45onz45puz3718z171bz37oe8pk Might be better to run something along the lines of 4 OE, 2 fw, 4 poison. Slower, more control.
http://dek.im/d/z152rz55ocz15oiz35onz55puz3718z171bz37n58pk Strong vs: Entropy (ish), Earth (ish), Fire, Time, Darkness (ish)
this is great, I like the OE version - I'd make it a slightly fatter to outstall (+ 1 or 2 shockwave or T-storm), but it looks really good.
Dark Duo x2
http://dek.im/d/z55ocz45ofz15og5opz35puz25up5v1z57mtz17tb8pt Sideboard Dark Duo was godly last War. Very powerful, very flexible. The right build can beat anything. Can add Wings, shocks, storms, Wyrms, more NM, more quanta, upgrade dragons for more burst, etc. 1 Flying Weapon works wonders in the mirror.
Strong vs: Most Elements
This deck is a beast. Very hard to counter and a great choice to bring in.
SoW Wyrms
http://dek.im/d/z25oczA5pu61qz3621z262mz47muz28168pu Very difficult deck to stop, assuming it doesn't run into a reflective. Surprisingly fast.
Strong against: Gravity, Aether, Darkness, Water, Fire
Awesome deck - I'd recommend putting in 6 wyrms vs. 5, but it's very strong overall.
Nymphs Tears
http://dek.im/d/z15f9z15i4z55ig5jmz35onz65puz17gkz17i6z37oe8pp Good stallbreaker. Only 2 Immo because it messes with draws, and it's a secondary win con, not a primary.
Strong vs: Death, Fire, Aether
Blue Nymphs x3
http://dek.im/d/z15f6z75ocz45onz25p07msz57mtz47mu8po The deck everyone loves to hate.
Strong vs: Most Elements
indeed! this is a nice deck and gets better with more nymphs (swapping the wyrms)
SoFr Mono x3
http://dek.im/d/z35ocz15ofz15ogz15olz55paz35puz57mtz37mu8pr Great stallbreaker with Dragons, can be very fast with Wyrms, especially with all the upgrades this War.
Strong vs: Most Elements
Adrenastaves
http://dek.im/d/z55c5z15c7z55oi5ojz75puz37anz37oe8pn Excellent vs Grabbow decks, aggro decks, PC decks. Weak vs anything that can kill staves, Dim OTK decks, fractal.
Strong vs: Entropy, Darkness (ish), Earth, Death (ish), Life (ish),
Plus any other mono deck we want to run.
Suggestions:
Flydials
http://dek.im/d/z552oz152qz15ocz15ogz55okz57mtz57q98pk Nice idea, but seems a little quanta starved and upped dials are going to mess with your draw....
CP Wyrms:
http://dek.im/d/zA5ocz25odz25oez45paz46u2z27mu8pjinteresting... after testing, I think that our SoFree mono is actually as fast and a little more resilient than this (and the SoBrave build that I worked up). When you get closer to 15 ups, this might start making it worthwhile, but it's likely very close. Still might be nice to include just for flexibility (the potential entropy salvage that would synergize nicely).
Very solid decks above, and I'm pretty happy overall with the vault as is - Here's my swap wishlist:
6 Antlions (180 pts) - > 3 purifies (180 pts).
6 Heals and 2 Luciferin (240pts) - > 2 reflection shields, 1 chaos seed Emerald Shield, 2 Short Bows (240pts).
That would swap 14 cards for 8 cards.
7 Luciferin, 3 Liquid Shadows, 2 cloaks (360 ) - > 3 SoSac
12 cards for 3.
26 fodder - > 11 cards
that would be 78 fodder -> 63 fodder cards.
Vault fodder analysis:
Looking at the vault, these are cards that we can swap for the cards listed below: Antlion, Heal, Luciferin, Holy light (keep 6, so 3) Liquid Shadow, Cloak? (keep 3 so 6) (Not too sure on this one, could be useful with a UG deck, but may be too much of a stretch. Let's see how we go with the rest of the cards and see if we need to get rid of cloak
.
= 180+180+270+90+270+ 6+ 6+ 9 + 9 cards (30 total - I thought I read somewhere we had 72 fodder cards... above line 32). Not 100% sure, but that must have been before final edit/draft. I think we came to the thought that we can salvage fodder to discard, and we can get more useful cards in order to beat the other teams and use those discards... If that makes sense Probably don't need 9 holy light even if they are useful; right, I'd keep 3. Keep how many cloaks do you think? maybe 3. Yeah 24 fireflies.
=900 points
Cheap cards to swap:
Short Bow (35) - When upped with an air mark it does 7 damage for 2 quanta! It's easy to splash and makes sense for us to take a couple of these (+2 = 70 pts.).
Purify (60) - 1 copy seems like too few to me, especially with a sideboard boost; I'd be happier with at least 3 or 4. Also really useful if SoSac starts getting more action this war (and I do expect it to... it was underused last war) (+3 = 180pts).
Reflective shield (60) - 1 seems too few, I'd be happier with 3 of these (sideboard boost) (+2 = 120 pts.).
on the fence:
Chaos seeds (50) - CP wyrms is a beast of a deck similar to the Wise wyrms that we have... but not having full ups makes this much slower. That said, having the flexibility to run with entropy salvage might be nice (+5 = 250pts. Would mean swapping out 9 cards for 5 cards with a 20pt remainder). Probably worth it.
Total points= 620
More expensive cards that would be nice... but more painful to swap:
SoSac (120) - Such an easily splash-able and OP shard, and it wouldn't be expected from us... Get a board full of rushing wyrms/flies and then get healed for a few turns. +3 would be great! so swapping 12 cards for 3.... yikes.
Reverse Time (90) - awesome card in the right match - I'd love to have at least 6. Also knowing Aves's playing style, he likes to used flying weapons a bit and expensive creatures; this might make a nice splash option. +4 would give us 6 total and a happy me. 4 cards = 360 pts. so swapping 12 cards for 4... ouch.
SoFree - (120) yes we have 18, but we can't get any back if we lose them (can't transmute into shards), maybe a few more if we can somehow justify it?
On second thought.... (scratched ideas that I had initially proposed):
Pegasus (50) - the 1 cost dive is really attractive, I'm imagining a duo with blessings (50) ... I'll see if I can come up with a Tinkerer build that is worth building.
nah, too quanta needy to really make work and our SoFr mono is beastly fast.
SoBrave (60) - Makes our already fast rushes even faster. There's a nice build of brave wyrms with fire off the mark (+6). It was a fully upped version, with limited ups, this is much slower.
Phoenix (100) can be a great combo with Air (Freebird is a really fast deck and we could probably get a merc build going).
wishing for Monster:
Nova (150!) - so expensive, but it turns that crappy salvage into something usable. Great for Dev insurance and quick starts... If we don't take this, it should be a salvage priority.
Discord (120) - can be such a dangerous card vs. a poor draw. Fun to splash with CP wyrms. Plus the crazy UGDBH that Air built last War was one of the decks that gave team Darkness the most grief planning around... this was the initial build, but others had fewer nymphs:
http://dek.im/d/4srz14vjz24vl5iaz75oc5ogz15p0z36u3z174fz277jz27ng8pjin later rounds the RT splashes were really effective. On Team Darkness we called this deck "Monster" b/c it was scary.
Black Hole (100) - if we build Monster
EQ (100) - also for Monster
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Match ups vs various elements:
Entropy
Wings Dark duo is strong against their grabbow decks, and blocks their discord too. Can OTK stalls. SoW Wyrms is a good choice if we expect a stall, but will struggle against their denial and rush decks. A control heavy blue nymph deck can use Wyrms to (somewhat) counter their denial, and a mix of CC/Shields to beat their Grabbows. It's also a strong choice against Antimatter, can struggle against their fire stall. The aggressive Shard of Patience might work well, typically they lack single target CC outside of their stalls, and SoP is an excellent stallbreaker anyway. Denial Grabbow might be too difficult to control, though, will have to test.
Death
They struggle a lot against our Nymphs Tear deck /w purify. Beats their SoSac, poison. Tears are big enough and produce enough creatures to beat their bonewalls. Our Air cards are very strong at stopping their rush decks - they struggle a lot against both shockwaves and wings. Dark Duo is a solid choice, though can have a hard time punching through Bonewall + CC. SoFr Mono is also very strong. Our SoP deck is also very strong here, there are too many creatures for Bonewall to stop and the control is very strong vs what they can field. Watch out for PUgons, though. Denial is a good choice if we predict their slower decks. Bonebolt will counter it, though, bolts are too good vs Nymphs. A duo Blue Nymph deck is also a good choice.
Gravity
SoW Wyrms and our Wings/Shockwave Mono pincer them well. The only decks they can field that beat both are a bolt chargertal and a dark duo. Both of those will lose to our dark duo (might be worth testing charger dark duo vs ours, actually). Denial is a strong choice against them, though again, need to be wary of bolts. Blue Nymphs are effective agianst them, as shockwaves + 1 UG damage kills chargers. An aggresive mono decks, either with SoFr or Shockwaves, is also quite effective for us.
Earth
They had a very, very difficult time dealing with our Wings Dark duo last War. Their shield bypass was Pulvy (negated with steal), Steal (negated by stealing back our wings), SoW (slow and inconsistent enough to be rushed by dagger) and Dragons (too slow to beat our Dragons + VDagger). It's a very effective deck from them. Their best answers to it are Pulvy + Enchant Artificat (not very obvious), Fire Mark Grabbow /w 3-4 Deflag, or Fire Golem duo /w 3-4 Deflag.
Life
Pretty much all of our decks are strong vs them.
Fire
Storms are excellent here. Deck choice often comes down to predicting either an immo/denial immo deck from them, mono/Dim fractix/RT Splash or firestall/bonebolt. Tears and Titans are effective against their mono, firestall, and bonebolt but will lose to RT Splash and titans will get outrushed by immo. Mono SoFr is the same, but will beat the RT and can run storms against the immo. SoW Wyrms works against Dim Fractix, Mono, RT and bonebolt, but will probably lose to firestall if they have reflects and gets rushed by immo.. Our Bonewall deck is effective agianst everything but their stalls. Dark Duo can beat the Fractix, Mono, Firestall, and immo decks, but struggles against bonewall if they play storms as well as RT Splash. A thunderstorm mono can beat their immo and mono decks, and Firestall with a good draw, but is countered by bonebolt and Dims.
Water
I'm not too sure what to expect from them this War. Dark duo /w Wings seems like it would be very difficult for them to beat - I think only bonewall with dry spell does the job, which will struggle greatly with denial and SoW Wyrms, two other decks that are very strong vs them.
Light
They're in an unfortunate position where our stallbreakers are still a turn or two faster than most of their rush decks. SoFr Mono causes them a lot of problems. Can be beaten by Vader Sader, Grabbow and Pegi SoFr. Our SoP deck beats all of these, and can only really be beaten by a Dim or a bolt splash deck from them. These are probably the two best decks to stick to.
Time
SoFr Mono, Nymphs, and Dark Duo are all very strong against them. They didn't have a counter to our Nymph deck for the entirety of War 9. Bolt splash from them will beat it, though it's an unorthodox deck for them to put in their vault. Light stall from them can work if we don't include Sky Blitz, as can their SoG stall. SoFr Mono will lose to PDials and probably ghostmare (needs testing), but other than that has good match ups. Dark Duo is strong no matter what they play - might lose to the dune scorp deck /w RT and Discord that they played last War, but I don't think so. Can struggle against their Ghostal if Steals are shy.
Darkness
Will come back to this.
Aether
They greatly struggled against our Dark duo sideboard last War. Devtal can cause it trouble, as can RoL/Hope - include TStorms. Should test this vs devtal /w upgraded devourers, that might be able to lock us down. SoW Wyrms is half a turn faster than a lot of their fractal decks, but will lose to Grabbow/Dark Splash/Devtal. Light stall is effective against everything but Fractix and Chargertal, fast devtal can also cause problems. SoFr Mono beats the majority of their decks, their best (only?) deck against that is the Darkness Splash. Nymphs Tears is also effective. Immo helps against the devtal lockdown, but it'll probably lose to RT Splash, Dark Splash and their Grabbow.