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thewisewon

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The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg353598#msg353598
« on: June 19, 2011, 02:55:40 pm »
This deck is ment to stop you from using anything, and hit you constantly throught. The nightmare is used with the shreaker, as it's gonna be difficult for your opponent to use it, the devourers pay for themselves, but it's a little inconsistant, care to help me???

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58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 591 591 591 591 591 593 593 593 593 5um 5um 5um 5um 5um 5up 5ur 5v1 5v1 5v1 8pt



thanks in advance ~wise

Offline venumuse

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg353603#msg353603
« Reply #1 on: June 19, 2011, 03:28:07 pm »
maybe when when i gas you too much you will understand this is a bad deck  :P

thewisewon

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg353604#msg353604
« Reply #2 on: June 19, 2011, 03:29:10 pm »
just coz it beat you, any fixes??

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg353653#msg353653
« Reply #3 on: June 19, 2011, 05:37:34 pm »
Less Nightmares, more Pillars.  With 55 casting cost in :earth cards, you should have about 11 Earth Pillars.  Nightmares, on the other hand, lose some functionality each time you cast them, so you only need 3~4.
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thewisewon

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg353676#msg353676
« Reply #4 on: June 19, 2011, 06:51:31 pm »
i've made my changes, but it's a bit slow starting, any suggestions???

would a gravity variant work for this?? something like gravity and earth. Using earthquakes and black hole?

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg372544#msg372544
« Reply #5 on: July 28, 2011, 07:34:09 am »
Black Hole won't be as effective against monos, but it can devastating when used against Rainbows. Also, by using Gravity, you get the benefit of using Pulverizer to use to get rid of annoying permanents.

Here's a deck that could be a Gravity variant of the deck:
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55q 55q 55q 55v 55v 55v 58o 58o 58o 58o 58o 58o 58o 58o 58v 58v 591 591 591 593 593 593 593 596 596 596 5aa 5aa 5aa 5aa 8pl


Wardens destroy any creatures your opponent can play with Momentum, Earthquakes get rid of pillars, Pulverizer stops any lose permanents, and Black Hole can get rid of excess rainbow quantum and heal you in the process. Take note that since Black Hole can be situational when you don't know what opponent you will face, you can replace them with other cards - one possible mod could be -3 Black Hole, +2 Pendulum, and +1 Pillar/Pulvy/Shrieker, based on what floats your boat.

One other alternative build would be to add Otyughs - they can combo with Momentum'd wardens to lockdown on creatures even more, or you can replace the Wardens with Plate Armor for anti-CC and quickly buffing the Otys.

With your darkness build, you probably can't make many more changes since it's already pretty well built - you could try switching out some EQs for steals to give your darkness quantum more use. Another alternative is to switch the Shriekers for Golems - they're slower but beefier, and if you do switch them in you can take out some Earth pillars out as well to add some other cards (or you could try for a mix of Golems and Dragons.)

Best of luck in your deckbuilding!

Offline Kakerlake

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg372588#msg372588
« Reply #6 on: July 28, 2011, 12:11:46 pm »
The core idea of your deck is Devourers + Earthquake to stop your opponent. So the first thing I'd do is to have 6x Devourer and 5x Earthquake in your deck. 6x EQ would be just overkill and clutter your hand when there are no more pillars left to destroy.
The current problem with your devourers is, that they are too slow. They pay for themselves, but it is taking forever for them to do so. So in order to support them you will need either earth Pendulums, or a more Darkness heavy splash with Darkness Pillars.

Here's a version with Pendulums, this ensures that you can play your Earthquakes and devourers early.
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58o 58o 58o 58o 58o 591 591 591 593 593 593 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5ul 5ul 5um 5um 5um 5um 5um 5um 5uo 5up 5ur 8pt


  • - 2 Shrieker + 2 Black Dragons
    You will have excess Darkness Quanta and less Earth Quata when adding Pendulums, so you will have to fix your Quanta usage as well.
  • - 3 Nightmare
    Nightmare is funny in use, however it is countered by your own strategy. You want to deny your opponents quanta, so his hand gets filled. If this works, Nightmare is mostly useless.
  • + Devourer + Earthquake + Dusk Mantle
    The Devourer and Earthquake are your core strategy as mentioned above, so having them as much as possible is needed. The Dusk Mantle is there as a fail save, to let you survive much longer if your opponent manages to play some creatures. It isn't neccesairy though and can be replaced with either Steal, Gargoyle, Liquid Shadow or whatever you feel like.
  • - 6 Stone Pillar + 6 Earth Pendulum
    This is what we've been aiming for. Pendulums will give you Earth quanta in your first turn, allowing you to cast Earthquake on the first Pillars. In the next turn you will recieve Darkness quanta to play the Devourers, which will suck up anything that is left.

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg372731#msg372731
« Reply #7 on: July 28, 2011, 04:40:40 pm »
Kaker has done an excellent job going through how to modify your deck and keep the guts of it largely the same.  There is a different type of deck that can accomplish what you're looking for, although via slightly different means.  While your deck's aim is to prevent your opponent from playing anything at all, there is always the option to greatly reduce what he can play, and then immediately get rid of anything he manages to get out no matter whether permanent or creature.  Of course, then there is the whole "beating him to a pulp while you don't allow him to do anything part", which just happens to be one of Earth's specialties.

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4vj 4vj 4vj 4vj 4vj 58o 58o 58o 58o 58o 58o 590 590 590 590 590 590 593 593 593 593 596 5f6 5i7 5on 5rk 5rk 5rk 5v1 61q 8ps 8ps


The Graboids are obviously there to provide the fast hard-hitting that they are famous for.  One thing to note is that you can play with the Graboids un-evolved for a little while if you need to avoid CC yourself.  The rest of the deck is pretty much used to lock your opponent down.  The four Earthquakes will ensure that you almost always have one early enough to make a difference and also that you will continue to draw them as needed throughout the match.  The Nightmares will help to fill your opponent's hand with cards that they will never, ever be able to play (generating 8 :earth quanta against this deck is no easy feat) while simultaneously healing you.  Of course, there are times where Nightmare will simply be almost useless to you since your opponent already has a hand full of cards that they cannot play, but in that case you've pretty much got the game won already.  The Reverse Times put a huge strain on your opponent's quanta when combined with the Earthquakes and in addition slows down their deck.  The Deflagration is there to account for any pesky permanent that may get through your web, while the Freeze, Shockwave, Lightning, and Iridium Warden are there to do the same thing to creatures.  Obviously, the Shockwave and Lightning can also be used to finish off an opponent in addition to being CC.  The final little touch is the Iridium Warden.  This guy is there to provide repeatable CC and for you to have a use for your excess :earth that you will generate.

This deck has two main weaknesses:  CC and Black Hole.  If for some reason you get hit with a Black Hole you CAN still recover, but it will obviously be much more difficult to do so if you've already played a few Novas and haven't already used Deflagration, Freeze, Lightning, Nightmare, or Shockwave.  If you think you're doing up against a deck that utilizes them you need to play much more cautiously.  The same thing goes with a deck that specializes in CC.  With only six attacking creatures in your deck, you can find yourself without a way to kill your opponent should you play recklessly.

Another variation of this deck is quite similar to the Lockbow that :darkness ran this last War:

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4vj 4vj 4vj 4vj 4vj 4vj 52q 58o 58o 58o 58o 593 593 593 593 596 5on 5rk 5rk 5ul 5ul 5um 5um 5um 5um 5um 5um 5uv 5uv 61q 8pt 8pt


The idea is very similar to the deck above, with the main difference being that you can drain whatever quanta your opponent has remaining and convert it to :darkness, which you in turn use to pound your opponent.  The Black Dragons and Gargoyles are both more CC resistant than the Graboid/Shriekers, and the Arsenic provides for an alternate source of damage.

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg374222#msg374222
« Reply #8 on: August 01, 2011, 07:59:45 am »
As kaker previously mentioned, it seems the core concept you are aiming for is devs + EQ.  Again, the standard number to preserve this would be 6 devourers and 5 earthquakes.  I went for an approach which is much slower to develop in the short term, but makes for a more stable deck in the long run.

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593 593 593 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5ul 5ul 5um 5um 5um 5um 5um 5um 5uo 5up 5uq 5ur 5uu 5uu 5uv 5uv 5uv 8pt


This focuses on a more :darkness heavy deck but as mentioned, it will start off slow.  This slow start will be due to the fact that you will not be able to play devourers and earthquakes until turn 3.  Once they come into play though, the deck will steamroll once it gets moving.  The heavier focus on flying creatures will allow you to become more versatile, and by adding gargoyles and liquid shadow, you have a couple of extra utility options in the mid game.  Gargoyles can now synergize with liquid shadow for a longer-acting heal, or you can try to get more bang for your buck by LSing dragons.  Don't forget you can use LS defensively to lobotomize opponents as well!

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Re: The starving Rainbow https://elementscommunity.org/forum/index.php?topic=27751.msg374507#msg374507
« Reply #9 on: August 01, 2011, 11:30:58 pm »
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593 593 593 593 593 593 596 596 596 596 5ul 5ul 5ul 5um 5um 5um 5um 5um 5um 5up 5up 5uv 5uv 606 606 606 606 606 606 606 606 606 606 8pm


Above is what I would modify the deck to.

The most major change is that your EQs are now mark-fueled as opposed to Devourers, so while Devs can come out turn 2, EQs, may have to wait a little longer, which, I find, can often be helpful in making sure you hit 3 Pillars/Pends in a stack with your cards.

Details on the changes:

Iridium Wardens: Little too much :earth quanta without them, so I added some. BBs are also viable for this card slot, and while they work in similar ways I feel Wardens have the advantage when used with this deck. They help to complete your lockdown, allowing you to handle what the opponent does manage to get out.
Gargoyles: Provide some durability and resistance to CC, which otherwise can really punish this deck for having few offensive creatures.
Dragons: Your big damage, if you can lock down your opponent (Keep them at 0 quanta through EQs/Devourers) and start playing these guys, you can generally get a win, especially if you have Wardens out at the same time.
Steals: Perms can be pesky, and it's oh so much easier for you if they're not there. Solution: Steals.

Unfortunately, I could not effectively slim it down to 30 cards, but with 33 it is almost as efficient. There are lots of things that it could benefit from, such as Vamp Daggers, Dusk Mantles, Vamps, Dragons, ect, but there's simply not room.
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