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Offline StickmasterlukeTopic starter

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Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg274115#msg274115
« on: February 19, 2011, 09:06:57 pm »
I made these decks for the Odds Duo weekly tournament. Obviously they are not that good or I would have won more than one game. So I am asking you guys what you might have done to improve some of decks. This could be a deck building learning experience for me. :3

(each deck had to have 12 cards from each of the main elements.)

Wins/Losses

#1 Aether-Earth 0/1
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58o 58o 58o 593 593 593 593 61v 61v 61v 61v 61v 61v 77l 77l 77l 77l 77l 808 808 808 808 808 808 808 80b 80d 80d 80d 81q#2 Dark Winds 1/2
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oi 5oi 5ol 5ol 5ol 5ol 5um 5um 5um 5um 5um 5um 5up 5up 5up 5up 5up 5up 7n2 7n2 7n2 7n2 7n5 7n5#3 Dead Hope 0/0
Code: [Select]
52i 52i 52i 52i 52i 52i 52n 52n 52n 52n 52n 52n 52v 52v 52v 52v 52v 52v 5la 5lj 5lj 5lj 5lj 5lj 5lj 5lk 5lk 5lk 7ju 7k1#4 It's Fire Time 0/0
Code: [Select]
55q 55q 55q 55q 55q 55q 5f6 5f6 5f6 5f6 5f6 5f6 5gi 5gi 5gi 5gi 5gi 5gi 5rg 5rg 5rt 5rt 5rt 5rt 5rt 5rt 7q0 7q0 7q0 7q0#5 Momentalin 0/1
Code: [Select]
55p 55q 55q 55q 55q 55q 55q 576 576 576 576 576 576 576 576 576 5bs 5bs 5c7 5c7 5c7 5c7 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c8 7ak


Offline pikachufan2164

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg274267#msg274267
« Reply #1 on: February 20, 2011, 12:28:12 am »
Deck 1: I ran something like this (a Silence + Earthquake + BB denial build), but opted for Aether Pendulums and Earth mark instead. Your deck is severely lacking in :aether quanta production, and overproducing :earth quanta.

Deck 2: You don't need 6 Steals. Trust me. Two or three at the very most are enough. Slim down to 30 cards. Maybe include Dusk or Fog Shield, and go for Dark Pendulums with an Air mark. The Devourers seem out of place, but everything else is pretty solid.

Deck 3: The combo is too iffy and forced. The :death / :light duo that's the most sensible is Blessed Deathstalkers or a Poison Stall.

Deck 4: Illegal deck. This is not a :fire / :time duo. A more logical choice would be some kind of Immorush with Rewinds and/or Precogs.

Deck 5: It's easier to run this with Emerald Towers and a Gravity mark, especially if you had the Momentums upped. Slimming down to 30 cards and exchanging some of the cards for Heals are good ideas.
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Offline Pwnator

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg274416#msg274416
« Reply #2 on: February 20, 2011, 05:43:40 am »
Dark Winds seems kinda weird. How about replacing the Steals with Voodoo Dolls?

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg274537#msg274537
« Reply #3 on: February 20, 2011, 11:40:15 am »
also in dark wind you really don't need 6  flying/animate weapon. good innovative ideas you have there though :)

Offline StickmasterlukeTopic starter

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg274766#msg274766
« Reply #4 on: February 20, 2011, 08:05:48 pm »
also in dark wind you really don't need 6  flying/animate weapon. good innovative ideas you have there though :)
Actually you do. If you steal a weapon, or if you get one of the Eagle Eyes Reversed Time'd.

Offline ratcharmer

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg275048#msg275048
« Reply #5 on: February 21, 2011, 02:03:34 am »
A lot of what I have to say about them has been said already, but here's my two cents.

number 1:
The quanta usage seems weird to me. It looks almost like early game (first couple turns) you'd be short on :earth but then later you'd have way too much.
The TU  you have in there doesn't really seem to belong. There is nothing in your deck to target with it so you're counting on your opponent to provide a target.

number 2:
As was mentioned earlier, the amount of PC in this deck is a bit excessive. Against most decks you'll end up using steals on pillars and other targets that aren't that worthwhile.
In general this deck seems to have nice control, but very limited damage output.
Since most of your animate weapons are upped anyway you could probably use air pendulums instead of pillars and switch out some steals for drain life.
You might on rare occasion need all 6 animate weapons, but I think you'd get along just fine with only 5.

number 3:
Death pillars would work a lot better than soul catchers. As it is you need to play a virus from the mark, then sack it to get :death to play boneyards, then get another virus out  and sack it before you can even start the combo. That puts in at least a 3 turn delay on your strategy, and it means you don't get any skeles from one of your six viruses.
For a deck so dependent on boneyards, you have very little cc in there. At the least retrovirus would be better than virus.
Finally, you're producing HUGE amounts of both :light and :death but you aren't doing anything with it.

number 4:
Someone said this deck is illegal. I don;t know what the rules are, but it is in a different format than the others.
Pulling in another element just for perm control isn't worth it. You have 12 cards in your deck devoted to removing 6 of your opponent's perms.
The momentums can probably be run from mark alone. For that matter deflags can be run of the mark too (although obviously you can't do both). In general it looks like you'd have more quanta than you need.
Finally, Dune scorp needs to be combined with heavy stalling in order to work. Especially reverse time. you don't seem to have any stalling in this deck. Remember once the scorp hits once the neurotoxin is on your opponent. Try to poison them once early and then heavy stalling for the rest of the game.

number 5:
I kinda like this one. I've seen adrenascorps before, but it always failed because it was so vulnerable to shields.
It looks like the quanta usage is off--I''m guessing you needed more :gravity cards and that's why so many pendulums instead of playing momentum off the mark?
The gravity shield doesn't seem like it belongs. This deck has a lot of buffs in it but only 6 creatures, and those 6 only have 2 hp each. This makes your deck very vulnerable to cc. Armagio or even grav merc might have worked better than the grav shield.
In general where I'd try to go with this one depends on whether you want to go for a rush deck or stall and let the poison build.

Offline Aves

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Re: Odds Duo Decks. Help https://elementscommunity.org/forum/index.php?topic=21433.msg275916#msg275916
« Reply #6 on: February 22, 2011, 01:32:06 am »
I'll probably restate a lot of things, as we'll probably notice the same problems.
1-Looks like you're using aether to deal damage and earth to slow your opponent down to set up your aether. However, it's still too slow; your earthquakes and basilisk bloods take time to set up, with only 3 earth pillars, and your aether is even slower than it usually is. 7 towers, 6 dragons isn't a very helpful setup. 
I don't know the rules, but I would've used earth to get in a few graboids, run it on a time mark, and for aether run shields and PUs.

2- Firstly, you're doing absolutely nothing with your darkness quanta, and its slow to run them. In addition, your owl eyes aren't going to be very fast; while they're good for CC, it probably takes too long to get them out. Instead of devourers, try black dragons and cut out a few of your weapons for pendulums and maybe a few wings.

3- While good in theory, you first have to get out a virus and a few boneyards, kill the virus, and repeat this over and over. Unfortunately, you probably wouldn't get enough time to set it all up effectively. In addition, your only damage is a single dragon besides the few skeletons you generate. Also, your soul catchers aren't going to provide a steady source of quanta if you can't kill things. Running everything off the mark isn't a good plan. Try aflatoxin+photon, and then lucerifin and hope. With that, you can stall your opp. with hope and then use poison to finish them off while they wait.

4- I'm assuming that you intended to create a trio and not for the tournament. You have tons of unused fire quanta and gravity quanta. It also takes a while to get the damage going. I'd run momentum off the mark, and then use those new slots for a few more time towers things to slow your enemy down like procastination.

5- A lot of that gravity is going to waste. You should've put in an armagio or something else to delay your opp. to allow your poison to get to work.

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