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Offline ZephyrPhantomTopic starter

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Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1000400#msg1000400
« on: September 17, 2012, 05:22:28 pm »
Competition : Card Idea Decks
Original Idea by Hyroen  |  Art by Thalas


Voting has begun!
Vote for the deck you think is the best designed Card Idea Deck!

Spoiler for 1:
CARDCARD CREATOR#COPIES | NOTES
russianspy12346 Copies.
The main engine of the deck.  It does some damage, but mostly it causes the opponent to draw cards.

russianspy12346 Copies.
Some needed permanent control, also makes opponent draw cards.

Ignion4 Copies.
Some more drawing help

Majofa5 Copies.
We will be causing lots and lots of cards to be drawn, this will provide much needed defense

Evaria6 Copies.
More card draw for opponent, and some nice quanta acceleration

Ingame6 Copies
Ingame4 Copies
Ingame15 Copies
Ingame6 Copies
How the deck works:Mark is Fire
So this deck is all about decking out your opponent.  At first, I wanted my submission to be based on just my 2 card creations, but since it is a deck out deck it needs to be larger than average, so I went looking through the armory and forge for more.  Because it is based on decking out, reverse times are counterproductive, so I went with fire lances for creature control.  This gave another reason for using the Fire mark to power up the shard.  Your opponent's hand will be clogged a lot of the time, so be careful that you are drawing at a slower rate than they are if their deck is big.  You want to save the lances for when they are really necessary. Your shield will replenish with almost every card in play, but if opponent's hand fills up, that will slow down greatly, use the lances then.   Don't worry about the Ghost's dying early, you can make your opponent draw 36 cards with spells alone.

Spoiler for 2 - Forgotten Alfars:
Forgotten Alfars
Spoiler for deck image:


CARDCARD CREATOR#COPIES | NOTES
Zbladerx6 copies
A very useful card, Spirit Tower gives you a :life quanta buff early in game in order to play the rest of your cards and it can also heals you if the situation is dire.

OdinVanguardx2 copies
Caduceus Staff combines well with your :life mark for a great amount of damage and its healing ability is very useful upon your Sprites.

Xenocidilusx6 copies
According to the situation, you can either create an extra Emerald Tower or Spirit Tower via this spell.

ARTHANASIOSx6 copies
Forgotten Knight serves like an early hitter, a cheap CC and, most of all, like an Emerald Pillar upon his death. This extra quanta supply is vital for playing Alfars later...

ARTHANASIOSx2 copies
Elite Morphing Shield serves as a versatile late-game supporting card. By paying 10 :life, you can either have a Spine Carapace or a Jade Shield.

Zbladerx6 copies
Alfars are the basic hitters of this deck. Emerald Towers made by Forgotten Soldiers and Construct Towers comboes will make them cheap enough.

Kevx6 copies
Sprites are re-usable PC creatures which can last forever if combined with Caudeus Staff's ability. Sprites take 1 damage when they use their ability, so Caduceus Staff heals this damage at once.

How the deck works: MARK OF LIFE
 Play your Spirit Towers on your first turn and, if you are really short in quanta, play a Construct Tower on them. Summon Forgotten Knights on your second turn and sacrifice then by destroying low-hp creatures of your opponent, if possible, otherwise target themselves with their ability. Use Construct Tower on your Emerald Towers in order to raise your quanta production and make your Alfars cheaper. Summon an army of Alfars and rush your opponent. If there are annoying permanents, use a Sprite to take them out and heal it with a Caduceus Staff if able. In case you face an army of creatures, concetrate in conjuring the proper shield via Elite Morphing Shield and heal yourself by sacrificing Spirit Towers if the need arises.

Spoiler for 3 - Suffocation:
CARDCARD CREATOR#COPIES | NOTES
furballdnx4 copies
Serves to lock down opponent's field with flooding and/or displacement. Also adds to psychological damage by forcing the opponent to limit their card playing.

Rutaretex4 copies
Main damage dealer of this deck. Quite bulky grower that can synergize with squid.

Drake_XIVx4 copies
Get one of these out early on an opponent's creatures or a Cymothoa. Laugh as the opponent's own creatures crowd up their already crowded field.

