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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg372044#msg372044
« Reply #60 on: July 27, 2011, 02:25:51 am »
Firstly, I'd like to say that Cavemen on fire! ug. is a great name.
I would even go so far to suggest quick improvements to it, maybe Ug the Caveman is on fire, or Ug(gh)! Caveman on fire! (Because Ug, UG, yeah, funny).

In terms of the deck itself, it seems pretty solid. I would drop a photon, since you can immolate phoenixes anyway, and from that add a vampire dagger. (Lots of excess nova ish quanta)
A pillar/pend split is just one of those things that helps 1/100 games, but it might as well be done.

Something else to look into, which I would suggest is dropping the photons for damselflies, now that they have been buffed and all. Slightly slower, but it gives you much more long term quanta, and you risk bad draws less.
I also have 2 less pillars in my version, because of the damselflies (chosen to use 6). The replacements were minor, fog shield and vampire dagger, both which slow the game down, hopefully enough for you to get your attack in.

The deck below shows 3 unstable gases being upped, just ignore that, turns out I only have 3 unupped unstable gases (Easy win Oracle Octane deck :) ).
Hover over cards for details, click for permalink
Deck import code : [Select]
5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5od 5og 5om 5om 5om 5ur 7n6 7n6 7n6 8pr


Should be a decent improvement. Good luck with it

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg372172#msg372172
« Reply #61 on: July 27, 2011, 11:56:00 am »
Code: [Select]
712 712 713 713 713 713 713 713 715 715 71a 71a 71d 71d 71d 71d 71d 71d 71f 71f 71f 71f 71f 71f 809 809 809 809 809 809
upped death rush deck help.
first of all ,i'm a sucker for mono death rushes, but lets get to the point.
you rely too much on the soul catcher + BL combo, yes  with a good draw you get to knock down every one with super speedy draw, but honestly..
you lose more than you gain with using these instead of towers, with towers, you can draw out a spider right away, and not get chained by the combo, if you draw too much SC and no BL, you're stuck for many turns untill you'll draw a BL , untill then , you'll get super rushed and wont be able to do anything.
remove all BLs and SCs , add towers and pendulms [ split against EQ ] , kick out the retrovirus , and add few deadly poisons, and you get a classic but  very effective upped death rush.
you can always replace the shields for more poisons if you want to be more aggresive, i'd recommend that actually , but i already told you what you need to fix, and from that, you chose how the edit the deck with your taste.

this is deck is very deadly and fast,  i really love it , one of the best monos out there :
Hover over cards for details, click for permalink
Deck import code : [Select]
710 710 710 710 710 710 710 710 710 710 713 713 713 713 713 713 715 715 718 718 718 718 718 71a 71a 71d 71d 71d 71d 71d 8pk

:death Trials 4# Blonde too strong.
Team :death War - 1st place

CL 2/2014 1713 points, 1st place.
Team Air War 9#  :air :air :air

Offline Djhopper :)Topic starter

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg376447#msg376447
« Reply #62 on: August 06, 2011, 05:40:10 pm »
Half blood super vamps is quite similar to a deck used in war 3 by Team Darkness. We called it "Adrenavamps". Quite a simple name based off the cards the deck has.

However, there are multiple flaws in the deck. For one, your damage is extremely fragile. 3/3 creatures are very weak and vulnerable to creature control. The combo is also hard to initiate. You need a minor vampire, enough quanta to adrenaline, and nightfall for optimum efficiency. To relieve the fragility that the deck has, you can insert cloaks into it. Cloaks will protect your creatures from creature control for 3 turns, besides from area of effect cards (Rain of Fire, Pandemonium, Lightning storm, Plague, etc.). You can also use dusk mantle as a shield, as the current deck is usually somewhat tight on life quanta. Thorn Carapace is also a very slow shield to bring out, since you will want to bring out your adrenavamps combo first.

Here is a sample deck based on my suggestions:
Hover over cards for details, click for permalink
Deck import code : [Select]
5c7 5c7 5c7 5c7 5c7 5c7 5uk 5uk 5uk 5uk 5uk 5uo 5uo 5up 5up 5uq 5uq 5ut 5ut 5ut 5ut 5ut 5ut 5v2 5v2 5v2 606 606 606 606 606 606 606 8pn
I like cloaks... Will modify to fit them in. I will probobly drop shields altogether and focus on the combo because that alone is enough to keep you alive in most situations. Thanks for the help.

Firstly, I'd like to say that Cavemen on fire! ug. is a great name.
I would even go so far to suggest quick improvements to it, maybe Ug the Caveman is on fire, or Ug(gh)! Caveman on fire! (Because Ug, UG, yeah, funny).

In terms of the deck itself, it seems pretty solid. I would drop a photon, since you can immolate phoenixes anyway, and from that add a vampire dagger. (Lots of excess nova ish quanta)
A pillar/pend split is just one of those things that helps 1/100 games, but it might as well be done.

Something else to look into, which I would suggest is dropping the photons for damselflies, now that they have been buffed and all. Slightly slower, but it gives you much more long term quanta, and you risk bad draws less.
I also have 2 less pillars in my version, because of the damselflies (chosen to use 6). The replacements were minor, fog shield and vampire dagger, both which slow the game down, hopefully enough for you to get your attack in.

