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Offline thatnewguyTopic starter

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Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206177#msg206177
« on: November 21, 2010, 05:11:04 pm »
Sort of unoriginal deck, but here it goes. Simple strategy is to build up aether play either a mind gate or phase shield (which ever you need) and start stealing cards. For damage play a single scorp w/ unstoppable and rewind them into either a deck lock or into cards to steal for damage >=). This could be a versatile deck used for either AI5, FG's or just to annoy an opponent in pvp2.
Note: Perma control destroys this deck. Any ideas to make it better?

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Deck import code : [Select]
6rn 6rn 6rn 6rn 74a 74a 74a 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q8 7qd 7qd 7qd 808 808 808 808 808 808 808 808 808 808 80d 80d 80d 80d 80d 80j 80j 80j 80j 8pl
« Last Edit: June 13, 2012, 07:41:41 am by willng3 »
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Offline Mithcairion

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Re: Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206183#msg206183
« Reply #1 on: November 21, 2010, 05:16:17 pm »
Ideally, you would be stealing your opponent's PC cards before they were played, so hopefully you can thin out their crop before yours gets hit.  I actually really like the idea of this deck.  It's semi-rush with the dune scorps/unstoppables, and semi-control with the phase shields and mindgates.  That being said, I know that quite often decks that try to do both end up doing neither well and just kind of get pounded on.  Have you done any testing with this deck?
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Offline thatnewguyTopic starter

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Re: Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206193#msg206193
« Reply #2 on: November 21, 2010, 05:25:10 pm »
Ideally, you would be stealing your opponent's PC cards before they were played, so hopefully you can thin out their crop before yours gets hit.  I actually really like the idea of this deck.  It's semi-rush with the dune scorps/unstoppables, and semi-control with the phase shields and mindgates.  That being said, I know that quite often decks that try to do both end up doing neither well and just kind of get pounded on.  Have you done any testing with this deck?
I'm working on it now actually, coming along nicely. it's unstable against AI5 tho due to terribly constructed decks, although it did do well against t50. Haven't gotten to FG's yet.
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Offline BC

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Re: Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206205#msg206205
« Reply #3 on: November 21, 2010, 05:36:29 pm »
Your mark quanta is currently quite a waste. Try switching some of those time/aether towers to quantum towers and use time mark, as quantum towers will also help out with initial quanta to play some mindgated cards.

Offline thatnewguyTopic starter

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Re: Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206244#msg206244
« Reply #4 on: November 21, 2010, 06:32:25 pm »
Code: [Select]
6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 74a 74a 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q8 7qd 7qd 808 808 808 808 808 808 808 80d 80d 80d 80d 80d 80d 80j 80j 80j 80j
Took out some pillars and added quantum towers, works better thanks.
Whenever you feel alone and nobody is there, you can't feel more alive.

Dieing is easy, living is hard.

Re: Dune gates https://elementscommunity.org/forum/index.php?topic=16091.msg206560#msg206560
« Reply #5 on: November 22, 2010, 05:34:59 am »
First of all, interesting concept.  Mindgates + neurotoxin has strong potential.

In playing with it so far, I have found that in the most recent version with only 2 dune scorp / 2 unstoppable, one doesn't get the neurotoxin often enough to justify the deck space.  3 of each as in OP works at a much higher rate (combo math).

If the desired thrust of the deck however is a mindgate stall, it may make sense to replace the dune scorp and unstoppables with non-upped sundials (which can speed up / keep deck slow depending on need).  Another possibility is to add a second eternity and an upped flying weapon.

In any case, I am having fun with this deck so far; thanks for posting.

 

anything
blarg: