![]() | Its 6 :air casting cost means you can get it out by turn 4 if you get a 2 pillar start, and turn 3 if you get a 3 pillar start. This means a turn faster than pre-buff. Its 3 attack is perfect for Adrenaline, a Life card. Its 7 HP makes it a resistant creature, as it takes 2 shots of CC to decapitate the Queen. Its 2 :life skill cost means you only need a Firefly and a Rustler to power one indefinitely. | ![]() | This is the quanta converter, but also the weakest link. Its 1 :life casting cost can be powered via Mark alone. Its 1 HP is very fragile, and so it is important for the deck's survival. Its skill can be used multiple times per turn, so only one is needed on the field. Hold the rest on the hand in case the Rustler on the field is killed. |
![]() | This is your main soldier, and also your quanta producer. Its 3 attack is perfect for Adrenaline, and it will generate 4 :light with Adren. Its 2 HP is very fragile, yes, but it comes in large numbers, making only mass CC effective against a swarm of Fireflies. Its skill can power a Firefly Queen indefinitely, if in tandem with Rustler. | ![]() | This is the Mark of choice for Firefly Queen decks. It produces 1 :life every turn, which means with no denial and with optimal draw, it will produce 3 :life when the Firefly Queen is ready to start the combo, which is just enough to power its skill once and to play a Rustler. This Mark can't be replaced by any other Marks without changing the core strategy. Some decks might opt for Air Mark and use pendulums instead of Rustler for the deck, but that's an entirely different story. |
![]() | Basically a cheaper SoG which occupy weapon slot and can attack. Can be gotten out pretty fast, and can get you far enough. Generally needs other stall cards to be effective. | ![]() | Comes pre-EAed, which is very useful. Reflects spell damage, which means no bolt and no Psion. Upgraded, it blocks 2 points of damage per creature, which is a large improvement. |
![]() | A powerhouse for your low-on-damage attackers. Pretty slow, thus is limited to midgame. Comes pre-EAed. No need to worry about PC. | ![]() | Arguably the best shield for FFQ decks. This shield comes pre-PAed, and it can block damage as many as healthy Fireflies on your field. Expensive, so you need lots of Fireflies first on the field. |
![]() | The most versatile weapon, this weapon uses :air quanta which is otherwise wasted. Also act as CC, which this deck lacks. Decent damage, though a bit expensive. | ![]() | Dirt cheap and effective shield for faster decks. This shield can stall on its own, though a few healing cards to help healing damage which passed through is recommended. Uses :air which is only used for FFQ aside from other Air support cards. |
![]() | Only use this if you're desperate or haven't found any other weapons. 3 damage for 1 :rainbow, not too bad, though you can use the slot for something better. Upgraded it becomes 6 attack for 1 :rainbow, decent enough to warrant its place. | ![]() | Pseudo-Dim Shield for extended duration. Best coupled with OE to shot down passing creatures. Needs a few slots in the deck to be effective. |
![]() | With Mark of Life, this heals 5 HP per turn. Slightly cheaper than Empathic Bond, for less effect but faster casting. Can be paid in :rainbow, which means you can convert :light to double :life to pay this. | ![]() | Slightly less expensive than Sanctuary (5 :life = 2.5 :light) for greater healing. Since FFQ deck is a swarm-type, this can be used to provide massive healing. Rather slow compared to SoG, but with greater effect. |
![]() | Allows for critical strike, which is 50% more attack and ignore shields. Also allows for evasion, which negates opponent's targetting. Rustler, unfortunately, can't evade. 25% chance to both critical and evasion, stacks linearly with each shards. | ![]() | Slightly more expensive than Empathic Bond (4 :light = 8 :life) for protection against denials. Heal 4 per turn, which is less than SoG. But at least Sanctuary is not a rare card. Upgraded, it costs 3 :light, which can be gotten quickly (1 FF produces 1 :light, next turn FFQ summon 1 FF, 2 FFs produce 2 :light) |
![]() | Burst healing for low cost. This is better used in faster decks. For slower decks, use Empathic Bond instead. Allows for easier EM decks if coupled with appropriate shields. | ![]() | Despite its expensive cost, it is actually pretty easy to summon this. (10 :life = 5 :light) Also benefits from SoFr, along with every other creatures in the deck. 6 HP makes it stand two shots of CC, provided said CC is not Rage Elixir. |
![]() | Can quadruple damage output of Queen and Firefly. Can also quadruple Firefly's quanta producing. Combined with SoFr, this is a powerful combo commonly referred to as SoFrepi. | ![]() | Repeatable Adrenaline effect, though very hard to obtain. Is actually fairly cheap to play (8 :life = 4 :light) Repeatable Adrenaline can quickly win the battle against other stall decks. |
![]() | Very expensive, but worth every cents. Heal yourself to full-1 HP, which is almost equivalent to 5 Heals packed into 1 cards. Upped, it reduces the casting cost to 12 :light, which can be very helpful. | ![]() | Light's middle attacker, though can be quite expensive. Also airborne, therefore benefit from SoFr. Uses both :light and :air which are wasted in pendulum build. |
![]() | Instant CC as opposed to OE's one turn delayed. Not repeatable, thus making OE the better choice if you have it. Coupled with Wings, this can make a good stall. | ![]() | Almost not worth it unupgraded because of its casting cost. Upgraded, it also act as a Wind Pillar with 2 attack power. It also benefits from SoFr, both critical and evasion. |
![]() | The signature finisher card from Air element. Expensive, so use it only when needed. Critical Blitz can triple the attack power instead of double, and also ignore shields. | ![]() | Basically Pegasus with both casting cost and skill cost in :air. Real advantage over Pegasus is that it gains evasion under SoFr. Need more pillars to be used effectively. |
Throwing this out.Where did pendulums go?
