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Elements the Game => Events and Competitions => Competitions => Topic started by: Kamietsu on January 24, 2011, 05:34:10 pm

Title: False God Competition: Adaptation
Post by: Kamietsu on January 24, 2011, 05:34:10 pm




Design a False God
Theme: Adaptation
Adapt
1.
to make suitable to requirements or conditions;
adjust or modify fittingly

2.
to adjust oneself to different conditions, environment, etc.


Here's looking at you number four! Using your own imagination and skills, you have another chance to give birth to another False God in Elements. That's right! The Elements Council, as chosen by all of you, have selected the best theme ideas and voted amongst themselves to find the best of the best theme ideas. A big shout out to everyone who participated in coming up with theme ideas (which can be seen here (http://elementscommunity.org/forum/index.php/topic,17874.0.html)). Everyone thanks you for your participation to help make these four competitions possible.

You may have missed your chance when such an amazing opportunity came by the first time, but now you will have four chances to create a False God loved, or hated, by the community. "What could be better?" you ask? I'll tell you what! There is a good chance that if your False God is the winner, it will be implemented into the game! You heard right! Into the game! So do you want to get in on this awesome opportunity? Then look below to see how you can get on your way to creating a False God!



Rules of the competition:
1.  Using the theme of Adaptation, develop an original deck that False Gods may use in Elements.
2.  A False God's deck consists of 3x a Mark of any element, up to twelve of any non-Pillar card, and being completely upgraded.  No Exceptions.
3.  While every idea should be original, you may submit a False God deck that you personally have created that is posted in the False God Proposal area.
4.  Unlike other competitions, this will only last a week, so get cracking!
5. You are only allowed one submission per FG Deck competition. You may change your single submission as many times as you'd like.
6. All submissions must be posted here. Submissions posted in the FG Proposal section will not be counted.
7. Although not required, if you can, please try to incorporate some of the new cards into your submission:
(Silence, Mindgate, Sky Blitz, Wings, Cloak, VooDoo Doll, Nightmare, Soul Catcher, Deathstalker, Pandemonium, Schrödinger's Cat, Chimera, Scorpion, Crusader, Hope, Dune Scorpion, Steam Machine)
8. You may not submit a deck to any FG Deck Competition if it has already been submitted to a previous competition.
9. All submissions must come with a name for a False God, an image of the deck, a 100 word description to explain the reasoning behind the deck, and the deck must be posted in the False God proposal (http://elementscommunity.org/forum/index.php/board,263.0.html) section along with a link attached to the submission.


While posting your deck, use the following code:

Code: [Select]
[b][size=18pt]INSERT DECK NAME HERE[/size][/b]
[deck mark=MARK author=PUTYOURNAMEHERE]***[/deck]
Replace the 'INSERT DECK NAME HERE' with an appropriate False God name, the 'MARK' with the appropriate element, and the '***' with the card codes imported from the game/trainer."

Have fun everybody!

Time's up!





Title: Re: False God Competition: Adaptation
Post by: Falcon4415 on January 24, 2011, 05:35:44 pm
First!

Introducing the most simple, fun and rewarding FG ever:

Scrambled Fate (Click meh!)
Code: [Select]
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The point of this god is to achieve double adaptation: he adapts to whatever the RNG decides to give him and fractals it, and then you have to adapt to the enemy having 5+ copies of the "featured creature of the day". Furthermore, it introduces a lot of variation into FGs, because you might know the decklist, but not what you are going to face.
I know there are already a lot of Fractalling gods, but this is an idea that struck me while testing how AI would play TUs and Mindgates, and I have to say that AI can play this very well.
Title: Re: False God Competition: Adaptation
Post by: Newbiecake on January 24, 2011, 05:51:33 pm
Eternal Crusader
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December 31, 1199.
The Council Members sat quietly without a peep on their seats, awaiting King Zanzarino and the Pope's decision. After what seemed like hours, the Pope entered the room with King Zanzarino and announced, "My dear brothers, it is time. It is time that we reclaim what was righteously ours. It is time that we reclaim the Holy Land and to glorify God! The Crusades will commence!" The Pope took his seat, and King Zanzarino stood forth, "My champion, the immortal gift that God has blessed us with, will lead the Holy Army! Noobiecakes, I bestow you with the Seal of Plenary Indulgence. With it, you will not fail to reclaim the Holy Land. Now go, and make us proud. "I will spend the rest of Eternity to fight for the cause. I shall not quit until the battle is won!'' With that, Noobiecakes stormed into the armory and grabbed some magical staves (Eternities), a cursed dagger (Vampire Dagger) seized from an evil sorcerer, a heavy mace (Pulverizer), and ancient shields (Turtle Shields) plundered from the Pyramids of Eygpt when the Israelites left for the Promised Land. The shield was rumored that it has the power to bring kings of the past (Pharaohs) back to life. Noobiecakes then request some of the most powerful spellcasters (Anubises) from the King that can enchant the warriors (Crusaders) with spells of protection (Quintessence). Fully prepared, Noobiecakes set out on his journey with a league of warriors to reclaim the Holy Land and will not give up...even if it takes the rest of Eternity.

This is the normal version. FG version is twice as large of this deck. Some of the cards are an odd number though, so just multiply these cards by 2 then subtract 1: Quantum Tower, Crusader, Light Pendulum, Turtle Shield, Eternity, Pharaoh, Pulverizer, Vampire Dagger. The exact number of each card is given in the spoiler below.

This deck has a total of 80 cards.
-7 Quantum Tower
-11 Light Pendulum
-16 Time Tower
-6 Aether Pendulum
-7 Crusaders
-4 Anubis
-3 Pharaoh
-3 Turtle Shield
-10 Electrum Hourglass
-4 Quintessence
-3 Eternity
-1 Pulverizer
-1 Vampire Dagger
-4 Animate Weapon

Explaination: This deck is built to Adapt. The most important aspect of this deck, also most related to the theme Adaptation, lies in the Crusaders. The Crusaders are meant for two funtions: 1) To copy the abilities of the Eternities, Pulverizer, or Vampire Dagger in this deck. 2) To steal the abilities of weapons the player summoned, and use it against against them. (the Quantum Towers are there to fuel quanta for weapons that needs them to use skills, such as Earthquake, Sniper, Destroy, and Devour for the Scarabs).
Time is the vital element here for stalling (Turple Shields), drawing accelleration (Hourglasses), a CC skill for the Crusaders to copy (Eternities), constant damage (Pharaohs and Scarabs), and creature protection (Anubises). The average attack and survivabilty of the Anubis makes it great for Quinting themselves, the Crusaders, and the Pharaohs, and flying weapons. All in all, this deck is very resistent to rush decks such as CCYB, but weaker against stall decks because of the small damage Eternal Crusader deals.
Vampire Dagger can be a method of healing. It works even better for the Crusaders because they start with 3 attack already, so in addition to the 6 attack from the Vampire Dagger the FG can heal a 9 hp per Crusader. Pulzerizer can offer means of PC. But don't worry too much about it; the FG will probably not draw enough Quantum Towers to keep using Destroy or the Scarabs that the Pharaohs summon will use up the :gravity s.
This deck has some relations to zse's Lone Stalker (http://elementscommunity.org/forum/index.php/topic,19395), which has a high win rate against FGs in the game.

Counter cards/ Counter decks:
-Gravity Shield: Most creatures in this deck has high hp, making creature controls not very effective. But because of this high hp, most of the creatures that the FG summons won't be able to attack.
-Quicksand: Several quick Quicksands can really harm the deck's ability to send out Crusaders or the use of Quintessence.
-Congeal, early Lobotomizer: The best two cards to stop the Anubises from Quinting the Crusaders and themselves. Damage spells aren't really effective against them because of their good health.
-Steal, Explosion, Pulverizer: Even if you do manage to get a creature out, Quinted or not, what's the point if you get constantly frozen by Turple Shields? That's why you these three cards to take the benefit of the shield for yourself, or just eliminate the threat. Watch out when you play the Pulverizer though, because from my experiences AIs prefer to copy the Pulvy more than the Eternity.
-Quick/ constant damage: This deck has no methods of healing, unless a Crusader manages to steal the ability from a Vampire Dagger. I suggest a Quinted Air Nymth with their Unstable Gases, or a Quinted Golem, etc.
-Spine Carapace/ Fire Buckler/ Permafrost Shield: Although most creatures Eternal Crusader will be Quinted, these three shields are the most effective methods to kill off or hold the Quinted creatures at bay.

Good decks:
-Fire Lance Sudden Killer (http://elementscommunity.org/forum/index.php/topic,6758.0.html): Best deck for this FG. One of the decks I used to use in the FG Archieves. Because it does not require any creatures to do its job, and the fact that it has stalls (Phase Shields and Sundials) that Eternal Crusader has no way to destroying, it is the best deck to face Eternal Crusader and get an EM.
-Eternal Chaos (http://elementscommunity.org/forum/index.php/topic,20173.0.html), Dune Scorp Killing FG (http://elementscommunity.org/forum/index.php/topic,11131.0.html): Eternal Crusader has a crazy draw rate, and it does not have a way of healing. As a result, it is very susceptable to Neurotoxin.
-Rainbow Stall/ CC Bows (http://elementscommunity.org/forum/index.php/topic,1748.0.html): Great choice for stalling Eternal Crusader, as he cannot get creatures out fast enough so kill you. Although Eternal Crusader cannot be decked out, he does lack a method of healing, which the player can take advantage of by destroying the Turtle Shields then summoning a Quinted FFQ, as most Rainbow Stall decks tend to have this card.
-Maxwell's Buckler (http://elementscommunity.org/forum/index.php/topic,10966.0.html): Good deck. Not only it has Bucklers to control the Crusaders, it also has Pulvys and Quints on the Spectres. I forsee a decent win rate on Eternal Crusader with this deck.
-Pesty decks (http://elementscommunity.org/forum/index.php/topic,6020.0.html): Pretty good I think. Stealing the Turtle Shields helps quite a bit. You might not be able to lock down thought because he has a lot of towers and pendulums.

So-so:
-Lone Stalker (http://elementscommunity.org/forum/index.php/topic,19395): Now that is very interesting, because Eternal Crusader is like a sister deck to this one. If you manage to pull off a Crusader, Pulvy, Endow, replace with Eternity IMMEDIATELY, Quint Crusader. You might be able to win (very slowly, like this deck orginally is intended for). I am very interested to see how this deck fares against itself.
-RoL/ Hope (http://elementscommunity.org/forum/index.php/topic,6546.0.html), Perpetual Light (http://elementscommunity.org/forum/index.php/topic,14312.0.html): Because of the mass creature spam, you'll likely get Eternal Crusader down to half health or so. He'll keep bouncing your dragons back for you so if you have the quanta to keep playing them, great! That Turtle Shield is useless if Eternal Crusader doesn't let your strong creatures stay on the field to be frozen.
-'Skittles' (http://elementscommunity.org/forum/index.php/topic,12134.0.html): Really depends if a Turtle Shield is played fast and if Crusaders come out quickly. Turtle Shield really slows down your FFQ/ FFL/ Hope, Crusaders will start copying Destroy and...destroy. Really depends on your draw and his.
-Mirage (http://elementscommunity.org/forum/index.php/topic,11135.0.html): Hmm I am not sure because I am not familiar with this deck. But one thing for sure: you need to be able to keep up with Eternal Crusaders drawing speed because he can pull out some cards before you have to chance to copy it. He has the Mark of Time, so he probably has the advantage on you in terms of drawing speed.
-Heavy Quintet (http://elementscommunity.org/forum/index.php/topic,7008.0.html): One Pulverizer is not enough, and plus it needs to be comboed by PA in order to use, or Crusaders will just steal the ability. Earth Nymths and Golem will just get stopped by Turtle Shield.
-The Condor (http://elementscommunity.org/forum/index.php/topic,5678.0.html): Permafrost is always good, but the Otyughs are useless when Pharaoh come and produce lots of Scarabs. Eagle Eye will just end up getting copied because it does not have PA (I assume PA is used on Permafrost and not Eagle Eye). Not bad overall though.
-Mindtheft: Like Mirage, it really depends if you can keep up with Eternal Crusader.
-CCYB (http://elementscommunity.org/forum/index.php/topic,9545.0.html): Pretty much rendered useless if  Eternal Crusader  gets ahold of a Turtle Shield. That Pulvy won't be of any use once a Crusader comes out, copies it, and destroys it. You can try to bring it out, destroy as many things as you could, then self-destruct or get destroyed by the Crusaders.
-Shak'kar's Revenge  (http://elementscommunity.org/forum/index.php/topic,14435.0.html) & Voodoo Panic (http://elementscommunity.org/forum/index.php/topic,12308.0.html): Maybe. Eternal Crusader  will bounce back any dolls you throw out, so there's no way keep them on the field unless you Basilisk Blood them right away (AIs don't target palsed creatures). Eternal Crusader's creatures also don't do much damage, so expect a slow win.

Weak decks:
-Fractal Retrovirus (http://elementscommunity.org/forum/index.php/topic,17967.0.html): Very unlikely. No creature protection, Virus Plague is useless because of Eternal Crusaders Quinted creatures. Your only chance is to Fractal the dragons and try to rush.
Link is here, discuss:
http://elementscommunity.org/forum/index.php/topic,20187.0.html
Title: Re: False God Competition: Adaptation
Post by: BC on January 24, 2011, 05:52:15 pm
It's back... maybe.

Just kidding, here's Maelstrom.

Maelstrom
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http://elementscommunity.org/forum/index.php/topic,20339.msg275750.html
Title: Re: False God Competition: Adaptation
Post by: Kamietsu on January 24, 2011, 05:54:06 pm
Echo
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Anything you can do, Echo can do better. Echo can do anything better than you. By using his massive supply of Mindgates, Echo will copy your cards and use them against you. Like an echo in a cave, reflecting your voice back at you, Echo will reflect your deck back at you. Using nothing but buffing and plain flying weapons, Echo will never be short on quanta. The stronger your deck is, the harder Echo will be. And although an echo isn't as loud as your own voice, Echo's deck won't be as strong since you may have supreme strategy up your sleeve. But can you pull it off before Echo gets enough of your cards to dominate you?

Discussion: http://elementscommunity.org/forum/index.php/topic,20182.msg273777#msg273777
Title: Re: False God Competition: Adaptation
Post by: majofa on January 24, 2011, 06:02:50 pm
ARMA
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Adapto de bellum:

Telum Vinco, the weapon master. Years of rigorous training with various weapons has honed his skill to almost a second nature. Being so adept at his art, it seems sometimes that the weapons are moving of their own accord. With the speed of lightning and the power of a tornado, he strikes the battlefield and leaves nothing but desolation in his wake.

Accompanying him in battle are also his loyal disciples, the paladins. They enter the battlefield, weapons concealed, until when the time is right. Then they strike with an array of weapons to quickly vanquish their opponents.


Suggestions and Comments can be found here:
http://elementscommunity.org/forum/index.php/topic,20223.new.html#new
Title: Re: False God Competition: Adaptation
Post by: Essence on January 24, 2011, 06:10:52 pm
Maybe we should note which of the 'new' cards are being used by the FG decks that have won the last three competitions (Cloak, Voodoo Doll, Nightmare, and whatever the Forbidden Romance winner uses.)  It isn't relevant to the competition itself, but it would be cool to have the newest winners use different new cards than the old new winners. :)
Title: Re: False God Competition: Adaptation
Post by: The_Mormegil on January 24, 2011, 06:21:10 pm
Raziel
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Raziel, lord of the Archangels, god of Wrath and War. Pretty self-explanatory.

The intresting thing here is, why did I choose a Raging Archangels deck for Adaptation? Rage Potion is the answer. By itself, it's one of the most adaptable cards in the whole game. With Archangels, it's rush potential, but it's also a good CC card, and can be an anti-antimatter tactic. Same is to say for Bolt: great CC to be sure, but also a great finisher if you have 100+ fire quanta. Truth is, this god is very flexible. He can rush with his Archangels + Rage Elixirs, but he can stall with lots of CC + Miracles.
He can kill you with creatures. Creatures don't work? He can kill you with Bolts. Jade Shield is up? He can still deck you out.

Link to thread (http://elementscommunity.org/forum/index.php/topic,20185.0.html)
Title: Re: False God Competition: Adaptation
Post by: Pineapple on January 24, 2011, 07:08:55 pm
Lancelot
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Dear Formidable Enemy,

Adaptation doesn't mean trying something completely new. Sometimes, you have to go back to the basics. Especially when your opponent ignores something basic.
Like creature control.
Do you think you can hide behind a Phase Shield? Do you think you can hide behind a Hope? If you think a couple Shards of Gratitude and a Permafrost Shield can save you...You're wrong.
"A simple rush deck," you scoff. Well, if I'm so simple, then why don't you try to beat me? All you have to do it kill the Physalias. But please don't try to lobotomize them. You see, I don't like them lobotomized, and sometimes I'm just hungry for smoked Physalias on a plate. If you lobotomize my Physalias, you will only increase my fiery rage. If you strike me down, I shall become more powerful than you could possibly imagine.

From your honorable knight,
Sir I. Lancelot

http://elementscommunity.org/forum/index.php/topic,20399
Title: Re: False God Competition: Adaptation
Post by: GG on January 24, 2011, 07:30:46 pm
rsv
Title: Re: False God Competition: Adaptation
Post by: the dictator on January 24, 2011, 07:39:49 pm
Ah, just perfect:

Anchiale
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Explanation:
This deck is build to adapt on any possible strategy, it has creature control, permanent control, lots and lots of damage building, and permafrost to slow you down.

Counters:
Decks:
I think it won't be that hard for fight with CCYB, especcialy if you got a protected permafrost (can be stolen), and some antimatter to neutralize the biggest machines, or a quinted flayer.
On the other hand, it will be a real challenge for RoL/Hope, because you will need a lobotomizer to keep the spectres and machines on low attack, and to control the nymphs, but that means the fahrenheit can grow really high, and you lobo can be destroyed or your whole field of RoL can be brought down, however, if you manage to get some dragons or angels early the can control the field, as they are hard to kill, and Anchiale has no healing at all.
With Sha'kar this will be based on your draw, and the time you get to setup, as the steam machines can do lots of damage very fast, but no cards with lots of attack when coming to play make it easy to count the damage your doll will take.

She was the one to control the Powers of Fire for the gods, but then her brother Prometheus came along, and shared it with the humans.

Now they think they know all the secrets of fire and they use it's power to destroy, to kill.

But still, she is the only one who knows all the natures of fire:
It's ability to heat up water, to create powerful and dangerous steam, the ability to grow without losing strength, the power to destroy everything, humans, animals, buildings, it's ability to enrage, to suddenly turn something calm into something dangerous, it's versatility, the possibility to react on every situation present,
and the best of all:


It's power to dominate.
Link: http://elementscommunity.org/forum/index.php/topic,19702.0.html
Title: Re: False God Competition: Adaptation
Post by: doomeister on January 24, 2011, 09:45:50 pm
Yogopopo
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Scarabs are the most adaptable creatures there are. They do damage, creature control and healing with feral bond, and they get stronger the more there are. Mindgate gives the deck a little extra adaptability making sure this deck can use any card thats ever made.

http://elementscommunity.org/forum/index.php/topic,20193.0.html
Title: Re: False God Competition: Adaptation
Post by: Zafari on January 24, 2011, 09:51:57 pm
Darwin
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Darwin; a scientist who devoted his life to finding out how life had become what life is. His theory of evolution gave answers to why species existed where they did, and how they had adapted to become the perfect beings they are. He found out that the evolution took not only life, but long periods of time. Darwin's research spawned new natural laws, new science and new beliefs. His memory and heritage has become immortal; a False God. Darwin found out what life is, the perfect example of adaption.

Purely mechanically, the deck is a mixture of a life rush and light stall-elements from time. The reason the deck has to have so insanely many cards is that there will be a maximum of 10 hourglasses out at the same time; so the cards will be drawn out with insane speeds. The creatures are, concept-wise, chosen to represent evolution: Frogs > Cockatrice > Dragon. These are the rush cards, together with hourglass. The stall cards are Turtle Shield, Eternity, Feral Bond and Improved Heal. One must notice that this deck is only usable by a False God.

FG Proposal (http://elementscommunity.org/forum/index.php/topic,20195.new.html)
Title: Re: False God Competition: Adaptation
Post by: wizelsnarf on January 24, 2011, 11:29:04 pm
Mimic
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http://elementscommunity.org/forum/index.php/topic,20199.new.html#new

Much like a child learns by copying its parents, Mimic learns from its opponent. It adapts to the situation using Mindgates. As a matter of fact, by the end of the game, Mimic is probably doing a better job that the enemy is with 3-6 Mindgates running full steam.

But Mimic does just that, imitate. It is not in fact the opponent. Much like butterflies have evolved to have wings that resemble snake eyes, Mimic is rather clever. Mutations allow Mimic to adapt and evolve beyond what its enemy can teach it. And finally Fate Eggs allow Mimic to use time to its advantage.

When you fight Mimic, you fight the more evolved version of yourself.
Title: Re: False God Competition: Adaptation
Post by: 7wavemaster on January 24, 2011, 11:41:24 pm
http://elementscommunity.org/forum/index.php/topic,20203.new.html#new

Link :D

Mind Reader
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Title: Re: False God Competition: Adaptation
Post by: moomoose on January 25, 2011, 02:16:47 am
Full Moon
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Alright so it should be obvious that this about the were wolves.  Were wolves adapt to normal life rather well, except for when there is a ... dun dun dun- full moon.  OK now for how the deck works, it's based on the were wolves getting boosted with chaos powers to do good damage.  The cloaks are used to prevent them from being antimattered or otherwise CC'd, and preventing the dusk or anything it steals from being destroyed or stolen back.  The antimatters themselves will provide the source of healing, or reversing any antimatters that land on the werewolves themselves and the dusk will provide the defense- unless steal can find something better.  Steal will mainly function as PC in the deck. 

http://elementscommunity.org/forum/index.php/topic,20384.0.html
Title: Re: False God Competition: Adaptation
Post by: Bloodshadow on January 25, 2011, 03:46:17 am
Reserved.
Title: Re: False God Competition: Adaptation
Post by: Boingo on January 25, 2011, 04:01:07 am
Eden
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This FG deck is designed for speed and unpredictability.  RoL provide targets for Improved Mutation, and Twin Universe amplifies the mutant beasts.  In the event of a fail-draw (no RoLs) the back-up strategy is TU on opponent's creatures.  Supernovas to allow for AI to use acquired mutant abilities.  Only 1 Aether Nymph so quinting doesn't happen before mutation/twinning.  In addition to mutant abilities, the deck provides light CC with Pandemonium and Electrocutor and employs Phase Shield for defense while mutants ramp up damage.  Butterfly Effect can be used on RoL or weaker mutants for some built-in PC.


In the moment of creation, a mighty spark flashed in the vast aether of the void.  Eons of silence were erased and replaced with a cacophony of chaos as light filled the darkness.  The echoes of the clamor shook the very fabric of the universe, and from this shaking sprang up many forms of life both bold and new.  The creatures at first struggled to adapt but soon thrived in the boundless garden they found themselves, never stopping to wonder how they had come to be or for what purpose...

FG proposal thread here (http://elementscommunity.org/forum/index.php/topic,20286.0.html) <---
Title: Re: False God Competition: Adaptation
Post by: funerallaughter on January 25, 2011, 04:11:56 am
Phlegyas
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"Hello, hello dear soul! May I ask of you how you made your way to the River Styx tonight?... No? A quiet one I see... Well, no matter, for you are here and I am too to ferry you down the flames. Before we depart, though, would it not be wise if you knew the torments this river I control can provide? A nod? All right. As you see above us, the lost spirits, rematerialized a orbs of electricity, float haphazardly through the stalactites. They're trying to escape, you see. How enjoyable is their attempts! No worries though, they're to be captured soon. Those jars over there. Yes, the ivory ones; those are the soul catchers. Those lead directly to Lord Hades himself. Whether or not you want to go there is up to you, but you must go there nevertheless! His pets, you see, skeletal, winged monstrosities feed upon them. It's supposed that you feel no pain, but screams in the late night deem otherwise. They escape once in a while, but I'm here to herd them back. How? Poison my dear. Poison rots not only the flesh but bone as well. Ha ha! Yes, I have them under control. Now, it is time for you to meet your end; let us depart for Tarturus. But first, where is your payment? I do not work for free you know!... What?! I see, it is not yet your time to enter... though, I could change that for you. Prepare yourself mortal! Keep this in mind: Death adapts to everything as well as Death itself, for everything comes to Death and so Death is part of everything. I am Death. You will come to me."

http://elementscommunity.org/forum/index.php/topic,20225.0.html
Title: Re: False God Competition: Adaptation
Post by: Krahhl on January 25, 2011, 04:49:55 am
Monstrum
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Monstrum is a latin word meaning an aberrant occurrence, usually biological.

This god starts with a quick swarm of critters, poisoning and beating down its opponent. They then mutate into stronger creatures. Twin universe is used to further breed the best "traits", copying the strongest mutants. It also uses mindgate to summon the opponent's deck against them, easily adapting to specialize in the in the destruction of any given enemy.

Discussion:
http://elementscommunity.org/forum/index.php/topic,20227.0.html
Title: Re: False God Competition: Adaptation
Post by: EvaRia on January 25, 2011, 04:51:14 am
Fractal (http://elementscommunity.org/forum/index.php/topic,20226.0.html)
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Who knows what it'll be like this game, next game, the game after? Who knows what kind of strange things we will see?

All we know is that whatever comes up, it'll come up again, and again, and again, and again. Just like the repetitions in a fractal...

We know how this god would go. Blights get either CPed or mutated, or fractaled later on. Then the mutations get twinned many times over. The result is a lot of powerful creatures with a large variety of abilities, ready to take on any situation at hand. What better way to show adaptation?
Title: Re: False God Competition: Adaptation
Post by: PlayerOa on January 25, 2011, 06:26:24 pm
Piñata
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Big surprises like Abominations come out, you never know what happends inside a Piñata. You will be shocked. I promise.

Link: http://elementscommunity.org/forum/index.php/topic,20248.new.html#new
Title: Re: False God Competition: Adaptation
Post by: zse on January 25, 2011, 09:05:07 pm
Gumbo
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Stock Shock
Okra Ctrl
Meat and/or Shellfish Demon and Angel or Octopus
Celery Spectre
Bell Peppers Antimatters
Onion Annoying
Rice Rice

Variations: Multiple

http://elementscommunity.org/forum/index.php/topic,20291
Title: Re: False God Competition: Adaptation
Post by: Essence on January 25, 2011, 10:47:07 pm
Aqrabteini (http://elementscommunity.org/forum/index.php/topic,20272.0.html)

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Adaptation is defined as "the ability of life ( :life ) to change ( :entropy ) over time ( :time ).   Aqrabteini represents some of :life 's newest adaptations to the Elemental energies -- the development of Spine Carapace and Scorpion -- as well as the ripple-effects of those changes, the offshoot Dune Scorpion and the Butterfly Effect that the development of these small but dangerous creatures have had on the way that Elementals fight.

There are a few strategies working together here.  Obvious is poison in the form of Scorpions and Dune Scorpions+Chaos Power.  Less obvious is Deja Vu + Scorpion Spam + Feral Bond + Purple Nymph + Spine Carapace (healing gives time for the Infection to kill your offense), Deja Vu and unPowered Scorpions + Fallen Druid, a variety of small creatures + Butterfly Effect, a variety of small creatures + Adrenaline, and of course  MASSIVE DRAW SPAM to make everything happen at an ever-accelerating pace.

At the same time, Aqrabteini has some obvious weaknesses -- there's nothing here to protect her form any form of control, a decently-sized shield will put a BIG dent in her offense (if it survives Butterfly Effect), and all of that draw spam should actually make her pretty easy to deck out, even at 100 cards base.  She won't be able to use the abilities of any Mutants she creates, so a good chunk of them will be useless.  And if she never draws her Feral Bonds (pretty likely, all told), she won't be all that hard to whittle down. 

Common decks and her response:

RoL/Hope:  She loses.

CCYB: Lack of hard-hitting creatures makes Antimatter pointless, poison will build to overwhelm SoGs pretty fast unless Permafrost comes out really early, and Spine Carapace makes playing even a Quinted Destroyer a no-win policy.

CHMD: She loses pretty hard to Rain of Fire, but if she gets Neurotoxin on you, your extra draws will be the end of you.

Voodoo: Small attacks mean not a lot of Voodoo injuries, and the chances that she'll stack some solid poison on you before the Doll hits and/or Mutate your Dolls when they do is pretty high. 

Skittles: Fireflies die to Spine Carapace like RoLs don't, so this is a probable lose for Skittles.

Pesty: Depends on if Spine Carapace drops before quanta-lock happens.  I'm guessing 50/50.




Title: Re: False God Competition: Adaptation
Post by: Spherical on January 26, 2011, 12:08:39 am
Viri
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The daughter of Scorpio, Viri, has decided to prove herself as a worthy Empress of Death by fighting all who opposes her. With her trusty scorpions that adapts to any enviroments, she will use ANYTHING and everything to spit poison on her enemies' wounds.

The deck itself is quite self-explanatory.

Link: http://elementscommunity.org/forum/index.php/topic,20266.new.html#new
Title: Re: False God Competition: Adaptation
Post by: sebysebyseby on January 26, 2011, 02:16:34 am
Aqueous
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Aqueous. With the ability to get around various obstacles, this deck has a fitting name. Tears lead to nymphs, and nymphs make more nymphs and so on. The various nymphs that are created specialize in all kinds of defences; Speed, attack buffs, creature control, and healing. Like a small river, it will gradually build and will be very hard to stop if it grows too big. However, this deck can be taken out with a really fast rush, crowd creature control, or cards such as quicksand. This deck is more adaptive to the types of creatures opponents can play, but not so much the permanents.

