It seems to be Esco: http://elementscommunity.org/forum/index.php/topic,11715I said that it was not really new. I already cited eSco and I put Zse as one of the authors of this deck.
I think you need at least one animated weapon fo creature control and you creatures rotate when you run out from this deck. Anyway my favorite deck type.Following a suggestion of vagman13 (who is also in the authors of this deck) I replaced the animate weapon by a second shield. It makes a lot of sense. Generally you can maintain the second eternity only when the game is almost won. However, having the shield earlier is extremely important for most of the FGs (see breakdown).
Just tried antimattering my Scorp against a Gravity Shield but eh, that won't let it ignore it. Might want to change description with Graviton ::)Better idea: unupped Dune Scorpions. They have a higher chance to get through Gravity Shield after a Chaos Power. Besides, you only really need one hit of Neurotoxin and enough stalling and Rewinding for the strategy to work.
Ah yes, just keep them unupped :PJust tried antimattering my Scorp against a Gravity Shield but eh, that won't let it ignore it. Might want to change description with Graviton ::)Better idea: unupped Dune Scorpions. They have a higher chance to get through Gravity Shield after a Chaos Power. Besides, you only really need one hit of Neurotoxin and enough stalling and Rewinding for the strategy to work.
Oups, but you 2 guys said all other ways to circonvene it. Description changed.Ah yes, just keep them unupped :PJust tried antimattering my Scorp against a Gravity Shield but eh, that won't let it ignore it. Might want to change description with Graviton ::)Better idea: unupped Dune Scorpions. They have a higher chance to get through Gravity Shield after a Chaos Power. Besides, you only really need one hit of Neurotoxin and enough stalling and Rewinding for the strategy to work.
Might not be best idea for all fgs, but it certainly helps in this case (unless you get +x|+5 with Chaos Power, then it has no effect).
Nice guide and stuff :D.
Nice work with the strategy guide!
Good work!
encore bravo le post est super!
nice work
Nice job. I am sure your deck will become very popular.Thanks Guys...
yeah i can see dg being really hard, i mean it rarely plays anything and when it does it will either be worth 8 damage each 2 turns (with turtle shield) for only two poison, the occasional pillar, or a damn miracleIt was a difficult battle but I'm proud to announce that Eternal Chaos (http://elementscommunity.org/forum/index.php/topic,20173.msg273635#msg273635) is also able to beat Divine Glory (Screen-shots in first post). It was a hard fight but after 3 miracles and the destruction of all my hourglasses, a shield and 2 eternities, I finally killed him with 63 poison counters ...
Just out of curiosity, how long does each game take on the average for you? I'm sure that we'd all like to know where this deck fits in the win-time ratio spectrum :)Generally you loose quite fast and after 5-6 you know if you will be able to deal with the difficult FG or if you can let it go. However, some win can take quite long (20 min). If your BE come late against Ferox or Miracle it can take forever.
Also, how steep is the learning curve for the deck?It will probably depend on your skills at the beginning. I you are used to a different kind of deck with which you grind like a brain-dead-monkey, you might need some time to see the subtleties of playing this one. However, if you now already well the card mechanics or if you already played with neurotoxin decks, it could be very fast. Seeing the propositions you made about the gravity shield, I thing it won't take you to long to understand how this deck works.
How many creatures should the FG have out before you start the mass CC spam?I can't give you a better answer than "too many". Look at (a) how fast he damage you vs how fast you heal (x2 if you have the shield), (b) if the creature on the field can suffer from the pandemonium (low hp, mutant, buffed creature, etc ...), (c) are those creatures needed for something else than direct damage (puffer and physalia for Scorpio, BEed creatures, RoL for Morte, etc ...), (d) can pandemonium injure the antimattered creatures (e) etc ...
One note is that as long as poison + antimatter is bugged, this can be used to help EM. If your creature in the first slot has negative attack, the FG will live. Then your shards can heal you up before eternity finishes them off.poison + antimatter is a bug :o
One note is that as long as poison + antimatter is bugged, this can be used to help EM. If your creature in the first slot has negative attack, the FG will live. Then your shards can heal you up before eternity finishes them off.Yeah - I know. I always feel always weird using this. I didn't want to directly give it as a tip ... ehm ... thanks QuantumT :P
I'm amazed you can beat FG without Quints guarding your scorpions... Do they even target them?You really only need to hit with them once. After that, neurotoxin takes care of the rest.
It can be a really quick deck if you get a scorp out the first turn :)I think you mean the second turn, unless you have Entropy Tower/Pendulum...
It can be a really quick deck if you get a scorp out the first turn :)In fact, I play my scorpion second turn (malignant is right here) only if I have nothing better to play (specially if you have few quanta). One more rewind at the end to the reach the lethal amount of poison is not a big deal. However, you can only do that if you survive the critical first few turns. I'd say put up your defence first, then hit with neurotoxin (with a few exception - see guide).
Considering all the redundancy in the deck, is only one copy of BE optimal?I started with 2 at the beginning (idem if you take a look at the original version of eSco). Then I realised BE is quite situational. It is more "optimal" IMHO to use the slot for a better card for defence (shield, hourglass, eternity). You have only 3 scorpions. The first one is used for poisoning. The second is the adaptable one : use BE for ferox or miracle, antimatter for the FG having a lot of CC, as poisoning again for Scorpio, etc...). The last one is deemed to be rewound. I don't think an earlier BE is really needed in most cases also because it requires a lot of :entropy. At the beginning of the game you'll prefer to use it on antimatter or pandemonium (just in case 3 light dragons appear) and you will have enough quantum to destroy each turn only at the middle/end ...
I love the win rate, but it's really hard to get EMs without using poison+antimatter. EMs do affect the chance to win cards right? I don't realyl care about the Electrums, I want the cards. How much better of a chance will EM let me win cards?I don't think whether or not you EM has any effect on card win rate.
If you want cards, then you should be playing with a deck that sacrifices win rate for extra win speed, like Turbo RoL/Hope or Voodoo.I actually prefer win rate> speed, because then I can win a variety of cards against different gods instead of the easy ones. Besides, this deck is funner by far. :) Like Sno said, RoL/ Fractal is about as boring as German politics. :D
Pardon me if I'm a bit late to discuss this, but are you positive that AM can outheal neurotoxin? I'm aware that it works with normal poison but I've tested with neurotoxin in trainer a while ago and the result (http://elementscommunity.org/forum/index.php/topic,13905.0.html) is different.One note is that as long as poison + antimatter is bugged, this can be used to help EM. If your creature in the first slot has negative attack, the FG will live. Then your shards can heal you up before eternity finishes them off.Yeah - I know. I always feel always weird using this. I didn't want to directly give it as a tip ... ehm ... thanks QuantumT :P
Whose the toughest FG for this deck?I have yet to kill either Dream Catcher or Divine Glory with this deck; Explosions or opposing Butterfly Effects are absolutely brutal. I've gotten closer to killing DG than DC though, so I would have to vote for Dream Catcher.
I'm assuming that this deck is basically impossible to make unupped in any way. Based on the fact that many of the cards need to be upped for success. If I'm wrong and this is possible to build unupped a certain way, then what would it be?obviously its impossible to make this deck unupped as SoGs and chaos power are both useless unupped for their current purpose, however an unupped version could be made using blessings/momentum, though obviously being unupped will have worse results
I'd appreciate any responses
FoR
I'm assuming that this deck is basically impossible to make unupped in any way. Based on the fact that many of the cards need to be upped for success. If I'm wrong and this is possible to build unupped a certain way, then what would it be?cards that need to be upped (do not start without it) : SoG, Chaos Power, Hourglasses, most of the towers and pendulums
I'd appreciate any responses
FoR
anyone else put this deck together and get crushed as hard as i did? lots of incoming damage, no stall besides taking half damage against non momentum. never saw clutch pandemoniums, which seems to be your only chance at not getting outrushed. even added some hourglasses to help the stall, still some turns behind a reliable win. any advice?Early Eternity is your way of enforcing the defence that Turtle Shield gives. If you can find a large creature to rewind and drain one of the FG's quanta pools from the constant rewind/replay cycle, it generally nets you a win if you can keep your healing up.
