Hover over cards for details, click for permalink
4vj 4vj 4vj 4vj 4vj 4vj 52s 52s 52s 52s 52s 5c7 5c7 5c7 5c7 5c7 61p 61p 61p 61p 61p 710 710 710 710 710 7hi 7hi 7hi 7hi 8pn
I once used adrenaline on a malignant cell and thought to myself, "Wow those cells stack up fast." so I built a deck then searched if the idea had been done before and found this. Hover over cards for details, click for permalink
4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 4vj 52s 52s 52s 5bs 5bs 5bs 5c5 5c6 5c6 5c6 5c6 5c7 5j2 5j2 5og 5rp 5rp 5rp 5rp 5rp 5rp 61p 61p 61p 61q 8pk
Not sure if mine is better or worse than the old one. It's faster but has no defense. Mine is more focused on adrenaline+cells+shard of patience which is why I'm posting it. It's a meh grinder and is meant for fun but I still want it to be as effective as it can be while displaying the strategy proudly.
Cool idea in principal.
needing 4 out of 6 novas to play Adrenaline makes this awful, but the idea stands.
I do not think that managing this tactic unupgraded would work, due to needing 4 life, 6 death and 3 water to even hope to make the combo.
Upgraded could look like this (should be tweaked, drew up in about 3 mins):
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6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 71c 71c 71c 71c 7an 7an 7an 7an 7hi 7hi 7hi 7q9 7q9 7q9 7q9 809 809 809 809 8pk
[small-ish necro? -- hopefully this is an excusable case relating to tasks I am tackling for Phase 1 of 10th Trials of Death]
This thing is decent fun - for a player that did FG grinding before the days of Firecell, such as I am. JCJ, you have some good ideas and I would concur that upgraded is the way to go to make it really "functional".
Other than they play for free and hit for 5|0, I'm not sure Ball Lightning is the only "best choice" here. I've modified to use Ray of Lights in place of the Ball Lightning (JCJ's version) which has helped in a few situations where I was seeking Supernova (they are not a mulligan-trigger!) and the RoL gave me :light quanta to use on a Sundial or two to draw into a Supernova.
The trade off being -4 attack value but this only comes into play if you were getting to leave a BL in play anyways (I have not found myself with extra RoL on the board for this to hurt the deck's attacking).
Hover over cards for details, click for permalink
6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 71c 71c 71c 71c 7an 7an 7an 7an 7hi 7hi 7hi 7jp 7jp 7jp 7jp 7q9 7q9 7q9 7q9 8pk
As I try to do every time I do deck posts on the forum, here are some in-action final winning turn screenshots:
Against AI3:
(http://i.imgur.com/bpDtWY9.png)
Against Bronze:
(http://i.imgur.com/TUk6L4f.png)
Agasint Plat (albeit a weak Plat opponent...):
(http://i.imgur.com/56aZ87i.png)
[small-ish necro? -- hopefully this is an excusable case relating to tasks I am tackling for Phase 1 of 10th Trials of Death]
This thing is decent fun - for a player that did FG grinding before the days of Firecell, such as I am. JCJ, you have some good ideas and I would concur that upgraded is the way to go to make it really "functional".
Other than they play for free and hit for 5|0, I'm not sure Ball Lightning is the only "best choice" here. I've modified to use Ray of Lights in place of the Ball Lightning (JCJ's version) which has helped in a few situations where I was seeking Supernova (they are not a mulligan-trigger!) and the RoL gave me :light quanta to use on a Sundial or two to draw into a Supernova.
The trade off being -4 attack value but this only comes into play if you were getting to leave a BL in play anyways (I have not found myself with extra RoL on the board for this to hurt the deck's attacking).
Hover over cards for details, click for permalink
6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 71c 71c 71c 71c 7an 7an 7an 7an 7hi 7hi 7hi 7jp 7jp 7jp 7jp 7q9 7q9 7q9 7q9 8pk
As I try to do every time I do deck posts on the forum, here are some in-action final winning turn screenshots:
Against AI3:
(http://i.imgur.com/bpDtWY9.png)
Against Bronze:
(http://i.imgur.com/TUk6L4f.png)
Agasint Plat (albeit a weak Plat opponent...):
(http://i.imgur.com/56aZ87i.png)
rob, it needs to be Ball Lightning, because if you have a SoP in play, and play a RoL with an Aflatoxin, it will not die. Ball lightning will.
Here a version that uses singularities as fodder instead:
Hover over cards for details, click for permalink
6u3 6u3 6u3 6u3 6u3 6u3 710 710 710 710 710 71c 71c 71c 71c 7ac 7ac 7ac 7am 7am 7am 7am 7an 7an 7ee 7ee 7ee 7ee 7hi 7hi 8pj