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Offline Chapuz

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472120#msg472120
« Reply #204 on: March 18, 2012, 09:17:31 pm »
Make a good PvP deck that counters itself.
Ohai poison dials with SoSac.
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Offline Gandora

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472122#msg472122
« Reply #205 on: March 18, 2012, 09:25:35 pm »
Make a good PvP deck that counters itself.
Sounds strange to me ;)

Except for deckout decks, I guess if a deck plays against itself then the winner depends on luck and speed?
I mean... who's gonna win, if two mono :aether face each other? Or two speedbows, pestal, fire rush etc. They're not really a "counter"
to itself but you can certainly play them.

At least, that's how I think of it, maybe I'm wrong ^^
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Offline eaglgenes101

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472151#msg472151
« Reply #206 on: March 19, 2012, 12:39:18 am »
Make a good PvP deck that counters itself.
Grabbow with black holes
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Offline Poker Alho

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472164#msg472164
« Reply #207 on: March 19, 2012, 01:53:32 am »
any versatile mono-gravity deck is its best counter

Offline Mathematistic

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472261#msg472261
« Reply #208 on: March 19, 2012, 09:40:04 am »
Speaking of grabbows with BH...

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5fc 5fc 5fc 5fc 5fc 5fc 6u5 6u5 6u5 6ve 6ve 6ve 6ve 74f 74f 74f 7dp 7dp 7dp 7dp 7dp 7dp 7mt 7mt 7mt 7mt 7mt 7mt 7n8 7n8 8pl


Phoenix counters wings, DBH counters cremation (tons of healing)

Edit: Also works with Golems and gemfinders, with 2 explosions subbing the wings. This way it has more speed.

I made so many cremation decks that I think they all deserve a thread... First, it's Phalanx :fire :death :time, a random :fire :air one, then a :fire :air :life one, then a :fire :death one, THEN a :fire :gravity :entropy one...
Fire goes with lots of elements by cremation. Still, it's not my favourite element... It's just that lava golems have unparalleled speed (and wee resilience) and can go with any other deck.
PVE shouldn't be all about copying a deck code and converting time into electrum, score, and potentially rares.
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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472367#msg472367
« Reply #209 on: March 19, 2012, 05:28:07 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.

Played - 6
Won - 4
EMs - 0
TTW:
6 - 2
7 - 2
TTW Average - 6.5

From my first few games, just to show what this deck is capable of. It is quite fragile but if it gets its combo off I think its one of the fastest HB decks.

Offline Poker Alho

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472372#msg472372
« Reply #210 on: March 19, 2012, 05:39:46 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.

Played - 4
Won - 3
EMs - 0
TTW:
6 - 2
7 - 1
TTW Average - 6.33

From my first few games, just to show what this deck is capable of.
nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses

Offline Mathematistic

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472373#msg472373
« Reply #211 on: March 19, 2012, 05:40:15 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.
I believe that GoTp Mitosis is done somewhere, but this is the first non-bow (quanta wise) version I've ever seen.
Anyways, take out the precogs and add hourglasses/golden nymphs. They latter is better than the former due to additional card draw+decent mitosis target.

nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses
GoTP is not airborne.
____________________________________________________________

I've done something like this back when the time I was a noob:

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74d 74d 77l 77l 7dm 7dm 7dm 7dp 7dp 7dp 7dp 7dr 7dr 7dr 7dr 7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7ju 7ju 7tg 7tg 7tg 7tg 7tg 8pt


Not optimised, just how I remember the deck was.

Now I would try this:
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6rq 6rq 6rq 74d 74d 77l 77l 7dp 7dp 7dp 7dp 7e4 7e4 7e4 7e4 7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7ju 7ju 7tg 7tg 7tg 7tg 7tg 8pt


Looks at those fire nymphs and you know that a randomly pieced it up with trainer.
PVE shouldn't be all about copying a deck code and converting time into electrum, score, and potentially rares.
If the only way to derive fun from a game is its PVP content, then non-hardcore players a.k.a. the mass are alienated from the hardcore community.

Offline Poker Alho

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472375#msg472375
« Reply #212 on: March 19, 2012, 05:50:19 pm »
You sure GotP is not airborne? damm someone tricked me then i saw someone posting in the SoFre thread about an awesome GotP deck lol

omg that second deck... looks awesome when it works, its a shame it actually needs almost all its cards to make that perfect combo :S

mrbarbarian

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472376#msg472376
« Reply #213 on: March 19, 2012, 05:50:58 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.