TheManuzx6 copies
Better quanta producers than towers or pends.

Ingamex2 copies
Who said flooding was useless? This helps to lock down the opponent's field slots.

Ingamex3 copies
Even more lock down! Just paired up with flooding is a good combo, but combine that with the already constrictive properties of the deck and the stats of charger, this card synergizes everywhere!

Ingamex4 copies
Basic towers.

Ingamex3 copies
Pendulum split for EQ protection

How the deck works:Suffocation
Water has the most control in the game. Why not capitalize on its immense CC capabilities with some hand control and even...mind control?
This deck is all about control and manipulation, specifically the mental control of the opponent. Cymothoas paired up with flooding allow for great field limitation of the opponent, and even a simple displacement can cut down the opponent's creature slots. Flooding is able to mop up any excess creatures, and squids act as very powerful delayers, nearly shutting down the opponent's field completely. The cymothoa's constant damage every time the opponent plays a card will have them worrying about their strategy as each of their creatures is shot down and their deck shut down. Aqua chargers provide the main offense of the deck, with squids adding to their offense if excess :water is gotten or the opponent is sufficiently blocked. Factories are equal, if not better quanta producers than towers and pendulums.

Spoiler for 4:
CARDCARD CREATOR#COPIES | NOTES
moomoose5 Copies.
Essence6 Copies.
johannhowitzer2 Copies.
Anarook1 Copies.
FallenSoul1 Copies.
Ingame6 Copies
Ingame2 Copies
Ingame8 Copies
Ingame4 Copies
How the deck works:Mark is Darkness

So this deck is about getting lots and lots of regeneration on yourself.  For the most part, your cards have enough muscle that you don't have to worry about needing to deck out your opponent.  The sheer amount of purification should make poison decks untenable against you, and if you work quick enough, any damage at all should cease to be a problem.  The sirens are there just in case a worrisome creature does make it out, as well as to get rid of excess darkness quanta that will eventually build up. I considered adding a way to increase maximum HP, but ultimately decided against it for space, and because if it gets to the point that you are taking 100 damage per turn, you are probably losing anyway.  Steals are there in case an early sanctuary prevents you from using nightmare on the ghost, and should prove largely unneeded otherwise.

Spoiler for 5 - Overheated Gas:
Overheated Gas
Spoiler for deck image:


CARDCARD CREATOR#COPIES | NOTES
Napalmx6 copies
The first CIA card used by this deck is Overheat. However, it can really transform your mass CC effects into the deadliest weapon in Elements!

Jockox6 copies
The second CIA card used by this deck is Elemental Book. Just copy the ability of your UG and you can have up to 12 Unstable Gases!

Ingamex6 copies
Unstable Gas is essential for your win, since your goal is to blow them all together and achieve OTK.

Ingamex6 copies
Wind Pillars produce the majority of your :air quanta.

Ingamex6 copies
Air Pendulums exists in order to provide you with the :fire quanta supply needed to play Overheats and activate Unstable Gases, as well as your precious :air quanta.

How the deck works: MARK OF FIRE
 This deck shows that even a few CIA cards can offer great versality into traditional ETG decks. Overheat offers UG a much more deadly mass CC, enough to keep you alive if things go wrong, because of Overheat's stackable damage increase, and any Unstable Gas you sacrifice for defensive mass CC purpose can be replaced with an Elemental Book. Here are a few mathematics:

0 Overheats = 20 player damage & 1 mass CC damage by Unstable Gas
1 Overheats = 21 player damage & 2 mass CC damage by Unstable Gas
2 Overheats = 22 player damage & 3 mass CC damage by Unstable Gas
3 Overheats = 23 player damage & 4 mass CC damage by Unstable Gas
4 Overheats = 24 player damage & 5 mass CC damage by Unstable Gas
5 Overheats = 25 player damage & 6 mass CC damage by Unstable Gas
6 Overheats = 26 player damage & 7 mass CC damage by Unstable Gas


Obviously, 5 Overheats make only 4 UGs needed for a 100hp OTK!