Comments:
I don't feel miracles are that necessary. By the time you get that much :light either you're going to win already or you're going to lose already.
Sanct might be useful for denial protection, but comes out too late, and most denial is early game.
Shards. I don't really recommend shards. If you have so much shards, you can probably afford a better deck. Other than that, I wouldn't really advise shards (SoFre is great but costly) unless you either have some novas (In which case you can go down the path of creation of life or neo genesis) or more marks, such as in an arena deck. Unupped shards are too impractical, costly, and out of reach for newer players, especially since FFQ is a newer player deck.
You didn't mention Pegasus as a possible filler card. Not that great, but :light + :air synergy.
You should also update some non-rustler decks. Did you make them all yourself or took some from the forums?Added pendulum build for people to customize from my normal build.
Also, a deck with just 6 heals isn't an EM deck if it's not a rushy rush, and FFQs aren't suposed to be it (at least unupped). For an EM version, pack 1 heal, 1 Miracle and 3-4 Hopes or 1 Heal, 1 Miracle and tons of Sanctuaries.
As for FFQ/Shards, a deck with SoR and no :life at all is effective as hell. Just :air pilars, Shards, Hopes and shockwaves/sancts/miracles/anything you want
As another addition, I have seen FFQ decks with AdrenaDragonflies and sky blitz for the final (or not) hit. More CC dependant, but a simple deck with it can be a good inspiration for experimenters.
I don't feel miracles are that necessary. By the time you get that much :light either you're going to win already or you're going to lose already.Yes, Miracle is more of a "support" support card, like putting only 1.
Sanct might be useful for denial protection, but comes out too late, and most denial is early game.
Shards. I don't really recommend shards. If you have so much shards, you can probably afford a better deck. Other than that, I wouldn't really advise shards (SoFre is great but costly) unless you either have some novas (In which case you can go down the path of creation of life or neo genesis) or more marks, such as in an arena deck. Unupped shards are too impractical, costly, and out of reach for newer players, especially since FFQ is a newer player deck.
You didn't mention Pegasus as a possible filler card. Not that great, but :light + :air synergy.
I'd also recommend thorn carapace be an option. It can reduce damage indirectly with healing more than the other shields can. Blessing can also protect fireflies in the early midgame or help with a pegasus/wyrm finishoff.Carpace instead of Hope? o.o
High Priority:
Pillars/Pendulums: with these, you can get your Queen out in turn 2 with decent draw. Cuts the combo back a turn or two.
Dragonfly: for more aggressive decks with more attack and such. Replace the pillars and pendulums with these.
Short Sword: only if you use FFQ rush. Not worth it upgraded.
Sometimes, pillar/pend is better than Dragonfly when upped because of that extra :air which makes turn 2 FFQ possible. Pillar for speed, and Dragonfly for punch.QuoteHigh Priority:
Pillars/Pendulums: with these, you can get your Queen out in turn 2 with decent draw. Cuts the combo back a turn or two.
Dragonfly: for more aggressive decks with more attack and such. Replace the pillars and pendulums with these.
Short Sword: only if you use FFQ rush. Not worth it upgraded.
It should be Pillars/Pends/Dragonsflies since you don't need to upgrade both.
Also, I don't understand the part about the short sword. If it's not worth it upgraded, why is it here?
FFQ OTK, unmissableLol, but it would prolly be better to use a voodoo doll for that deck.
FFQ OTK, unmissableLol, but it would prolly be better to use a voodoo doll for that deck.
Yeah, we have been discussing about FFQ in the chat and I said it was OP because there is a FFQ OTK. The guys didn't belive me, so I made it just for the lulz :PSame as this (http://elementscommunity.org/forum/index.php/topic,30001) but with the creature switched, which is supposed to be the joke :PFFQ OTK, unmissableLol, but it would prolly be better to use a voodoo doll for that deck.