Link: http://elementscommunity.org/forum/index.php/topic,20273.msg275042#msg275042
Title: Re: False God Competition: Adaptation
Post by: Jappert on January 26, 2011, 08:44:41 pm
Mutualism
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Mutualism is the way two different organisms co-operate to increase their chances of survival. They have adapted to eachothers presence and work together in perfect harmony. In this case we're talking about a mutualism between air and light, the co-operation is obvious and it benefits both elements perfectly. Mutualism is a way for nature to adapt to a new/changing environment. The essence of light and air have found eachother and team up against everything that stands against them.

This FG is based on raw power, combined with a very nasty nuke. You will need to build up your defenses since this FG will strike you hard if you don't. The absence of PC is what should make him balanced. Also I was hoping to make web more usefull, it's a very underused skill but it's actually very usefull (not essential) versus Mutualism.
A great way to counter Mutualism would be Antimatter (possibly combined with Liquid shadow). Any deck that set's his defenses up very slowly will have problems. Perhaps this FG would bring back the more CC based decks. (as opposed to damage/stall based rainbow decks)

Link: http://elementscommunity.org/forum/index.php/topic,20292.0.html
Title: Re: False God Competition: Adaptation
Post by: TombSimon on January 26, 2011, 08:46:21 pm
DRAKE
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NOTE: this is the ENTIRE deck, it's not doubled. It's meant to be only one of each dragon.

In the morning of time he appeared, Drake, Father of All Dragons. He forged the Dragons from nature, one by one, expanding his breed. 12 Dragons were his children. 12 Dragons departed to different parts of the world. 12 Dragons adapted to their new home, tweaking their powers to fit new environments. 12 Dragons became more, and 12 Dragons grew old.
  Now, ancient Drake has exceeded the bond of mortality and become as immortal as a mere god. Though still alive he had long been forgotten, since the stock of his worshippers had suffered extinct. Old and left, Drake decided to take his revenge. He called back his children; the 12 ancient Dragons, eldest of all dragons. They had become so different, but together they formed a strong and unbreakable alliance – an army for the Father of All Dragons to harass and raid the mortal lands.
  Now he rages war from the sky. You know he is coming, born aloft by his mighty wings, when the first arrows from his immense arsenal of bows start hitting the ground. In a moment the sky will be filled with an array of different Dragons, blitzing across heavens in an unstoppable charge, destroying everything!
  Drake, the Father of All Dragons, is soon to be remembered anew.


Drake is a False God with a charge deck; he might not play any cards except for his Towers, flying Eagle's Eye and shield in the first many turns. Then suddenly, dragons drops out of his hand, their Attack doubled, and destroys you in one or two turns.

Title: Re: False God Competition: Adaptation
Post by: TimerClock14 on January 26, 2011, 10:54:29 pm
Xyosis     Pronounced: Za-I-yo-sis
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Xyosis is a name derived from the word symbiosis, meaning a close association of animals or plants of different species that is often, but not always, of mutual benefit. Most of these relationships develop over time and are considered biproducts of the theory of Adaptation.
The different species would be the Otyughs and the Minor Phoenixes; also in the equation are Deathstalkers. These three creatures live symbiotically in this deck in such a way that it creates a near perfect synergy when Soul Catcher is involved. The Otyughs nom on the Minor Phoenix which can revive the next turn and at the same time, fuel Soul Catchers and get out some unstoppable deathstalkers for poison damage.
Title: Re: False God Competition: Adaptation
Post by: Glitch on January 27, 2011, 01:54:40 am
Dashing Swordsman (http://elementscommunity.org/forum/index.php/topic,20336.0.html)

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You know, people are always impressed if you can wield a sword.  Fancy tricks an illusions and parries and stabs and leaps and lunges.  The ladies swoon.  Now, there's a rare... rare man, a man who can use two swords.  Now, his tricks aren't necessarily as flashy, but their twice as deadly.  But me?  I wield /all/ the weapons.  Sometimes I wield two of the same one, sometimes I don't grab one at all.  It really depends what cashes my fancy.

Oh, and ladies?  I'll go easy on you.

--

The point of this god isn't for the god to adapt to you, quite the other way around, actually.  He'll get a different set up every game, and it's up to you to deal with it.  Good luck!
Title: Re: False God Competition: Adaptation
Post by: killsdazombies on January 27, 2011, 03:40:46 am
Morphine
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Title: Re: False God Competition: Adaptation
Post by: Kakerlake on January 27, 2011, 04:52:54 pm
Mjöllnir (click me) (http://elementscommunity.org/forum/index.php/topic,20363.0.html)
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Mjöllnir (http://en.wikipedia.org/wiki/Mj%C3%B6lnir), is Thor's hammer, created by dwarves. This hammer was always as big as Thor wanted it to be and could strike as hard as Thor intended to and whenever it is thrown, it never missis its target and will always return.
It is also said that Mjöllnir is a hammer made of Lightning.


Mjöllnir will use its Titans to crush the opponent and whenever he has Quanta over, he'll throw one in your face. Lightning will strike any opposing creature or Mjöllnirs opponent if he feels like it.

His strengh is that he renders any shield useless and will keep clobbering you down no matter what you do.