Spoiler for 6 - The ladies and the brute:
CARDCARD CREATOR#COPIES | NOTES
Ingame13 copies. (16 is the optimal, ive taken out 3 of these to meet the 12 cards from CI&A section requiriment)
Xenocidius3 copies.
Zblader6 copies.
moomoose3 copies.
Ingame5 copies.
How the deck works: The aim of the deck is to be a rush that can react well against cc. Just play everything that comes in to your hand and adrenaline everything that comes in to the field, Faes after pillars to make it worth less quanta. 7 is a good atk for adrenaline (8 aditional damage). The Warthogs works against shields that may stop the rush. 

Spoiler for 7 - Unrestrained Growth:
Unrestrained Growth
CARDCARD CREATOR#COPIES | NOTES
Legit6 copies. This is the keystone of the deck. Its purpose it to slow the opponent's offense, neutralize threats and remove obstacles like DR.
OldTrees6 copies. Lignification leaves the creature around but reduces their future damage to less than 2 more turns worth of damage.
Manipul8r6 copies. These act like cost reducers. This creates more initial benefit and less end game wasted quanta. I also challenged myself to avoid ingame quanta producers.
TheManuz6 copies. These do not form a stack. The cost of additional permanent slots brings the benefit of being resistant against Earthquake. I also challenged myself to avoid in game quanta producers.
Ingame6 copies. For the venom and emergency targets for rejuvenation.
Ingame6 copies. Some more regeneration.
Ingame2 copies. Let's use that weapon slot.
How the deck works:This is a control deck that fits Life thematically while still preforming its job. Control decks have a few tasks.
1) It needs to be able to slow down the opponent.
This deck has Rejuvenation to deal with hostile abilities and to provide additional regeneration if we need it. Lignification is there to remove the threat of high attack creatures. The combination of regeneration, attack reduction and ability removal should be sufficient to contain the opponent.
2) It needs a high certainty win condition. Preferably one that uses few deck slots.
Life's most certain win condition is Venom. Scorpions always get at least 1 attack. If they hit then only Purify can remove the damage. Rejuvenation can remove the DR ability from shields allowing the Scorpions through.

Spoiler for 8 - Big Lizard:
Ingame13 copies.
majofa5 copies.
waterzx6 copies.
pikachufan21643 copies.
Drake_XIV1 copy.
Ingame1 copy.
Ingame1 copy.
How the deck works:You can either rush or break stalls with this deck. Seiryuu is your main source of damage, use the Skogsra to make it bigger and heal you when needed. The Essence of natures makes your big dragon hit over shields and if someone steals it the emerald shield will return the magic damage to the oponent. Life cycle to make the skogsras come back to the field after being cc'ed.

Spoiler for 9 - The not well behaved guy from the forest:
CARDCARD CREATOR#COPIES | NOTES
majofax6 copies, the theme of the deck, big now and bigger later.
pikachufan2164x6 copies.
Ingamex12
Ingamex6
How the deck works:Mark is entropy.
A rush deck based on the abilty of growing up(when targeted) of 2ATK-2HP of Seiryuu wich plus the pumping up of chaos power can give you fast damage and durable creatures and if a shield is putted out you can count on the spell damage given by spirit of nature.
The mechanic is pretty simple, you just have to play a seiryuu and pump it with chaos power, after this, play a spirit of nature to obtain basically a PU permanent but with spell damage of the target, then you keep on play seiryuu and pump it.
NOTE:You may play all of your chaos powers on the first seiryuu if the oppo runs DS or a hard (but non reflective) shield so that you can maximize the spirit of nature efficence.
You may play more systematically your chaos powers on your seiryuu(s)? if the enemy run VERY hard damaging CC or delaying CC.Rush.

Spoiler for 10:
CARDCARD CREATOR#COPIES | NOTES
russianspy12346 Copies.
moomoose2 Copies.
russianspy12342 Copies.
the dictator4 Copies
 The image for the unupped seems to be gone, I'm using a google cached version that hopefully works.

Jacker4 Copies.
moomoose4 Copies.
Ingame4 Copies
Ingame7 Copies
Ingame7 Copies
How the deck works:Mark is Entropy

Have you made your sacrifice to the RNG this week?  Because if you haven't, this deck will not be kind to you.  Almost everything in this deck is random in some way or another, most in ways that can end badly for you.  Still, the average power of these random cards is a bit higher than you would usually get for the cost, so I guess you've got to ask yourself one question:  Do I feel lucky? Well, do ya, punk?

Spoiler for 11 - Frostbite:
FROSTBITE

CARDCARD CREATOR#COPIES | NOTES
Ingame4 copies.
Pineapple4 copies. Quick quanta producer.
Ingame5 copies. Lock-down the opponent's creatures.
moomoose4 copies. Lock-down your opponent's permanents.
Ignion4 copies. Makes the lock-down of the opponent last much longer.
Ingame2 copies. Lock-down the outer area of the field and help grow your creatures faster.
Ingame3 copies. Grows your creatures into huge monsters while they keep the opponent in lock-down.
Ingame4 copies.
IngameMark of Water.
How the deck works:This is a control deck. Lockdown your opponent with squids and permafrosts, using avatars to make it last much longer. In the meantime, grow your creatures with SoP until you can make that final hit.
Get out an Octopus ASAP and use Extract on it whenever possible, to give you a burst of quanta. Start freezing dangerous creatures, while your Octopi grow with SoP. Use Permafrost to stop the opponent's weapon, shield, and any other annoying permanents. Ice avatar makes the opponent's creatures become frozen for SIX turns, and your opponent's non-stackable permanents frozen for five turns. Wait until your Octopi and Avatars are huge, then click on SoP for a TTK, or even a OTK.

Spoiler for 12:
CARDCARD CREATOR#COPIES | NOTES
Hyroen4 Copies. The card this deck was built on.
Rutarete2 Copies. Because the opponent might not have :earth, it blinks after three turns. Some Draw Control.
Spoiler for Dust:
Wizelsnarf3 Copies. Some PC.
Majofa4 Copies. The main damage source of the deck, and key to the combo with Monkey.
The_Mormegil4 Copies. The buff that completes the combo and deck.
Ingame10 Copies.
Ingame5 Copies.
How the deck works:First of all, the Mark is Time. The way it works is that you play a Celtic Ring, Monkey, and a Seiryuu. You target Seiryuu (if you have it on the field) with the ring, and it gains +3/+2. The upgraded Celtic Ring is +3/+3. Then, activating Monkey's Mimic ability, it also gains the attack boost, getting it out of the main CC range. It relies on stopping both the hand and permanents for control.

Spoiler for 13 - Space Creatures:
Space Creatures

CARDCARD CREATOR(COPIES) - NOTES
mesaprotector(6) - The main damage of the deck.
Essence(4) - Used to increase the attack power of Satellite.
Pack Wolves have stats: 2/1
Zblader(2) - A card that can fill the field quickly.
Locusts have stats: 1/X  (X = the number of Locusts you control at the end of the turn.)
moomoose(1) - Can be played before or after Satellite to gain its attack.
majofa(1) - Wicked cool art, with a wicked cool effect... and opponent weapon hate.
Legit(2) - One of the best user-created cards ever. Useful in those sticky situations.
pikachufan2164(1) - To further increase the damage of Satellite, and help it deal with shields.
~In Game~(1) - Used late game, for stall-breaking.
~In Game~(10) - To provide :life quanta.
~In Game~(4) - To increase :gravity production.
How the deck works:MARK of GravityThe main attacker in this deck is Satellite. Because its attack is increased based on its position on the board, the rest of this deck is built to fill up your creature slots quickly. Alpha Wolf and Swarm provide quick creatures for a fast rush. At the same time, they take up spaces so when you play Satellite it'll have high attack power. Then you use the other cards in the deck to keep increasing the damage. The deck can also break stalls because of Mitosis and Spirit of Nature. With them, Dim Shields and high healing decks won't stand a chance. Rejuvenation and Magnetic Sword can help deal with any pesky ability you may come across.
A powerful Life/Gravity duo??? (Yes, please)

Spoiler for 14 - In Too Deep:
CARD
CARD CREATOR
#COPIES | NOTES

Ingame
Copies: 6
Provides water quanta. Can be split into 3 towers and 3 water pendulums, for protection against Earthquake.


Zblader
Copies: 6
Quantum Locket is an alternate quanta producer which, in this deck, functions like a water pillar or pendulum until you need extra darkness quanta.

Kael Hate
Copies: 4
Dark Flash provides an instant boost to darkness quanta that also provides extra speed to the deck.


Xenocidius
Copies: 6
Octopus is a decent secondary attacker with a cloaking ability, luring two fish in a standard water/darkness with one stone. Although Cloak does little to protect Octopus itself, it enhances the durability of Genbu.


majofa
Copies: 4
Genbu is a high-range attacker which is already resistant to damage before Octopus ink. In addition, he possess a small CC ability for low-HP annoyances. This ability is made much more potent when paired with Shadow Pact.


Drake_XIV
Copies: 4
Shadow Pact is added to boost Genbu's attack by two, while not even removing his HP because of his passive, and make his ability much more deadly.

How the deck works:
Mark:

In Too Deep

A surprisingly simple deck, but intricate and loaded with synergy, this deck is a water/darkness duo that utilizes the elements in ways never possible before. It maintains tough damage in the form of several 4-attack Octopii meant for the early game, and resistant Genbu that deal strong late game damage. In addition, Genbu can be made incredibly powerful with Shadow Pact, which has the potential to buff Genbu's offense and give it a small shot at killing creatures. The deck utilizes quanta production that draws through the deck in Dark Flash, and a one-way elemental swap in Quantum Locket, to tweak the deck's quanta usage.

Spoiler for Rules and Original OP:
Yeah, we all know Card Idea Arthuria goes great with Card Idea Bediveren, but what about actually making a deck out of those cards?


RULES
1a. Users must submit a deck composed out of 30 or more cards on this thread.  At least 12 cards in the deck must be from Card Ideas found on the forum. (For example, you may have 6 copies of 2 card ideas or 4 copies of 3 card ideas.)

1b. You can use any idea from the forum as long as it relatively balanced and not a 'joke' card.

2. Each player can submit up to 3 decks maximum.

3. Users must write a 50-word or more description of how the cards in the deck work and their purpose in the bottom 'box' of the deck. I will be using http://www.wordcounter.net/ to count words.

4. Please submit the deck in the following format:
Code: [Select]
[table]
[tr]
[td][color=#C9C299][b]CARD[/b][/color][/td][td][color=#C9C299][b]CARD CREATOR[/b][/color][/td][td][color=#C9C299][b]#COPIES | NOTES[/b][/color][/td]
[/tr]

[tr]
[td][url=***linktocardidea***][img width=146 height=222]***placecardideaimagehere***[/img][/url][/td]
[td][url=***linktocardidea***]***insertcardcreatorhere***[/url][/td]
[td][color=#C9C299][b]***Insert notes and # of copies here. Copy and paste this whole section as much as needed for each card idea.***[/b][/color]
[/td]
[/tr]

[tr]
[td][card]Insertcardnamehere[/card][/td]
[td]Ingame[/td]
[td][color=#C9C299][b]***Insert notes and # of copies here. Copy and paste this whole section as much as needed for each ingame card***[/b][/color]
[/td]
[/tr]

[tr]
[td][color=#C9C299][b]How the deck works:[/b][/color][/td][td]***75Worddescription***[/td]
[/tr]
[/table]

Spoiler for Sample Deck:
CARDCARD CREATORNOTES
Zblader**description** 6 Copies
Zblader**description** 6 Copies
Ingame**description** 6 Copies
Ingame**description** 18 Copies
How the deck works: Mark is Life
This is my deck + 75 words.

Want an additional picture that resembles the normal deck builder? Use this great program by ARTHANASIOS.

PHASES
Competition takes place in 2 phases - a 14 day Design Phase, and a 7 day voting phase. The winner gets a forum icon!

Design Phase:
Polls will be up soon! Best of luck!
« Last Edit: October 02, 2012, 05:15:37 pm by Zblader »

Offline Drake_XIV

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1000405#msg1000405
« Reply #1 on: September 17, 2012, 05:33:31 pm »
More Card Idea based comps!

Offline russianspy1234

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1000546#msg1000546
« Reply #2 on: September 17, 2012, 11:43:32 pm »
Note: The url bracket for the custom card isn't closed in the code.  Also, I added a set size to the img link in the table so the custom cards would be the same size as the regular ones.  Feel free to copy my post and just replace the links before it's fixed.