The deck below shows 3 unstable gases being upped, just ignore that, turns out I only have 3 unupped unstable gases (Easy win Oracle Octane deck :) ).
Hover over cards for details, click for permalink
Deck import code : [Select]
5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5od 5og 5om 5om 5om 5ur 7n6 7n6 7n6 8pr


Should be a decent improvement. Good luck with it
Nice, it seems very good, apart for that sometimes you may have to not immolate when you could so you have quanta for UG's. Then again you only really need UG's for the finish so it might be fine? Another possible problem is that you lose the ability to get damage on the first turn. Again, thanks.

Code: [Select]
712 712 713 713 713 713 713 713 715 715 71a 71a 71d 71d 71d 71d 71d 71d 71f 71f 71f 71f 71f 71f 809 809 809 809 809 809
upped death rush deck help.
first of all ,i'm a sucker for mono death rushes, but lets get to the point.
you rely too much on the soul catcher + BL combo, yes  with a good draw you get to knock down every one with super speedy draw, but honestly..
you lose more than you gain with using these instead of towers, with towers, you can draw out a spider right away, and not get chained by the combo, if you draw too much SC and no BL, you're stuck for many turns untill you'll draw a BL , untill then , you'll get super rushed and wont be able to do anything.
remove all BLs and SCs , add towers and pendulms [ split against EQ ] , kick out the retrovirus , and add few deadly poisons, and you get a classic but  very effective upped death rush.
you can always replace the shields for more poisons if you want to be more aggresive, i'd recommend that actually , but i already told you what you need to fix, and from that, you chose how the edit the deck with your taste.

this is deck is very deadly and fast,  i really love it , one of the best monos out there :
Hover over cards for details, click for permalink
Deck import code : [Select]
710 710 710 710 710 710 710 710 710 710 713 713 713 713 713 713 715 715 718 718 718 718 718 71a 71a 71d 71d 71d 71d 71d 8pk

Yes, I know what a standard mono-death looks like. This deck is more fun, and still almost as effective. Bad draws are rarer than you'd suppose.



Offline Djhopper :)Topic starter

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg379896#msg379896
« Reply #63 on: August 13, 2011, 05:25:02 pm »
Added new deck: Time-bow Revamped (PSN-SPEED)

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg381162#msg381162
« Reply #64 on: August 17, 2011, 08:20:09 am »
On the time-bow i would run -1 adrenaline as it seems there is only one creature that would be effective with it. I would take an extra graboid instead

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg381222#msg381222
« Reply #65 on: August 17, 2011, 01:50:44 pm »
On the time-bow i would run -1 adrenaline as it seems there is only one creature that would be effective with it. I would take an extra graboid instead
Na, adreni-vader-sader/shrieker is pure ownage. Also, it uses up life quanta.

EDIT: Check out the new format! I catagorised all my decks, And made it look fancy :P (See OP)

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg382083#msg382083
« Reply #66 on: August 19, 2011, 12:19:06 pm »
BUMP! :P

Added a new platimum deck that's just won 5-in-a-row!

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg384509#msg384509
« Reply #67 on: August 25, 2011, 09:40:52 am »
Nice decks! I'm going to use the phoenix/ug deck for PvP1 today :). This also explains exactly what deck I lost to earlier last week.... grr...
Cool; how's it doing against the rushy-ness of PvP?

EDIT: Added the arena-EM-ing deck I am enjoying at the moment!

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg384649#msg384649
« Reply #68 on: August 25, 2011, 05:12:48 pm »
Nice decks! I'm going to use the phoenix/ug deck for PvP1 today :). This also explains exactly what deck I lost to earlier last week.... grr...
Cool; how's it doing against the rushy-ness of PvP?

EDIT: Added the arena-EM-ing deck I am enjoying at the moment!
It works well but immo decks kill it. It trumps darkness though. Not that I know that from a personal loss or anything... :(

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg386924#msg386924
« Reply #69 on: August 30, 2011, 10:32:59 pm »
The Half Blood Super Vamps deck you posted appears to need one slight change of -2 pendulum +1 darkness pillar +1 life pillar to have optimal quantum generation. I also kept getting bad draws of either 2 pendulums or 7 pendulums in trainer. Ironically I had chosen to try it out with 10xquantum when I got the 7 pendulums for the first time lol.

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg387031#msg387031
« Reply #70 on: August 31, 2011, 06:53:16 am »
The Half Blood Super Vamps deck you posted appears to need one slight change of -2 pendulum +1 darkness pillar +1 life pillar to have optimal quantum generation. I also kept getting bad draws of either 2 pendulums or 7 pendulums in trainer. Ironically I had chosen to try it out with 10xquantum when I got the 7 pendulums for the first time lol.
Why?

Also, now you mention it I've been using a mod of super-vamps in PvP: Will post ASAP :)

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Re: Djhoppers "decks-in-progress" https://elementscommunity.org/forum/index.php?topic=27783.msg387112#msg387112
« Reply #71 on: August 31, 2011, 10:57:45 am »
Had said that because if you input the deck into the quantum index your quantum on either side is off by a little bit. Inputting just those 2 pillars increases the defense against earthquake/quicksand and it also increases quantum generation for each element.

 

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