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Offline Djhopper :)Topic starter

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Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419033#msg419033
« on: November 01, 2011, 05:04:45 pm »
This deck needs a little "boost" from the community before it will be able to play reliably (and fun :P) against gold arena.

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At the moment it is falling short. Is there a way to make this better that I've missed?

Offline xsindomanx

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419106#msg419106
« Reply #1 on: November 01, 2011, 08:45:11 pm »
Not sure why you chose all these cc cards instead of RT + Eternity
  -Chaos Seed: Random effect, so the creature might turn into something just as bad (destroy / BH / lobo) or an abomination (still does 5 damage)
  -Pandemonium: Majorly slow down your deck since your creatures are affected too (and scorps only have 1 hp unupped)
  -Skull Shield: Does kill opponents creatures, but must rely on luck
  -Rage Pot: Does not work on all creatures, as some have more than 5hp
  -Freeze: Effect does not last long and you have to use another cc to actually kill
  -Shockwave: Only 4 damage -.- lightning is better to start off
I guess fog shield & basilisk blood is a little better than others and nightmare actually fits into the deck

If you want to keep your kind of fun deck, I would at least take out 2 supernovas, since you don't use more than 6 quarta of each elements excluding time, and add some chaos seeds since you also have a lot of leftover entropy quarta.

But in terms of effectiveness, dune scorp + momentum + blessing // gravity mark + pends + tower // RT + eternity would be much better off, though not as creative :P
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Offline omegareaper7

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419108#msg419108
« Reply #2 on: November 01, 2011, 08:49:53 pm »
Not sure why you chose all these cc cards instead of RT + Eternity
  -Chaos Seed: Random effect, so the creature might turn into something just as bad (destroy / BH / lobo) or an abomination (still does 5 damage)
  -Pandemonium: Majorly slow down your deck since your creatures are affected too (and scorps only have 1 hp unupped)
  -Skull Shield: Does kill opponents creatures, but must rely on luck
  -Rage Pot: Does not work on all creatures, as some have more than 5hp
  -Freeze: Effect does not last long and you have to use another cc to actually kill
  -Shockwave: Only 4 damage -.- lightning is better to start off
I guess fog shield & basilisk blood is a little better than others and nightmare actually fits into the deck

If you want to keep your kind of fun deck, I would at least take out 2 supernovas, since you don't use more than 6 quarta of each elements excluding time, and add some chaos seeds since you also have a lot of leftover entropy quarta.

But in terms of effectiveness, dune scorp + momentum + blessing // gravity mark + pends + tower // RT + eternity would be much better off, though not as creative :P
Pandamonium is a great help and won't slow him down anymore since he only needs one hit.
That being said, drop chaos seed for another panda.
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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419112#msg419112
« Reply #3 on: November 01, 2011, 09:04:18 pm »
Also, xSin mistook chaos seed's effect for mutate's. CS will never do good to your opponent.

EDIT: or may CS proc mutate? (noob question, sorry).

Offline xsindomanx

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419128#msg419128
« Reply #4 on: November 01, 2011, 09:53:42 pm »
Also, xSin mistook chaos seed's effect for mutate's. CS will never do good to your opponent.

EDIT: or may CS proc mutate? (noob question, sorry).
No, sorry my mistake
List of effects here: http://elementsthegame.wikia.com/wiki/Chaos_Seed
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Offline Sevs

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419364#msg419364
« Reply #5 on: November 02, 2011, 10:29:12 am »
a way to make this more effective is to reduce the size to 30. especially with a PSN structure and only 5 pends. I can see you having to wait for pends or SN's

Maybe a base to build from would be something like this (http://elementscommunity.org/forum/index.php/topic,25675.0.html) and mod it to your liking. sub panda for the chaos powers and add 3 momentum
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Offline Djhopper :)Topic starter

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg419477#msg419477
« Reply #6 on: November 02, 2011, 04:41:33 pm »
Using your comments, I've made some mods:

  • -1  Shockwave (lightening is better)
  • -1  Fog Shield (Wings is better without the shockwave (probably))
  • -1  Chaos Seed (Pandamonium is better and I have quanta to spare)
  • +1 Lightening (Read above)
  • +1 Wings (Read above)
  • +1 Pandamonium (Read above)


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4vp 4vp 52l 55q 55q 55q 55q 595 5fb 5i7 5lf 5oo 5rk 5rk 5rk 5rk 5rt 5rt 5rt 5rt 5rt 5v1 5v1 61q 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 8ps


I'm still a little unsure about reducing the deck-size though. It's not like it's a rush, and I think that extra CC you can fit in is worth it. Tell me if I'm wrong :P

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg453730#msg453730
« Reply #7 on: January 28, 2012, 05:52:39 am »
***TRIALS RESPONSE***
It seems to me the "theme" of the deck can be summed up as "apply neurotoxin asap then use rainbow control to stall until the poison kills."
Neurotoxin is often a fairly slow victory condition, so you're going to want long-term stalling power otherwise you risk running out of Control before your opponent runs out of health. Much of the control currently included in the deck is more "short-term" control, in that it slows your opponent down cheaply but only temporarily. Reverse Time, Freeze and BB are great in a fast deck, where they can disrupt your opponent just long enough for you to rush them, but I don't think they shine as much in a slow deck like this one. I've posted an alternate build below, along with my reasoning behind the specific changes:

-1 blessing, +1 momentum: while the blessing is nice in that it uses a different quanta type than the other buffs, it requires 3 light unupped, which means you need two supernovas before you can cast it. Imo our priority is getting out that first buffed dune, and momentum is easier to get out quickly.

-2 nightmare, +1 vamp stiletto: Nightmare does combo nicely with Reverse Time, but that combo still feels too short term for my tastes. The vamp dagger offers a more long lasting solution.

-4 Reverse Time, -5 Entropy Pends, +3 Antimatter, +5 Amethyst Towers: Reverse Time is a very versatile card, and it forces the opponent to re-play the creature and accrue more neurotoxin, but I still feel that we'd be better served with CC that lasts longer. Antimatter is a more permanent solution, which also gives us nice healing. A little healing goes a long way when you've also got CC to weaken their offense. Healing puts time on your side.

-1 Skull Shield, +1 Wings: I'm not 100% sure on this one. Wings is generally stronger imo, but it could end up blocking our Antimattered foes, so fog or skull could be argued for.

-2 Pandemonium: Pandes can definitely come in handy, but I think AM is even stronger in this case, and we need to cut the deck size down a bit in order to keep it as consistent as possible.

-1 Freeze, -1 Basilisk Blood, +1 Lightning: trade temporary, or "soft" CC for a more permanent form of control, and cut the deck size down a little further.

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It might be worth testing to see if you could get away with only bringing 4 each of the dunes/momentums, once you're only using a 30 card deck. Alternately you could add back in some of the CC (probably pandes, and/or another rage pot) to increase the deck size a bit if your having deckout problems.




Offline Djhopper :)Topic starter

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Re: Arena Fun- Dune Scorpions https://elementscommunity.org/forum/index.php?topic=33209.msg453882#msg453882
« Reply #8 on: January 28, 2012, 12:45:36 pm »
You are a genius.



 

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