His major weakness is, that he is controlled by the AI. So he won't try to kill you by throwing multiple Titans at the same time but throws them as he get's the chance to.
Continous healing (SoG, Bonds + Tough Creatures || Cells) will pretty much cause Mjöllnir to waste all his efforts.
Title: Re: False God Competition: Adaptation
Post by: Wizardcat on January 27, 2011, 07:10:13 pm
Vortex (http://elementscommunity.org/forum/index.php/topic,20369.0.html)
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Vortex uses a water-based rainbow. Physalia, Steam Machine, and Forest Spectre are the main sources of damage, all kinds that build up over time; you're getting sucked in by Vortex, and you're about to circle the drain. To aid in that goal, it carries Unstoppable and Butterfly Effect to deal with your defenses that would halt its flood of damage. Poseidon adds to the damage while severing the flow of quanta and Ulitharid makes you wave good-bye to your abilities while it chips in, too. Shockwave and Rewind halt the tide of enemy creatures, Cloak and Mirror Shield defend Vortex and his creatures.

Vortex has adapted to deal with you.

Vortex displays the versatility of both Water and Rainbow decks and is capable of dealing with a variety of decks. Every type of quanta can be used.

In terms of weaknesses, Vortex has no means of healing, dealing with immaterial creatures, and will be slow to begin.

---

Wish I could have put Toadfish in.
Title: Re: False God Competition: Adaptation
Post by: suxerz on January 27, 2011, 08:01:16 pm
The Aquanaut
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By creating his own environment (Inundation), The Aquanaut is able to adapt in most situations. Living underwater enhance his constitution to the maximum (Granite skin and Miracle). Swarm of luminous water creatures (Luciferin) fighting alongside immortal soldiers also provides a decent chance to create an almost complete invulnerability (Hope). Easily establishing his own comfort zone, The Aquanaut does not need any other control (no direct CC or PC), which in fact could be his main weakness.

The idea is of this FG is not how The Aquanaut is able to adapt to his opponent, but how well can the opponent adapt to the new environment.

LINK (http://elementscommunity.org/forum/index.php/topic,20372.0.html)
Title: Re: False God Competition: Adaptation
Post by: icybraker on January 31, 2011, 12:40:28 am
Zeus click for link (http://elementscommunity.org/forum/index.php/topic,20546.msg278714#msg278714)
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This 88-card deck embodies the very image of Zeus. As the lord of all Greek Gods, he lives in the sky and favors thunderbolt attacks, exemplifying the elements of :air and :aether.
His wicked attacks are coupled with the fact that he is immortal. This is the central theme of this deck: a powerful, crushing attack out of the blue coupled with an evasion of damage.

Damage is primarily obtained by the Ball Lightning-Fractal-Sky Blitz combo. When these 3 key cards are held and may be used, it's time for murder.
Ball Lightning normally does 5 damage; when Sky Blitzed, it does 10 damage. After Fractaling this free card, you obtain many Ball Lightnings, each doing 10 damage each.
As little as two of these ferocious "lightning blitz" attacks can finish off the opponent. Other sources of damage include the Owl's Eyes or the Spiders.

Adaptation comes in when Zeus feels like going on the defensive.
He uses his Spiders to wrap up the opponent's Flying creatures (or his Owl's Eyes to kill them), then plays his Wings, making him impervious to damage.
In this way, Zeus can adapt well, striking when the opponent is weak and shielding himself when the situation calls for it.
Title: Re: False God Competition: Adaptation
Post by: Dragoon1140 on January 31, 2011, 02:29:11 am
Icybraker, be sure the mark to your submission deck is "Air" and not "?"

Everybody else, we're looking at some fantastic submissions to far, keep it up!
Title: Re: False God Competition: Adaptation
Post by: icybraker on January 31, 2011, 02:30:57 am
Icybraker, be sure the mark to your submission deck is "Air" and not "?"

Everybody else, we're looking at some fantastic submissions to far, keep it up!
Fix'd. Thanks!
Title: Re: False God Competition: Adaptation
Post by: DrunkDestroyer on January 31, 2011, 03:50:31 am
Renaissance
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Someone mentioned something about wanting a Dune Scorp deck in chat. I was tired of all the lame Crusader/Mindgate decks, so I made another idea (still managing to sneak in a Crusader)
Also, we get some adaptation coming in. We aren't allowed to use new cards apparently, but that's ok. This god likes rewinding skeletons, because they look cooler in his hand. Till the next patch anyway. No new mechanics here. None at all. Also, you're probably going to be adapting too, with those neurotoxin counters on you.

Ok, so the deck doesn't really have a central strategy. Play Scorps, Bless them. Play skeletons/mummies. Rewind them. Luciferase adds some light quanta, and will give this a weak little hope shield. A false god was eventually going to have one, be lucky this one is weak, and the creatures you get won't be guaranteed to be luciferase-friendly. Eternities are the only control in this deck. However, I would advise not using discords against this deck. The creatures he gets will have some abilities, and you wouldn't want to feed those creepy crawlers that will come. It's not Osiris, but it'll do some damage. The sundials and hourglasses will help this FG speed through his deck, since he may need a little push in the right direction.

The name means Rebirth, or born again. Think about it. It's also a new way of doing things in terms of history, and adding some innovation, and doing things when new techniques and strategies are available to you.


http://elementscommunity.org/forum/index.php/topic,20554.msg278866#msg278866
blarg: