War Memorial
Voting Phase
>>RULES<< (http://elementscommunity.org/forum/competitions/deckbuilding-competition-war-memorial/)
Submissions:
(http://i.imgur.com/pim886E.png)
The idea of the deck is to keep your opponent at bay with renewable CC and PC, while the whales kill them. If needed, you can have 1 bolt per turn in the end game too. The cool thing? You only need :water quanta.
The combos in this deck are
Arcane Orb + Shockwave + Spirit Orca: Allows you to have shockwave on a stick paying only :water . Synergizes well with your squids so that you actually have instakill on a stick.
Killer Whale + Spirit Orca: PC on a stick costing only :water
Ice Lance + Arcane Orb: Lance on a stick for shits and giggles
Possible modifications of the deck are using dessication in place of shockwave (but making a deck with instakill on a stick seemed funnier to me) or adding SoPa if you fear your squids will get CC'd too soon.
The only weakness of the deck that you can't get around is that it is extremelly quanta hungry, so it'll crumble against denial. PC on your orbs reduces the effectiveness but you still have plenty of control to work with.
Watering the Garden Gnomes
(http://i.imgur.com/gREuDnf.png)
(http://i.imgur.com/5U4PF.png)(http://i.imgur.com/88lLD.png)
Early Game, it's simply about getting Phase Gnomes out ASAP, along with SoW.
Once you get an Arcane Orb out, the fun begins. Use Arcane Orb on Dry Spell, and you have Dry Spell on a stick. The Gnomes that are buffed with SoW will boost up in damage quickly with the wonderful added benefit of controlling your opponent's side of the field. The quanta generation aspect of Dry Spell will also make recreating the combo easy, and self-sufficient!
Limitless Instosis (kind of)
Hover over cards for details, click for permalink
4vj 4vj 74a 7q6 7q9 7q9 7q9 7q9 7q9 7qk 7qk 7qk 7qk 808 808 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80d 80d 80d 80d 80s 80s 80s 80s 816 816 81q 81q 81q 8ps
Nymphs= (http://i.imgur.com/sHsLe.png) and (http://i.imgur.com/gloM1.png)
This is a 100 HP OTK deck, the problem of this kind of decks (specially limitless speed) is to lock your hand too easily with the combo and dimshields: with future sight u can send back in your deck cards that u don't need at the moment, like pillars if u already have a piece of the combo and enough quanta, or other copies of future sight or watchful eye. How it works:
1 draw like a mad with future sight and watchful eyes (u can draw 2 extra cards/turn)
2 hope that your opponent doesn't have discord or eq
3 hpe that your opponent doesn't have pc
4 accumulate 28 :aether and 12 :time
5 don't die
6 play the dragon, cast 2 SoW on him, play 4 TU, gg (13 + 4 +4 x 5= 105 damage) (wait for unstoppable against nasty shields, which is hard because u need to draw it as eighth card )
Hover over cards for details, click for permalink
4t9 4t9 4t9 4t9 5io 5io 5io 5io 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7gp 7gv 7gv 7h2 7h2 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 8pp
Relics are (http://i.imgur.com/gqety.png) Nymphs are (http://i.imgur.com/AeqFu.png)
Killer whale gives water just what it needs - PC. And with spirit orca combined, it doesnt have to actually have any off element quanta! These two creatures are also good, sturdy attackers. Water is also good in that it has many creatures which use off element quanta for skill, like uli's and steamies. With Orca, these can again be used inelement! Uli removes any threat there might be from opponent's creatures' skill, and steamies provide good damage. Permafrost is a great shield, reducing 2 attack, and with potential to freeze opponent's creatures! I feel this deck covers a lot of aspects - PC, Strong hitters, high hp hitters, CC (from perma and to a lesser extent, Uli). Thanks for reading all!
Ghostmare Redux
Hover over cards for details, click for permalink
5v8 5v8 7q0 7q0 7q0 7q0 7q0 7qe 7qe 7qe 7qe 7qe 7qk 7qk 7qk 7qk 7qk 7qk 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7th 7th 7th 7th 7th 8pt
Golden Nymph = When Pigs Fly
Black Nymph = Obscure Prediction (note that it is unupped on purpose)
The premise of the deck is simple; a Ghostmare that has the capability to Nightmare, and then use Obscure Prediction to discard its hand to gain back the Ghosts it just nightmared, as if it were a Ghostal.. but with denial! If that doesn't suit your fancy enough, 6 copies of When Pigs Fly adds up to a 60% chance for your opponent to not draw a card at the beginning of their turn, making their stagnant Ghost of the Past hand even more stagnant! Modifications may include taking out some When Pigs Fly for some more Obscure Prediction, however, I believe Obscure Prediction to function as more of a finishing card, akin to Sky Blitz (at least, in this deck!).
2 copies of (http://i.imgur.com/RwvLm.png)
6 copies of (http://i.imgur.com/455e5.png)
Hover over cards for details, click for permalink
7dp 7dp 7dp 7dp 7dp 7ms 7ms 7ms 7ms 7ng 7ng 7ng 7ng 7nq 7nq 7oe 7oe 7oe 7oe 7oe 7oe 80h 80h 80h 80h 816 816 816 816 816 816 8pu
The Shards represent the cards here: (http://i.imgur.com/Mjxhv.png) (http://elementscommunity.org/forum/card-idea-competition-submissions/round-5-frail-clock-old-'piece/) and (http://i.imgur.com/88lLD.png) (http://elementscommunity.org/forum/card-idea-competition-submissions/round-1-sight-clear-sight/)
Phase Gnome is a gem. All you have to do is keep killing it, and soon enough it becomes a monster. This deck is designed to do exactly that: Start ramping quanta by cremaing your gnome to play a nymph faster (and making a monster in the process). Then you can quint the threat you feel is appropriate (nymph is more damage, but requires some quanta which this deck can't muster that abundantly).
Also, some games you'll undoubtedly start of slow with no crazy combos. Well, those games you just use Odonata to put steroids on your Unstable Gases. These are simply there to ensure your deck always has a plan of action ready to win.
Deep Sea Obliterator
Hover over cards for details, click for permalink
50a 50a 50a 50a 50a 71u 71u 71u 71u 71u 74b 74b 74b 74b 74b 7gk 7gk 7gk 7gk 7gk 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 8pl
(Shards of Serendipity are acting as Large Oysters; note that they're purposely not upgraded. Shards of Sacrifice are acting as Killer Whales.)
The idea here is that Large Oysters will pull hostile units' HP down so that the Elite Otyughs can munch on the weakened hostile unit. Meanwhile, the Killer Whales are doing double duty as both a beating club with which to fight your enemy and a repeatable permanent control to help ward off hostile permanents, particularly that seeks to cripple the Large Oyster/Elite Otyugh conspiracy.
Possible mods include swapping Spiked Oysters for Large Oysters (gives the deck more offensive potential and makes it less quanta-thirsty, but at the cost of worst-case offensive power and incapacitation speed).
To vote, you have no time |