2) I have a friend named Tyler Tian (his IGN is lightdragon), and his deck is built on the motto, "if you have offence, then screw defence", and he's the powerfullest Elements: The Game player in my Jr. High School, so when I was making these decks, I thought, "screw defence, if you have offence", and built the decks trying to go full-offence.
Powerfullest Elements: The Game player in your Jr. High School, huh? Well, I guess we all should bow down to Tyler and worship him as our Elements God. As Chapuz said, you need to be a speed demon to be able to screw defense, and Fractal decks need an underlying, effective strategy because they are somewhat slow-ass.
Air: Fractal Dragonfilies=>Azure Dragons=> Maybe Sky Blitz?
Earth: Fractal Gnome Riders =>Titanium Shield =>SoP=> Stone Skin trolling?\
Just some ideas.
Hm...yes, you speak logically. Your ideas are good ones, but remember: there's only 8 pillars for the the element of the deck you choose, so maybe add some more pillars or pendulums, too?
Just some thoughts.
Why play 6 fractals 4 would be enough in most decks.
And in the fire version try to switch to mark of earth and in the water switch to mark of wind.
And if you want to show the use of a card try to show it in different situations with different quantacost cards and so on. Maybe with 2 choices for example in the aether deck try to play 2 psions instead of 2 spiders. Otherwise nice idea.
I placed 6 Fractals in just to increase the chance of you getting it, but yes, I suppose lowering it to 4 is good, as it allows room for other cards, too.
Switching the marks for the Fire Version and Water Version is smart. I don't feel like going back to make the edits, but by all means, these are deck ideas, so go ahead and make tweaks to them!
Not really usefull, most decks will probably not even beat Ai 3
make decks like Chapuz did
These are deck ideas. Like in real life, the good stuff (like iPads, for example) are born from simple ideas (like electricity, which powers iPads). These decks may not be good right now, but let your imagination blossom, and feel free to make tweaks to these decks, if you wish to use them.
TTW is turn-to-win. In the unupped environment, rushes take between 6 and 7 turns to win.
Pendulums don't give you random quanta, so they don't screw you when you need an element and give you the other one. They alternate: 1 turn Mark and the next one the pends element, and the next one the mark's element again.
Well, they added Pendulums to the game for a reason. If you use this deck idea, feel free to change the pillars to pendulums. I'm just a bit too lazy to go back and re-edit the decks.