Early Eternity is your way of enforcing the defence that Turtle Shield gives. If you can find a large creature to rewind and drain one of the FG's quanta pools from the constant rewind/replay cycle, it generally nets you a win if you can keep your healing up.Off topic: Nets...haha. Funny you should say that, because you've been "netted" way too many times. XD
4vo 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5ro 5ro 5ro 5rt 5rt 5rt 5t2 5t2 5t2 5t2 5t2 5t2 5t2 6rn 6rn 6rn 6rn 6rn 6u2 6u2 6u2 6u7 6u7 6u7 6u9 6u9 7q3 7q3 7q5 7q5 7q5
I recommend upgrading the pendulums before the Towers. You need early :time to set up your defences. I also recommend +1 Time Tower and -1 Time Pendulum for the same reason. It works much better because :entropy is not needed early. Your choice.Upgrading Pendulums = Upgrading Pillars...
anyone else put this deck together and get crushed as hard as i did? lots of incoming damage, no stall besides taking half damage against non momentum. never saw clutch pandemoniums, which seems to be your only chance at not getting outrushed. even added some -sundials- to help the stall, still some turns behind a reliable win. any advice?I'll recommand you to try it first on AI5. Zse claims a win rate superior to 95% here (http://elementscommunity.org/forum/index.php/topic,11715.msg154119#msg154119). See how it works, which cards are important to play first, etc ... Also read this whole thread, a lot of advices by experienced player are in. Good Luck.
Whose the toughest FG for this deck?
I have yet to kill either Dream Catcher or Divine Glory with this deck; Explosions or opposing Butterfly Effects are absolutely brutal. I've gotten closer to killing DG than DC though, so I would have to vote for Dream Catcher.
Divine Glory...I think only Sno and Maglinant has. Dream Catcher...hope you get an Eternity AND Turtle Shield early, an also hope that Dream Catcher plays a Purple Nymth before BE, then just keep Rewinding it, wasting her :entropy s. She tends to play the Purple Nymth before the BE.I'll have to agree with Noobiecakes. I didn't have so many problems with Dream Catcher. In case of early BE, I wait for a pandemonium before I play my permanents. I've to say Eternal Phoenix is quite tough but the real nightmare is our friend Divine Glory IMO.
I have been playing a lot with this deck and am routinely losing.Your quanta problem would be improved if you -1 Pendulum and +1 Time Tower. I'm repeating myself here, but Entropy is not mandatory in the beginning of the game, so a stress of Time Towers would be better.
The win rate is still good for me (maybe 40%) but I have a lot of times were my starting hand is an autoquit.
Quanta is one issue, about 1 in 10 games I get a bunch of towers and nothing good or the opposite with like 1 time pendulum and i am sitting there for 6-8 turns doing nothing.
This deck relies on getting all the right cards. If you don't pull an eternity and a turtle shield relatively early, you are pretty much screwed.
Also, there are a lot of ways to make mistakes with this deck. Play a shard and it takes 3 quanta from the same pool and you are kicking yourself. Play your turtle shield without anything else and boom, its gone. Pandemonium freezes creatures with a skill, because of turtle shield they are able to use the skill while frozen. Chaos power the scorpion and all the sudden it has 5 attack. Since you didn't have antimatter it gets Twinned and you are getting roughed up from behind by scorpio or elidnis or gemini.
Overall i like the deck but it is frustrating how little things have resulted ine me losing like 13 out of the last 15 gods i have played. (overall percentage is better but still)
What kind of a computer can't take screenshots? Microsoft ME?Mac :(
Interesting deck. First thing that comes to mind is:
TTW?
How "fast" or "slow" is this deck. In other words, how many turns are you giving in to "faster" decks out there?
can you give me an overview of god-by-god breakdown of TTW?
For example, a normal CCYB deck does around 18 Turns on average to kill a god, Eternal chaos?
Anyone dare to provide some numbers?
I am guessing here, but I think it should be close to 20...
Why kind of Mac can't take screenshots? The iMac?What kind of a computer can't take screenshots? Microsoft ME?Mac :(
bah i just did it again, seriously why cant you guys?
some kind of macbook....Why kind of Mac can't take screenshots? The iMac?What kind of a computer can't take screenshots? Microsoft ME?Mac :(
bah i just did it again, seriously why cant you guys?
I was kind of smitten by this deck, but today I went 2 wins to 20 losses straight. My score dropped down a lot and I got over this deck.I have exactly the same feeling with this deck. Personally it just takes too long in my eyes. I did about 40 games, and only got a handfull of wins, where it took me around 20-30 turns to get there.
There are just more things that can go wrong than can go right. Quanta is the main issue as I said before. Any destruction, stealing or blackholes set you backs turns and turns.
You are lucky if you get an early shield.
The final straw was me with tons of HP kicking Eternal Chaos's butt. I was pretty close to winning but I started having to rewind my scorpions. NP until he stole my eternity thus decking me.
so many other times I have been within 1 turn of winning with this deck that it is too frustrating to continue. I think it does a better job at more FGs than CCYB, but some gods for CCYB are really easy while this deck struggles against all the FGs.
I think it is a good idea, but not good enough to takeover my FG grinding with CCYB.
I was kind of smitten by this deck, but today I went 2 wins to 20 losses straight. My score dropped down a lot and I got over this deck.Eternal Chaos? That is the name of the deck...
There are just more things that can go wrong than can go right. Quanta is the main issue as I said before. Any destruction, stealing or blackholes set you backs turns and turns.
You are lucky if you get an early shield.
The final straw was me with tons of HP kicking Eternal Chaos's butt. I was pretty close to winning but I started having to rewind my scorpions. NP until he stole my eternity thus decking me.
so many other times I have been within 1 turn of winning with this deck that it is too frustrating to continue. I think it does a better job at more FGs than CCYB, but some gods for CCYB are really easy while this deck struggles against all the FGs.
I think it is a good idea, but not good enough to takeover my FG grinding with CCYB.
Just EM'd octane with this deck, only half upped at that.Good Work, TNG. Sad you don't have a screenshot for our intra-thread EMscreenshot competition...
I love scorpions killing FGs, I gotta get around to tweaking it sooner or later tho.
I have exactly the same feeling with this deck. Personally it just takes too long in my eyes. I did about 40 games, and only got a handfull of wins, where it took me around 20-30 turns to get there.I personally like this deck. But i did have one nightmarishly slow game with miracle. Basically i had to use 3 Chaos powers on 1 dune to finally get a poison counter (due to jade shield) and this was when i had 5 cards left so i pretty much decked Miracle out and this is with me rewinding his creatures a bunch of time. Beyond the occasional slow game though i like it. Only have 27 games under my belt so we shall c. It's not as slow as Lone Stalker at least.
It is a nice deck, but not for grinding FG. Too slow, and last turn losses are plenty. I like to know as early as possible that I am going to lose so I can quit and move on.
But i did have one nightmarishly slow game with miracle. Basically i had to use 3 Chaos powers on 1 dune to finally get a poison counter (due to jade shield) and this was when i had 5 cards left so i pretty much decked Miracle out and this is with me rewinding his creatures a bunch of time.A similar drama happen to me vs Obliterator. He had an early protected diamond shield. I used my 3 CP on 1 scorpion to get 3 times +1 atk!!! I had to antimatter it later to get my first neurotoxin counter ... I was lucky he didn't play his pulveriser before my other scorpion with BE was out. It was a hard battle. ;)
A trick for decay: when you have the turtle shield up, the quanta are only absorbed from the devourer going out of the time bubble whereas the damage is only done by those going in. This means that if the devourers are synchronized you can have quanta every two turns ... (this helps).For the Dark Matter tip, I personally think that it would be better to play those Towers/Pends early so she will use all those Black Holes early. The Eternity wouldn't be of much use when Dark Matter keeps denying you of Rewinds anyway.
A trick for dark matter: don't play your pillar/pendulums too early. Save them for when you can play your eternity.
DM will play the Black Holes regardless of how much quanta you have on the board...AI stupidity FTW. May as well save up quanta until Dark Matter is done making a fool of itself. As for Hermes...I seem to recall having trouble with him. Eternities not getting blown up definitely helped. Occasionally I would have to AM + BE his biggest Destroyer to prevent it from outgrowing the Antimatter. Basically I just played my permanents smart. Usually how I kill him anyways.A trick for decay: when you have the turtle shield up, the quanta are only absorbed from the devourer going out of the time bubble whereas the damage is only done by those going in. This means that if the devourers are synchronized you can have quanta every two turns ... (this helps).For the Dark Matter tip, I personally think that it would be better to play those Towers/Pends early so she will use all those Black Holes early. The Eternity wouldn't be of much use when Dark Matter keeps denying you of Rewinds anyway.
A trick for dark matter: don't play your pillar/pendulums too early. Save them for when you can play your eternity.
How do you beat Hermes? You said there is a 30% win rate against him but so far I have yet to be victorious against him.
DM will play the Black Holes regardless of how much quanta you have on the board...AI stupidity FTW. May as well save up quanta until Dark Matter is done making a fool of itself.This is perfectly true. DM is using Black Holes as an ass ----!
As for Hermes...I seem to recall having trouble with him. Eternities not getting blown up definitely helped. Occasionally I would have to AM + BE his biggest Destroyer to prevent it from outgrowing the Antimatter. Basically I just played my permanents smart. Usually how I kill him anyways.Against Hermes it is almost impossible to have the BEed scorpion up and running. You'd better use your BE as an expensive lobo (see first screenshot in Hermes guide OP).
(http://i74.servimg.com/u/f74/15/54/21/77/hermes11.jpg)You need to be lucky with Chaos Power. Play Dune Scorpion, use Chaos Power, if it gives 5 you can't gain EM, if it gives 4 or less you Antimatter it and the poison + healing reduces the opponent to 4 or less hp. Eternity for the kill, after SoGs kick in.
You need to find the trick ... (CP gave 3 Atk).
If this deck does so well against nearly all the FG's, then why isn't it getting more attention. This might be one of the best FG farmers if it can at least have a chance of beating all of them.It isn't all about the win rate. The win speed (i.e. the average number of wins per hour) also matters too. When done properly, decks with higher win rates are most likely to be slower than ones that have a lower win rate. The inverse is also true. A large 60-card Timebow can achieve win rates of ~60%, but games take a fair amount of time to complete. Eternal Chaos is one of those slower decks with a higher win rate.
Don't let it stop you from using the deck, though. Eternal Chaos is one of those really fun and effective decks out there, although it does take a whole lot of skill to use successfully.Well, no need to be that drastic, it doesn't need all that skill to be used... The only tricky situations are the cases when you're low on quanta and the necessity to calibrate permanents with DG, Hermes and Obliterator.
If this deck does so well against nearly all the FG's, then why isn't it getting more attention. This might be one of the best FG farmers if it can at least have a chance of beating all of them.It isn't all about the win rate. The win speed (i.e. the average number of wins per hour) also matters too. When done properly, decks with higher win rates are most likely to be slower than ones that have a lower win rate. The inverse is also true. A large 60-card Timebow can achieve win rates of ~60%, but games take a fair amount of time to complete. Eternal Chaos is one of those slower decks with a higher win rate. I've GotP Time is decently fast, with the help of a more abundant amount of Hourglasses. Win rate is 62%, because several of the PC gods EC doesnt do well against IGT is capable of taking on. And trust me, I'm only getting started with IGT as well, currently only have 130-150 games completed.
Also, this deck uses cards that most people won't have upgraded, since it doesn't use a lot of the standard FG rainbow cards. You really need to go out of your way to upgrade those Time Towers, Time Pendulums, Eternities, and Turtle Shields. True. But if you've already got those upgraded, why not try IGT as well? You've already got 3/4 of IGT covered if you have upgraded EC fully.
Eternal Chaos has a fairly steep learning curve as well. Even with SnoWeb's tips, you still need to develop a sense of what you should do in each situation, and that takes a certain amount of experience and skill. In fact, even after nearly 100 games, I'm still nowhere close to a ~60% average (currently hovering at ~50%) -- I have much to learn about how the deck works. Some of the other popular decks (like RoL/Hope, CCYB, and Timebows) are much easier to pick up and play at a decent level.
Don't let it stop you from using the deck, though. Eternal Chaos is one of those really fun and effective decks out there, although it does take a whole lot of skill to use successfully. IGT is all about timing. The most important thing is how you play your Eternities, Hourglasses, Shields, etc properly. If you get the technique of the playing priority between Eternities and Hourglasses, you will succeed with IGT.
I've now tried how this deck works against improved 1.27 AI, and it seems to do the job quite well. At least after 2 minor tweaks I made:I completely agree. The early scorpion is only useful against EP and decay. For the rest, it can wait a bit. I tried it for a while (-1 CP -1 DS +1 Tower +1 Eternity or + 1 shield). I've to say the loss in speed is huge but it might win a bit more (without real numbers I can't certify). I am glad that the originator of the deck finally gave it a try. Thanks for your tip.
-1 CP -1 DS +1 Tower +1 Eternity.
Maybe it's just me, but having 3+3 winning cards just felt too much. :)) Eh, seriously speaking, I got bored with lacking :time quanta and defense cards early. Winning games little slower is OK, as long as I can survive FG initial rushes more often.
This deck is worth looking at again with the introduction of 1.27 Anybody want to redo stats or at least give tips for new FGs?I will redo the stats sooner or later. Right now I have about 100 battles, and yes, the deck is worth looking at.
I will redo the stats sooner or later. Right now I have about 100 battles, and yes, the deck is worth looking at.Thanks - Grand Master. Don't hesitate to post your tweaks, tips and screenshots.
Seriously this deck is amazing. I'm using this deck with better results than CCYB. But why dont you use unupped pandemonium instead. They cost so much less especially in the beginning.You are right, not upgrading pandemonium is a good option. Especially that you don't need the scorpions after they bite. 3 :entropy is very useful vs Decay, Ferox and Hermes, where you want that early pandemonium.
Deck looks good, but after testing myself, I'm starting to wonder whether I'm doing something wrong.The basic strategy is to stall until you can get the first Neurotoxin hit in, then keep stalling and Rewinding the opposition until you win.
After playing a total of 50 games in the trainer, I found that only in 6 of them did I ever get both the Scorpion and the Chaos Power quick enough. Only having 3 of each of them often makes it VERY difficult to draw them both within time.
During the time I'm waiting, I find I cannot generate significant quanta to run the Antimatters (if I ever even draw them) or the Pandemoniums. The Butterfly Effects basically never even get seen in my games, and the Turtle shield can only do so much.
Basically, if all of the Scorpions or Chaos Powers are in the lower half of the deck, you're screwed over as far as I can see. Any suggestions?
In the case of this deck I'm pretty sure it hasn't changed. From highest to lowest it should go Eternity > Hourglass > SoG > Pends > Towers.shield goes after hourglass ;)
Thanks for posting that while I was editing it in ::)In the case of this deck I'm pretty sure it hasn't changed. From highest to lowest it should go Eternity > Hourglass > SoG > Pends > Towers.shield goes after hourglass ;)
I gather that, but there's only so much you can do when there are only 6 creature control cards that can be used (Seeing as only 1 Eternity can be out at once) and Pandemonium rarely ends up killing anything I find, so you're left with antimatter, which is expensive and not always effective.Deck looks good, but after testing myself, I'm starting to wonder whether I'm doing something wrong.The basic strategy is to stall until you can get the first Neurotoxin hit in, then keep stalling and Rewinding the opposition until you win.
After playing a total of 50 games in the trainer, I found that only in 6 of them did I ever get both the Scorpion and the Chaos Power quick enough. Only having 3 of each of them often makes it VERY difficult to draw them both within time.
During the time I'm waiting, I find I cannot generate significant quanta to run the Antimatters (if I ever even draw them) or the Pandemoniums. The Butterfly Effects basically never even get seen in my games, and the Turtle shield can only do so much.
Basically, if all of the Scorpions or Chaos Powers are in the lower half of the deck, you're screwed over as far as I can see. Any suggestions?
Good timing on the SoG drops are essential, as is knowing which of your permanents are to be "protected" by higher-PC-priority permanents.
here is an EM for the competition ;)You'll have to rewind your 1rst dune but yeah ... Good Job. I put it in the OP.
against Serket:
(http://i602.photobucket.com/albums/tt104/twixy10/SekertEMwin.png)
You'll have to rewind your 1rst dune but yeah ... Good Job. I put it in the OP.no you don't have to do that, the scorpion has Gravity Force/Pull on him due to pandemonium.
here is an EM for the competition ;)You'll have to rewind your 1rst dune but yeah ... Good Job. I put it in the OP.
against Serket:
(http://i602.photobucket.com/albums/tt104/twixy10/SekertEMwin.png)
A lot of my losses come from thinking offense>defense, and that led to my downfall.Exactly! This deck is defensive.
Is my luck rotten or is this normal behavior for the deck:You just got bad luck ;)
Out of about 20 games, I have had only 2 with more than two towers/pendulums to start. I have yet to have a game under 20 turns in which I have an Hourglass, Eternity, and Turtle Shield all appear, so PC priority has been more or less irrelevant. Of the games that have gone past 20 turns, 2 of them had no Hourglasses in the top 30 cards. I presume it is a bad run of luck, because people are reporting that this deck works, but it is enormously frustrating to play 10 games straight without a Shield coming up.
Best FG killer for me,CCYB just don't helps me but this...this is golden,funny,money maker,and with a good winning rate.Nice to hear that you like em both. 8)
It is one of my favorite FG killer with Lone Stalker
I had this idea a while ago, Artois. The disadvantages of using light in place of entropy are multiple:On the plus side, an early crusader with rewind/eternity can double your reverse ability, creating a lock on many FG's which is the key bonus of the light strategy.Yes the loss of PC is a nuisance, however the gain of Sanctuary makes Decay/dark Matter less troublesome
- While you add sanctuary which is good against a few FGs (like decay or dark matter), you loose PC which is quite useful against a lot of other FG
The extra point in cost doesnt really cause as much trouble as by the time the scorpion is in your hand a blessing is easy to apply
- CP cost 1 :entropy while Blessing cost 2 :light. You loose one turn on the mark to play your combo.
The gravity shield is certainly a pain!
- the lack of antimatter forbid you to bypass some shields. And upped dune + blessing always gives > 6HP => fail against gravity shield.
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