Elements the Game Forum - Free Online Fantasy Card Game
Deck Ideas => Deck Help => Topic started by: Ajit on January 29, 2011, 10:05:43 pm
-
77j 77j 77j 77j 77j 77j 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t9 7t9 7ta 7tb 7te 7te 7te 7tf 7tf 7tf 7tf 7tf 7tf
OK this is my first time posting a deck, sorry if I missed a guideline :S
I made this deck recently, and have a lot of fun with it; it is probably the best I've made.
Now the problem; it seems no matter what deck I make, rush decks, namely that fire immolation phoenix lava destroyer deck ALWAYS give me problems. Any suggestions?
Oh, and I didn't really design this to face any specific group, but it does just fine in ai3 and T50.
-
First suggestion is to trim the deck to 30 cards, as it will make your draws more consistent.
To deal with rushes, you'll need some form of cc, either drain life or basilisk blood.
-
Well you can't really expect a Darkness/Earth Duo relying on Pillar Denial to work against Immo/Novarushes. But some more global comments on the deck are as follows:
- You get your quicksands out too late, you can use them by turn 3 at best, might consider Earth Pendulums + Darkness Mark for a fast first or second turn denial.
- Secondly You seem to have too many towers atm. Pests act like pillars themselves, so I could easily imagine that you'd get way too much :darkness quanta. Removing some towers helps both that and a better chance to draw other cards early.
- Damage output: this deck kind of lacks damage output, I'd suggest adding in another Eclipse to increase your chances of drawing one.
Siphon Lifes could however prove to be an invaluable nuisance when drawn early against immo rushes. Those Destroyers are easily taken down by them.
-
Thanks so much guys, I'll try out the changes soon and let you know what worked ;)
-
anti-rush decks generally consist of good damage block shields... (start with dusk or fog, when you get enough quanta, permafrost or diamond)
a lot of different CC (a lot..)
some sort of healing (generally SoGs for upped decks, unupped decks usually have miracles, GS is good for both upped and unupped)
maybe some quanta denial (usually black holes, as it can heal too)
maybe some hourglasses if the deck is large
PA is suggeslted to protect the shield and other things
lastly, maybe temporary stall cards (sundials, phase shields, that sort of thing)
-
OK so I reduced the amount of towers and trimmed down the numbers a bit. Works a tad better thanks :)
blarg: