I'm gonna start with that, because those things take a lot of time.
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An old idea, which we used in War 2. :entropy decks were successful. Quite painful to meet.
2.
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This or something similar because in way it's an anti-Discord deck too. Something similar was used in the last War by :air, but as far I remember they had Unstable Gas there. I liked this one a little more, but it's still open to changes. Here is another, even more agressive version: Hover over cards for details, click for permalink
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Unbeated deck in the War 2 and was used also in the last War, but there is a problem - it's overused and some teams may really prepare against that. Actually Flying Titans were used in both Wars too; so that makes it's double-problematic. Maybe we shouldn't use more that 1 flying and rewindable deck this in time. Flying Glories are possible to use too.
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A deck I just made. In War 2 we had also a Fractal-Spider deck, but this one seems better, because the lack of permanent control is not so painful because of the Poison.
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Nothing special, but if the Underworld comes to play or people tend to use Nova decks a lot, then it could be useful.
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The only good thing about this deck is that it can kill :death because of it's healing. A slow deck. Maybe we should also think about some other possibilities how to meet Poison, because it is relatively popular and annoying.
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Just an :air rush, can be used by the General and Liutenant. If someone else wants to run it, then he should change mark and use some upgraded Wyrms probably.
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A good deck which is pleasant to play. Was also successful in War 2.
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A weird deckouter I once created. There can be many variatons of the Phase Shield decks and I'm not sure we should this version at all. And I'm not a too big fan of the Phase Shield decks, because they are relatively unreliable even against those elements who normally don't have permanent control. The thing is that everybody wants to have permanent control against us anyway. This deck has at least huge amount of shields, so only few Steals don't kill that :)
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Generals and Liutenants can also use upgraded Wyrms, and Deflags are feeded by he mark here. Quicksands are bad for this deck.
A good thing about this deck is that it can kill some :light stalls by making a lot of damage. But it is still relatively slow. One other alternative that came to mind aginst :light was just simple Twin Universe - Dragons which does a lot of damage too.
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To be continued... In my opinion the best decks are :entropy and :darkness; very flexible and can be used against many opponents. Permanent control can't be underestimated, since everybody assumes that this is the weakness of our element. Feel free to comment, test and post your own ideas.
Well, that post stole my thunder, it covers (and improves upon) about 75% of the decks I had already brainstormed. (Not to mention the upcoming Immolation nerf)
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Upgrades are pretty variable here.
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This ones hardly different from a lot of the death air, but slightly better against Reverse Times (Mummies take two shots, everything else is cheap), which people like taking against Air
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This one can be a real pain. 40 cards though, and obviously can be countered.
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Ok, this one is a risk (especially since its badly built, even I can see that). Deflags and RoFs are potential additions in any case. Upgrades variable.
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No control here, but potential for huge damage. Good against stalls, doesn't really reach a maximum output. (Plus, Sky Blitz). Damsels are infinitely better upgraded.
Also, something I would consider adding to all the Darkness decks is Nightmare, since it has the extra drain ability now, and wasn't available in War 2. (With two elements you can usually be reasonably confident that you will have an acceptable target, and you can always use their creatures)
Pervepic's Deck 2 and 4 don't have enough air cards, need 50%.
Deck 7 seems like a waste of upgrades even for Lt. or General to use Elite Fireflys when you could get the :fire quanta off the mark and upgrade something more useful.
Pound for pound our best Air upgrades are Sky Dragons at 13/7, Eagle Eye at 7 damage, Elite Queen for the upped fireflies and Elite Wyrm at 5/3 (though they are still quite weak to CC).
Here is my favourite pvp Air deck, Adren Staffs. It is ruined by RT though... might be worth it to include the life cards in our vault but save the deck for a surpise in the later rounds. I'm in favour of taking Flying Titans and using it in this manner as well.
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A water/air with Purify could be a nice anti-poison for us since we can also use Toadfish there. Almost every team will have poison in one form or another so Purify, even in our Graboid/Nova will be valuable.
I also like Discord in a war environment a lot, an early Discord against the right deck can seal the game right there, and we can easily fit in multiple Discord with flying weapon.
We could also run an Immo deck on damselflies for Lt. and General, though once again I'm not sure it's the best use of our upgrades.
I'm interested in what other teams have sent against Air in past wars, particularly in 1st and 2nd round when there are a lot of options cause it could give us some insight into what we're likely up against. Checking the archives is on my to-do list along with finishing the comics, and grinding for electrum.
DrunkD's Flying Tridents is interesting, but couldn't we achieve the same thing using Earthquakes in an Air/Earth duo?
I had an immo/phoenix deck prepared, but with the upcoming Immolation nerf I'd be a bit worried about bringing it to the table.
Upped Fireflies are actually quite powerful, and can go with Unstable Gases too. Plus, RP fits perfectly with the Dragons (reminds me of the rush I used in Trials, without damsels).
Entropy decks are easily changed. Adding more Discords/Maxwells Demons/Antimatters depending on who we are playing.
(Basic one with more antimatters, no demons, BE)
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We might want to make the deckouts/stalls 41-42 cards because most stalls are 40 cards, and it should give us an advantage over other stall decks with a very minor decrease in reliability.
I have a few ideas floating around, I'll post them all eventually.
We should not forget something basic like this mono Air can still work.
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Something like this is a great OTK and can work differently in various situations.
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And we must not forget the funky trios
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And whatever this is. It's not fast but it's strong
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...And the Air/Water duo. Could use tweaking.
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So far my favorite is the Air/Light stall.
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I'll come up with some more later. Please make any additions you'd like.
Fixed decks 2 and 4 and i agree with Plastiqe that upgraded Wyrms are better than upgraded Fireflies (unless there is no Quicksands, then deck nr 7 would be better) and I added a deck with the upgraded Wyrms too. Your deck is definitely good, but I would disagree about Titans. 4 Flying weap. decks are already posted here.
Sry about making your job DD :) . I like DD-s Trident deck, because it slowly kills some stalls that need a lot of qunata, like :light (sadly :light has used a lot of Rewind decks as well). There is also possible to use this version Hover over cards for details, click for permalink
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too, because there is no need for that much :air quanta. Using Tridents is good, because just EQ-s may be not enough, since everybody split quanta sources.
Deck nr is almost like my :death duo, but I preferred using Recluses more, because they can neutralize Dragons.
:light duo is good, because it heals and may even counter Poison.
I think that UG deck is possible in this way too, because there is no need so much :fire quanta: Hover over cards for details, click for permalink
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This high-damage deck seems great, although sadly Mitosis is also rewindble .
I also agree with Plastiqe and DD that 1 :entropy deck is with the Discord is clearly not enough :)
Legit, mono- :air rush is definitely possible, but I would add an Eagle's Eye there instead of and unupgraded Wyrm. Something like this (I also added Dragonflies, because Wyrms and Dragons eat quanta really alot): Hover over cards for details, click for permalink
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The second deck is short of quanta too in my opinion, I guess that something like that would be better: Hover over cards for details, click for permalink
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Since Sky Blitz pretty much sucks and is useless in the early stadium of the game, then we shouldn't use many of them if we are gonna use them at all.
The third deck is definitely funky :) but needs too many things to go well to work properly. Again, the percent of the quanta producers there is relatively small. The Acceleration deck seems slow.
About the :water deck: I guess that we can hit 2 mosquitos with the one hit and to make :water deack also an anti-Poison deck. Hover over cards for details, click for permalink
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I added this to my deck's list list.
Maybe I'll comment Blooms decks later if I have time.
Ok, I guess that deck 1 is a normal deck but I don't know if this is better than any other rush we already have here. And the amount of simple rushes can't be very big, because people use shields.
UG deck is too slow. If to play that kind of deck at all, then you have to use shields or a massive creature control (like DD-s deck or like Octane's deck is).
Water duo is interesting, but it can be easily in trouble, because it plays for double creature control and does only a little damage itself. Freezes alone are quite weak, they need Schockwaves to actually kill creatures, but if they come in wrong time, there may be trouble. And if opponent also has minumal creature control, then there is just nothing to kill him with.
About life duo: if it's possible, then prefer Dragons to the unupped Wyrms, since they are much better. And I'm not entirely sure if and why a duo with :life is better than just mono- :air.
I am rather bad at making war decks, but this is a fun idea I had:
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For the UG decks, why use RP/FBolt instead of Shockwaves? That way the UG's can just run off of Fire marks, making the deck more stable. The loss of damage doesn't seem significant becuase UG's also damage creatures.
I haven't actually tested this, but how does this general concept look for an Immo/Novabow counter?
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This deck is thoroughly obnoxious to play against. Might need a bit of tweaking but I enjoy using it:
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More deck ideas are on the way...
I agree with pervepic in that we should steer away from unnupped wyrms - they're weak and cost-inefficient until you upgrade them. Sky blitz, also is highly situational and difficult to use. I do think that UG has certain advantages, but only for specific builds - a creatureless UG deck can work nicely if you surprise an opponent who was counting on CC to pull them through.
I think we should have a few good novabows at the core of our vault. They're strong decks, and most importantly they're highly adaptable and can be tweaked depending on the circumstances. If we play mostly :fire :entropy oriented decks, fast rainbows with good control etc. the first round we might be able to test the waters, then take the other teams off guard by shifting strategies the next round. More specialized decks, :air monos and the like can come later.
Here's a deck idea that I like, maybe with more testing it can be used in later rounds:
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@Robo
I don't think that you'd need more than two Lobo's, also considering that they aren't a key card in the strategy. I also don't like the quanta production base, if you're even 1-2 quanta short of a Fractal you'd have to wait two more turns. You could also compare to the version in the OP.
Wyrms are supposed to be upped, which I don't have yet.
GotP is killed by Shockwaves upped or not, and they clog your hand to weaken Nightmares, sort of. Upped Wyrms have a sort of cheap casting cost to counter Rewinds. Bonewall is there as a safety net that works with or without Shockwaves, is resilient to Steals, and is card efficient because we're using them in other Air/Death duos too. It seems a bit slow, but that's because of we can't use Dragons. The other cards are debatable.
Upped Flesh Spiders>Mummies but are upped cards.
OE or Arsenics could be added, and with Bonewalls I doubt they'll cause any difference when stolen.
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I'm starting to post decks which according for my subjective opinion are 14 decks which I think that would be good candidates for being in Vault. Everybody should criticize those and offer better solutions, because I may be wrong. First 8 have some permanent control as I thought, the rest I'll pick later here :). Things can change and the final decision must be made by General.
1. I added a second Fog here, because I don't think that opponents start to play agains us with non-airborne critters already in the first round.Hover over cards for details, click for permalink
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2. DD-s deck a bit modified. Sneaked 1 BE in here :) :
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4. The point here is to get Discord out sooner.
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5. Deck removed.
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Others can replace 3 Wyrms with the 2 Dragons and a Pillar.
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For those who can't have 6 upped Vamps, you can add whatever you want (maybe it's good to differ from the next deck a little) - Stiletto (good card!), Nightmares (?!), Dusk or maybe just to add some Air cards (Owl, Fog).
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9. Plstiqe's deck. Depends, if there should be Wings or Fogs. Hover over cards for details, click for permalink
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10. Spiders and Wings. Both me and DD thought about the same thing. Now I'm prefering this, because Spiders Work together well with Wings. Hover over cards for details, click for permalink
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11. Many of you have made different water duos, but mine is basically an anti-Poison deck too. I still think that this kind of deck should have a decent amount of hitters to break through the Bone Wall, for example. But this is a matter of discussion. Hover over cards for details, click for permalink
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A new version: Hover over cards for details, click for permalink
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12. Me and Robot are in the similar opinions about the following deck. Mine is a bit different, since it also has the point of hitting hard and break through the stall walls:
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13. Legit's deck. Probably good against big quanta consumers. Maybe even can be changed for better:
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14. DD's deck. Perhaps having 2 Mirror Shield would be a good idea, so different bolts couldn't do anything.
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If there is room, we could take just some Black Holes for using it in the future. Hi Legit :)
Mono air is always a good option, the cards can be used elsewhere too, and we will most likely splash 6 cards in there because we can. (At this point in time)
After that, I'm thinking the Gravity Anti Rainbow one
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The mitosis ones for high potential damage output (stalls)
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Or even something like this, if we really need to fill the phoenix gap.
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About to look through what teams played against Air in the first 4 rounds last war, then we can look through that and figure out what cards people like throwing at us, and therefore what might be slightly better.
I've tried to grab just the key-ish cards, not really the changeable ones.
Round 2:
:fire Firestall: Sanctuaries, Rage Potions, Faerenheights, Deflagrations
:gravity Discord/BH : Discords, Black Holes, Aboms/Dragons/Armagios
:light Poison/Stall/Rush? : Poisons, Miracles, Skull Shield + Plagues
:time Ghostmare: GotP, Nightmare, Rewinds, Steals
:darkness Mono Dark: Pick and Mix of Darkness cards.
:entropy Voodoo: Voodoo Dolls, Basilisk Bloods, Gravity Pulls
:aether Mono Aether: Dimshields, Dragons, Lobos
:earth Mono Earth: Basilisk Bloods, Stone Dragons
Round 3:
:death Fire Splash: Poison, Deflags, (Bone) Dragons
:time Aether Duo: Anubis, Pharaoh, Lightnings, Dimshields ???
:entropy Discord/BH: Discords, BH, Gravity Pulls, Aboms
:life Aether Duo: Dragons, Quints, Dim Shields
:aether Bonebolt: Lightnings, Poison, Bonewall, Electrocuter and Arsenic!
:water Air Splash: Toadfish, Ice Bolts, Dragons, Shockwave
:light Entropy Splash Antimatter, Discord, Crusader, Miracle
:darkness EQbow: EQ, Novas, Devoruers, RTs, other speedbow cards.
Round 4:
:life Aether Duo: Dimshields, Quints, Dragons, Lightnings
:darkness Fractal: Devourers, Fractal, Minor Vamps
:water NovaGraboid : Graboids, Tridents! also, 1 Reflective shield (uncommon in this deck type)
:light Gravity Duo: Otyugh, Blessing (Grav Shield)
:fire Rush: Immo, Phoenix, 3 Deflags, 6 Reverse Times!!
:earth Time Duo: EQ, RT, GotP, Stone Dragons
:death Time Splash: Dragons, RTs.
:entropy Aether Duo: Dimshields,Quints, Dragons (2 Lightnings)
Might be worth it to go to R5, but the further from the start you get, the more random the deck selection is.
Sry yeah, 5 cards left. Let's take Black Holes then (and I'll delete 1 Pillar from the 9th deck). Now there are 13 decks in the Vault. There may be some mistakes, I have to check everything. And I put them there just to be sure we haven't taken anything too much. If some decks suck, then they should be removed asasp.
Seriously guys, does our water deck really beats anything from DD's list?
I'll assume you're talking about
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or something like that, from one of your posts...somewhere? Isn't that our anti-poison stall?
:light Poison/Stall/Rush? : Poisons, Miracles, Skull Shield + Plagues
:aether Bonebolt: Lightnings, Poison, Bonewall, Electrocuter and Arsenic!
Also, depending on what happens in the Propaganda center, we'll get another 12-24 cards. What do we do with them?
Wow, that's good news, this means an another deck :) Water should be anti-poison stall indeed in theory. So I'll remove black Holes and put a Pillar back and then we have at least 12 plus 5 cards for a new deck.
Adding some Dragonflies could help this one? Hover over cards for details, click for permalink
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I don't know, maybe it could go through Bone Walls at least.
A rush deck that is also possible to use: Hover over cards for details, click for permalink
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This or something else can be a candidate for a vacant place. Meaning is to be immunte to CC with Phoenixes, have pc and somthing to go through Bone Walls if needed.
DD-s Mitosis deck is also pretty good, but stalls usually use cc too, so they proably won't let use Mitosis very well.
I also think that our mono-air with few Deflags works well with Damselflies. Damselflies are also anti EQ-s!
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I think that these 3 are decks where Damselflies can be actually useful. Those variations and decks are not put in the Vault, I put there only previous versions.
Added a hitter to this deck, I think that it needs that. Hover over cards for details, click for permalink
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Ok, time to sleep (6 AM, nice)
Don't trust me blindly, please :) Decks that should be in Vault right now (1th 9 deck with the quanta producers).
1. Hover over cards for details, click for permalink
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2 Cards left. If we will get our propaganda bonus plus 12 cards, then we could also add this one, for example:
(14). Hover over cards for details, click for permalink
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And there is also other possibilities: just to add Black Holes and maybe 1-2 additional Fogs, Owls, Eagles, Dragons, Wyrms, Wings to the Vault.
1.29 is live now, that means Deflag/Explosion just became :fire :fire :fire and :fire :fire This hurts our decks which use multiples but it also helps our permanents which we rely on a lot. We should rethink taking 2x upped explosion in deck 3 and 4, perhaps subbing in Momentum in both decks?
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Here is an option for something that doesn't rely on creatures for the kill. Would be a good deck to send against something like Pandebonium or Sanctuary healing.. which we really don't have a counter to at the moment. I think a lot of teams will look at Air and think "heavy CC" which could lend them to sending creatureless decks against us. And with the Deflagration Nerf our Unstable Gas got a buff, we should even consider taking Blue Nymph for those that have it (I don't) because it could be splashed into any deck with Novas.[/list]Hover over cards for details, click for permalink
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Basic deck to get out fast untouchable Dragons (3 could be upped). Another nice option against heavy CC or Reverse Time.[/list]Deck 1 and 2, why are we using upgrades on Micro Abomination when we could do much better with a Dragonfly for BE and upping something else?
Deck 7 only has 8 Darkness creatures, this is not enough to justify bringing Nightfall. We should add another Devourer instead.
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Where is Bonewall/Eagle Eye???
That is one of our best, if not our best deck and we aren't taking any? I would even take Bonewall + Poison over deck 9 Wings + Spiders + Poison.[/list]Any element can bring Bonewall + Poison + filler and it's an effective deck that we should prepare for, as well as Dune Scorpions from Time and any element with a creature buff I think we should have some Purify.. even if it is just to splash in with our Nova decks. I'm not much for guessing in the early rounds (there we should be taking our strongest overall decks) but in later rounds having access to Purify can be an auto win for us.
I also rather liked the Reverse Time deck as an effective counter deck.
OK, things are bad. Even very bad, but quit simple. This is good. I tested our all potential decks against people threw against :air last War. Almost EVERYONE will more or less stall against us, so almost all what we need at least in first round is 1. Permanent control 2. Massive damage. There are really thousands of Sanctauries and Shields. And Explosion cost more... OK, here are the results (maybe not so approriate what applies to darkness, because trainer doesn't give quanta to Devourers but OK):
1. 4-2
2. 3-5 Needs another Butterfly
3. 3-5
4. 4-4 (I used a bit different variation, put a Butterfly there too)
5. 6-2
6. 2-6 (2 Steals only)
7. 3-5 (3 Steals)
8. 2-6
9. 3-5
10. 3-5
11. 4-4
12. 1-7
13. 3-5
14. 5 wins at least, didn't test further.
I also had some thoughts how to improve existing decks.
1. I put Dragonflies instead of Abomination as suggested, but Dragonflies are very valuable independently too. Hover over cards for details, click for permalink
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Minus 1 Fog plus 1 Pendulum.
2. This doesn't have Maxwells but has Pandemonium. I made other changes too. Hover over cards for details, click for permalink
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After having enough of stall-killers, I think that it's good to have just different kind of decks.
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Plast's cretureless.
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Heavy CC
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Heavy CC with Poison.
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Slightly anti-Discord and anti-Pestal.
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A purifying deck.
As much as I love deck 12, if 1-7 is its win loss ratio, especially against stalls, we have to reconsider, since that was meant to be its strong point.
Like plastiqe pointed out, OE / Bone wall is a stronger deck overall. And it might be predictable, but so is nova/graboid and that doesn't stop every single team in War packing at least one.
The statistics in general are pretty worrying, although they don't take into account some things which we as players would find obvious. (Make every attempt to not play Adrenastaves against a stall).
And if deck 14 is doing that well, we shouldn't rely on the propaganda cards for it. The cards are all useable, we should be able to fit that one in if we take another out.
(14 decks still seems too much to me, especially with current pendulum count)
Seeing if there are any little improvements I can make...
My idea for deck 7:
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- Nightfall + Nightmare
Deck 8:
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-4 Wings +3 Fog -4 Pillar + 2 Forest Scorpion +2 Pendulum +1 Adrenaline (Logic: Usually only the first few staves need adrenaline. Poison build up late game could make this deck work late game. Could probably even lose another pillar after losing Wings for the much cheaper and not reusable Fog. Not 100% sure about this change, but I'm not sure whether or not 1 scorpion would be enough. I think sacrficing Wings for Fog makes sense with this deck, as long as we can fit them, and it gives us more card options)
The other thing would just be throwing another steal or two into the darkness decks.
Against stalls, Poison, Unstable Gas decks/Fire decks like plastiqe's above, and that one OTK I made should do well. Quinted dragons also, depending on the deck. Adding damage to our own stalls (for example, flying Morning Stars in the Light stall) would also be a good idea. Aether stall with Lightning/Shockwave might work against rushes, considering the deflag nerf.
More deck ideas?
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I just posted these decks that were more or less OK or trustworthy. Others are ??? , shortly they lose to those earth-light-fire-water-aether-whatever stalls. Fire stall is a good idea, but usually those who take Sanctuaries take also Reflective Shields too. Dark decks should have some possibilities to improve also. DD, what about just making brutal damage with permanent control and to throw that LS-s and stuff away. Hover over cards for details, click for permalink
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Damn, Pests don't work in trainer, I can't test that but it can't be bad. First round will be most likely a huge anti-stall event :) . If we won't beat them in the first round, they will keep coming and coming and all our other decks will be useless.
Yep, we can definitely try that Firestall; seems a good deck. But probably not against the professional stallers like :light and :water who traditionally, for some strange reason, puts Reflective Shields everywhere.
I agree about the Purify (not sure in what deck it should be and should we keep water and nova decks at all).
I agree about Bone Wall.
I designed that deck to be versatile - Adrenaline a Dragonfly for faster air quanta, adrenaline a Firefly for Light Quanta, adrenaline a scorpion for poison damage, and Queen/Firefly for 12 damage/turn. However, a fast rush will beat it.
Testing decks right now. (For testing I randomly went through the War 3 battle results, clicked on the first post that said (Air) in it, and fought against the opposing deck. Probably not the most optimal method, but it works.
1/2. Entropy duo. I REALLY like this deck. It works fairly well against many decks, which is great. Because it has so many different cards (1-2 copies of 10+ cards), it is a little draw dependent, so you may not get that one card you really need sometimes. Overall it plays well, it's quanta balanced, and it has a good chance against a bunch of decks. It's also awesome to get a first turn Discord.
3. Mono air w/ deflag. Another solid deck. The Dragonflies really help add up the damage. Owl's Eye is deadly against rushes (although PC makes me sad).
Also, y u no add Sky Blitz?
And here's a new deck idea, lolz:
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I just proofread the Vault. Now there are the full decks 1-9 and decks 10-13 but without quanta producers. That leaves us with 357/381 cards, 24 cards left.
It's about enough to make one entirely new deck with some quanta producers, but I'd rather add things we could splash in to our current decks to counter predicted opponents' decks, like Reverse Times, Black Holes, Quints, and Shockwaves. Actually not sure how to make use of the BH's and Quints, but well that's just me. I haven't added any of those in yet, though.
I posted a different version of these a while ago:
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Since we can't actually fit the entire deck in the vault anymore they'd have to use some of the cards we already have, which could be a good or bad thing.
Hover over cards for details, click for permalink
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4vj 4vj 4vj 4vj 4vj 4vj 4vl 55q 590 590 590 595 5f6 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5ol 61q 77g 7mu 7mu 8pm
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5i4 5ia 5ia 5ia 5ie 5ie 5ie 5ie 5ie 5ie 5od 5od 5od 5od 5od 5og 5ol 5oo 5oo 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 7mu 7mv 7n5 8pp
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55v 55v 55v 55v 55v 5on 5on 5on 5on 5pu 5pu 5pu 5pu 5rk 5rk 5rk 5rk 5rk 5rk 621 621 621 621 621 8pr
This isn't our vault, but pretty much our initial deck options.
(Thanks for your work TuckingFypo, its very much appreciated)
It sucks that we didn't get the propaganda bonus (IMO we certainly deserved it more than both Death and Darkness, but I won't rant on about that). This will probably be the last post in this thread, so good work guys, and lets get going in the actual war!