Played - 4
Won - 3
EMs - 0
TTW:
6 - 2
7 - 1
TTW Average - 6.33

From my first few games, just to show what this deck is capable of.
nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.
I believe that GoTp Mitosis is done somewhere, but this is the first non-bow (quanta wise) version I've ever seen.
Anyways, take out the precogs and add hourglasses/golden nymphs. They latter is better than the former due to additional card draw+decent mitosis target.

nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses
GoTP is not airborne.
I started with 5 of each GoTP, Mito and SoR but found my draw rate to be awful and it could take me 5+ turns to get 1 of each so I added 2 more SoR and GoTP, maybe taking out 1 tower, 5 precogs, 2 pends would give better ratios for draws of them. This deck is very simply a speed deck, the idea is to get that mitosis out t3 if possible which requires 2 pends on turn 1/2 in its current form. For this to happen consistently I went slightly heavy on pends as 1 tower, 2 pends gives you a turn 3 GoTP with potential to throw out mito+SoR turn 4 to start the damage. As maths said, GoTP isnt airborne, its passive is the obsession. The deck as it is is focused on getting the combo out fast with semi-reliable draws for both the 3 combo cards and the quanta production. My problem with nymphs/hourglasses is that if this is a 6/7 turn deck when it works, ive never had enough quanta for a nymph thanks to SoR/GoTP spamming. i think just taking it back to 30 cards would work best in terms of the precog/hourlgasses.

Offline mesaprotector

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472483#msg472483
« Reply #214 on: March 20, 2012, 01:53:36 am »
Random improvising ahead. General idea of these decks: Fractal small, fractal big.

Probably the most reliable of all of these, because Shriekers have the best cost/attack ratio.
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77e 77e 77e 77e 77e 77e 77h 77h 77h 77h 77h 77h 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 8pu

This one's been done before.
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7mt 7mt 7mt 7mt 7mt 7mt 7mv 7mv 7mv 7mv 7oe 7oe 7oe 7oe 808 808 808 808 808 80i 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 8pu

So has this one. It's called RoL-Hope. (The two dragons are to make it more interesting if you have lots of quanta.)
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7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7ju 7ju 7ju 7ju 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 8pu

A fire version, with Seraphs.
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7dh 7dh 7dh 7dh 7dh 7dh 7du 7du 7du 7du 7du 7du 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 81q 81q 8po

Rather slow Pestal with Gargoyles.
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7t6 7t6 7t6 7t6 7t6 7t6 7ta 7ta 7tf 7tf 7tf 7tf 7tf 7tf 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 8pt

A three-stage one - Damselfly, then Firefly, then MP.
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7ds 7ds 7ds 7ds 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7n4 7n4 7n4 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 8pu


The last of these gave me an idea for a pillarless AI-friendly deck (:fire doesn't come until late, so the AI can't waste cards).

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7dh 7dh 7dh 7dh 7dh 7dh 7dn 7dn 7ds 7ds 7ds 7ds 7ds 7ds 7mt 7mt 7mt 7mt 7mt 7mt 7n0 7n0 7n4 7n4 7n4 7n4 7n4 7n4 7n7 7n7 8pu

And a semi-variant with unupped Fireflies and :light .
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5ok 5ok 5ok 5ok 5ok 5ok 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7ju 7ju 7ju 7ju 7ju 7ju 7mt 7mt 7mt 7mt 7mt 7mt 7n0 7n0 7n7 7n7 8pr

Blue Ranger reporting, ready for teamwork and silly songs!

Offline furballdn

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Re: [group] The Elemental Engineers https://elementscommunity.org/forum/index.php?topic=36819.msg472487#msg472487
« Reply #215 on: March 20, 2012, 02:02:31 am »
I've done something like this back when the time I was a noob:

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74d 74d 77l 77l 7dm 7dm 7dm 7dp 7dp 7dp 7dp 7dr 7dr 7dr 7dr 7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7ju 7ju 7tg 7tg 7tg 7tg 7tg 8pt


Not optimised, just how I remember the deck was.

Now I would try this:
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6rq 6rq 6rq 74d 74d 77l 77l 7dp 7dp 7dp 7dp 7e4 7e4 7e4 7e4 7jp 7jp 7jp 7jp 7jp 7jp 7jt 7jt 7ju 7ju 7tg 7tg 7tg 7tg 7tg 8pt


Looks at those fire nymphs and you know that a randomly pieced it up with trainer.
You sure the second one has enough :fire?

 

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