CARDCARD CREATOR#COPIES | NOTES
russianspy12346 Copies.
The main engine of the deck.  It does some damage, but mostly it causes the opponent to draw cards.

russianspy12346 Copies.
Some needed permanent control, also makes opponent draw cards.

Ignion4 Copies.
Some more drawing help

Majofa5 Copies.
We will be causing lots and lots of cards to be drawn, this will provide much needed defense

Evaria6 Copies.
More card draw for opponent, and some nice quanta acceleration

Ingame6 Copies
Ingame4 Copies
Ingame15 Copies
Ingame6 Copies
How the deck works:Mark is Fire
So this deck is all about decking out your opponent.  At first, I wanted my submission to be based on just my 2 card creations, but since it is a deck out deck it needs to be larger than average, so I went looking through the armory and forge for more.  Because it is based on decking out, reverse times are counterproductive, so I went with fire lances for creature control.  This gave another reason for using the Fire mark to power up the shard.  Your opponent's hand will be clogged a lot of the time, so be careful that you are drawing at a slower rate than they are if their deck is big.  You want to save the lances for when they are really necessary. Your shield will replenish with almost every card in play, but if opponent's hand fills up, that will slow down greatly, use the lances then.   Don't worry about the Ghost's dying early, you can make your opponent draw 36 cards with spells alone.
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Offline ARTHANASIOS

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1000769#msg1000769
« Reply #3 on: September 18, 2012, 09:24:33 pm »
Interesting! So, here is my idea:
Forgotten Alfars
Spoiler for deck image:


CARDCARD CREATOR#COPIES | NOTES
Zbladerx6 copies
A very useful card, Spirit Tower gives you a :life quanta buff early in game in order to play the rest of your cards and it can also heals you if the situation is dire.

OdinVanguardx2 copies
Caduceus Staff combines well with your :life mark for a great amount of damage and its healing ability is very useful upon your Sprites.

Xenocidilusx6 copies
According to the situation, you can either create an extra Emerald Tower or Spirit Tower via this spell.

ARTHANASIOSx6 copies
Forgotten Knight serves like an early hitter, a cheap CC and, most of all, like an Emerald Pillar upon his death. This extra quanta supply is vital for playing Alfars later...

ARTHANASIOSx2 copies
Elite Morphing Shield serves as a versatile late-game supporting card. By paying 10 :life, you can either have a Spine Carapace or a Jade Shield.

Zbladerx6 copies
Alfars are the basic hitters of this deck. Emerald Towers made by Forgotten Soldiers and Construct Towers comboes will make them cheap enough.

Kevx6 copies
Sprites are re-usable PC creatures which can last forever if combined with Caudeus Staff's ability. Sprites take 1 damage when they use their ability, so Caduceus Staff heals this damage at once.

How the deck works: MARK OF LIFE
 Play your Spirit Towers on your first turn and, if you are really short in quanta, play a Construct Tower on them. Summon Forgotten Knights on your second turn and sacrifice then by destroying low-hp creatures of your opponent, if possible, otherwise target themselves with their ability. Use Construct Tower on your Emerald Towers in order to raise your quanta production and make your Alfars cheaper. Summon an army of Alfars and rush your opponent. If there are annoying permanents, use a Sprite to take them out and heal it with a Caduceus Staff if able. In case you face an army of creatures, concetrate in conjuring the proper shield via Elite Morphing Shield and heal yourself by sacrificing Spirit Towers if the need arises.
« Last Edit: September 20, 2012, 09:08:22 pm by ARTHANASIOS »
Brawl #1 team :time, Brawl #2 team :fire, Brawl #3 team Silver Ferns, Brawl #4,7,8 Brawlmaster
War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline furballdn

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1000819#msg1000819
« Reply #4 on: September 19, 2012, 12:22:57 am »
CARDCARD CREATOR#COPIES | NOTES
furballdnx4 copies
Serves to lock down opponent's field with flooding and/or displacement. Also adds to psychological damage by forcing the opponent to limit their card playing.

Rutaretex4 copies
Main damage dealer of this deck. Quite bulky grower that can synergize with squid.

Drake_XIVx4 copies
Get one of these out early on an opponent's creatures or a Cymothoa. Laugh as the opponent's own creatures crowd up their already crowded field.

TheManuzx6 copies
Better quanta producers than towers or pends.

Ingamex2 copies
Who said flooding was useless? This helps to lock down the opponent's field slots.

Ingamex3 copies
Even more lock down! Just paired up with flooding is a good combo, but combine that with the already constrictive properties of the deck and the stats of charger, this card synergizes everywhere!

Ingamex4 copies
Basic towers.

Ingamex3 copies
Pendulum split for EQ protection

How the deck works:Suffocation
Water has the most control in the game. Why not capitalize on its immense CC capabilities with some hand control and even...mind control?
This deck is all about control and manipulation, specifically the mental control of the opponent. Cymothoas paired up with flooding allow for great field limitation of the opponent, and even a simple displacement can cut down the opponent's creature slots. Flooding is able to mop up any excess creatures, and squids act as very powerful delayers, nearly shutting down the opponent's field completely. The cymothoa's constant damage every time the opponent plays a card will have them worrying about their strategy as each of their creatures is shot down and their deck shut down. Aqua chargers provide the main offense of the deck, with squids adding to their offense if excess :water is gotten or the opponent is sufficiently blocked. Factories are equal, if not better quanta producers than towers and pendulums.
« Last Edit: September 19, 2012, 03:58:01 am by furballdn »

Offline russianspy1234

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001338#msg1001338
« Reply #5 on: September 20, 2012, 09:05:33 pm »
CARDCARD CREATOR#COPIES | NOTES
moomoose5 Copies.
Essence6 Copies.
johannhowitzer2 Copies.
Anarook1 Copies.
FallenSoul1 Copies.
Ingame6 Copies
Ingame2 Copies
Ingame8 Copies
Ingame4 Copies
How the deck works:Mark is Darkness

So this deck is about getting lots and lots of regeneration on yourself.  For the most part, your cards have enough muscle that you don't have to worry about needing to deck out your opponent.  The sheer amount of purification should make poison decks untenable against you, and if you work quick enough, any damage at all should cease to be a problem.  The sirens are there just in case a worrisome creature does make it out, as well as to get rid of excess darkness quanta that will eventually build up. I considered adding a way to increase maximum HP, but ultimately decided against it for space, and because if it gets to the point that you are taking 100 damage per turn, you are probably losing anyway.  Steals are there in case an early sanctuary prevents you from using nightmare on the ghost, and should prove largely unneeded otherwise.
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Offline ARTHANASIOS

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001344#msg1001344
« Reply #6 on: September 20, 2012, 10:27:11 pm »
Time for my 2nd deck:
Overheated Gas
Spoiler for deck image:


CARDCARD CREATOR#COPIES | NOTES
Napalmx6 copies
The first CIA card used by this deck is Overheat. However, it can really transform your mass CC effects into the deadliest weapon in Elements!

Jockox6 copies
The second CIA card used by this deck is Elemental Book. Just copy the ability of your UG and you can have up to 12 Unstable Gases!

Ingamex6 copies
Unstable Gas is essential for your win, since your goal is to blow them all together and achieve OTK.

Ingamex6 copies
Wind Pillars produce the majority of your :air quanta.

Ingamex6 copies
Air Pendulums exists in order to provide you with the :fire quanta supply needed to play Overheats and activate Unstable Gases, as well as your precious :air quanta.

How the deck works: MARK OF FIRE
 This deck shows that even a few CIA cards can offer great versality into traditional ETG decks. Overheat offers UG a much more deadly mass CC, enough to keep you alive if things go wrong, because of Overheat's stackable damage increase, and any Unstable Gas you sacrifice for defensive mass CC purpose can be replaced with an Elemental Book. Here are a few mathematics:

0 Overheats = 20 player damage & 1 mass CC damage by Unstable Gas
1 Overheats = 21 player damage & 2 mass CC damage by Unstable Gas
2 Overheats = 22 player damage & 3 mass CC damage by Unstable Gas
3 Overheats = 23 player damage & 4 mass CC damage by Unstable Gas
4 Overheats = 24 player damage & 5 mass CC damage by Unstable Gas
5 Overheats = 25 player damage & 6 mass CC damage by Unstable Gas
6 Overheats = 26 player damage & 7 mass CC damage by Unstable Gas


Obviously, 5 Overheats make only 4 UGs needed for a 100hp OTK!
« Last Edit: September 21, 2012, 05:32:23 am by ARTHANASIOS »
Brawl #1 team :time, Brawl #2 team :fire, Brawl #3 team Silver Ferns, Brawl #4,7,8 Brawlmaster
War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline nensuru

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001346#msg1001346
« Reply #7 on: September 20, 2012, 10:30:17 pm »
Very nice competiton.

Submission 1 - The ladies and the brute
Spoiler for Hidden:
CARDCARD CREATOR#COPIES | NOTES
Ingame13 copies. (16 is the optimal, ive taken out 3 of these to meet the 12 cards from CI&A section requiriment)
Xenocidius3 copies.
Zblader6 copies.
moomoose3 copies.
Ingame5 copies.
How the deck works: The aim of the deck is to be a rush that can react well against cc. Just play everything that comes in to your hand and adrenaline everything that comes in to the field, Faes after pillars to make it worth less quanta. 7 is a good atk for adrenaline (8 aditional damage). The Warthogs works against shields that may stop the rush. 

« Last Edit: September 24, 2012, 02:09:32 am by nensuru »

Offline Absol

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001356#msg1001356
« Reply #8 on: September 20, 2012, 11:34:41 pm »
Time for my 2nd deck:
Overheated Gas
*deck here*
Sir, you must have at least 12 cards from CI&A.
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Offline OldTrees

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001359#msg1001359
« Reply #9 on: September 20, 2012, 11:48:40 pm »
Watching this nice comp. May have a submission later.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline ARTHANASIOS

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001445#msg1001445
« Reply #10 on: September 21, 2012, 05:10:55 am »
Time for my 2nd deck:
Overheated Gas
*deck here*
Sir, you must have at least 12 cards from CI&A.

NOOOOOOOOO!!!!!!!!! (vanishes into the void)
Ok, I will change my deck later. Thanks for the info, Absol. :D
Brawl #1 team :time, Brawl #2 team :fire, Brawl #3 team Silver Ferns, Brawl #4,7,8 Brawlmaster
War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline OldTrees

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Re: Competition : Card Idea Decks https://elementscommunity.org/forum/index.php?topic=43510.msg1001465#msg1001465
« Reply #11 on: September 21, 2012, 07:44:33 am »
Growth is a blessing and a curse. Regeneration, Lignification and Venom will run rampart in
Unrestrained Growth
CARDCARD CREATOR#COPIES | NOTES
Legit6 copies. This is the keystone of the deck. Its purpose it to slow the opponent's offense, neutralize threats and remove obstacles like DR.
OldTrees6 copies. Lignification leaves the creature around but reduces their future damage to less than 2 more turns worth of damage.
Manipul8r6 copies. These act like cost reducers. This creates more initial benefit and less end game wasted quanta. I also challenged myself to avoid ingame quanta producers.
TheManuz6 copies. These do not form a stack. The cost of additional permanent slots brings the benefit of being resistant against Earthquake. I also challenged myself to avoid in game quanta producers.
Ingame6 copies. For the venom and emergency targets for rejuvenation.
Ingame6 copies. Some more regeneration.
Ingame2 copies. Let's use that weapon slot.
How the deck works:This is a control deck that fits Life thematically while still preforming its job. Control decks have a few tasks.
1) It needs to be able to slow down the opponent.
This deck has Rejuvenation to deal with hostile abilities and to provide additional regeneration if we need it. Lignification is there to remove the threat of high attack creatures. The combination of regeneration, attack reduction and ability removal should be sufficient to contain the opponent.
2) It needs a high certainty win condition. Preferably one that uses few deck slots.
Life's most certain win condition is Venom. Scorpions always get at least 1 attack. If they hit then only Purify can remove the damage. Rejuvenation can remove the DR ability from shields allowing the Scorpions through.
« Last Edit: September 25, 2012, 03:05:03 am by OldTrees »
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

blarg: Zblader,Kael Hate,Xenocidius,majofa,Drake_XIV