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Deck Ideas => Post Deck Ideas Here => Duo-Decks => Topic started by: Sorathor on July 11, 2014, 03:27:13 pm

Title: [Dark/Gravity] SoV Denial
Post by: Sorathor on July 11, 2014, 03:27:13 pm
I tried to find a use for Shard of Void since I find it a quite interesting card.
The idea is simple: Keep the enemies Quanta low,  absorb some dmg with SoF + Gravity Pull while SoV reduces enemies HP to 1.

(http://dek.im/deck/z755kz155tz1568z156iz55umz35up5ur5usz35vi8pt.png)
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I'd use at least one more SoV for the steals if I had more.

The deck works quite ok vs. AI3, but is obv a bad farmer since TTW are somewhere about 17. I could imagine this in PVP too with some tweeks, but I dont play PvP myself so I'm not going to test it there.

Cons:
Problems I faced most are too heavy CC and the extremely slow start. You can't do much before turn 3, which is terrible for a Quanta denial. The whole matchup is quite fragile, you cant really recover from losing more than 1 copy of any creature.
PC another thing to be careful about. I didnt have any problems here so far, but you have to keep an eye on enmies mana.

Pros:
If you get the whole thing started, the enemy cant do very much more. The dmg you deal can only be healed with SS or SoD.

I didnt find any similar decks with Gravity, so I decided to share it here.
Suggestion are very welcome.
Title: Re: [Dark/Gravity] SoV Denial
Post by: dark ripper on July 11, 2014, 06:18:41 pm
This is quite an unusual combo. Your quanta production is lowand you will need 4 turns to have just 2 devs out, assuming there are 2 in hand. Also, your damage is extremely low as well. A single vamp dagger, 2 1-attack  nymphs and 4 voids to reduce opponent's hp. My guest is you would be outrushed most of the times as you dont have (almost) none CC. Imo its a really weak deck.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Sorathor on July 11, 2014, 06:54:17 pm
Have you even tried it out? In about 25 matches against ai3, I never got outrushed and had not more quanta problems than other decks.
I went like 20/3 with the losses being against fire (5 rage pots in first 7 turns), Dune scorpion and Gravity( with Momentum being the only really scary ability).
Matches against light/air rush and rainbow rush were actually the easiest.

I know the setup takes too long to be a strong deck, but holding the enemy on zero quanta is quite a good cc.
SoF with gravity pull absorbs 15dmg each turn, so the opponent must bring out much early on to overcome this.

Edit: Some quick stats against AI3 17/3, 11/17 EM. Nothing outstanding but not too bad for a fun deck.
Title: Re: [Dark/Gravity] SoV Denial
Post by: omegareaper7 on July 11, 2014, 09:03:43 pm
Relying on just the mark to get devourers out and then some is risky at best.

http://elementscommunity.org/forum/duo-decks/read-this-before-posting-38682/ Also, read this and fix your post.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Espithel on July 12, 2014, 03:50:14 pm
I highly recommend dusk mantle over drain life.
>THE< most important thing in quanta denial is speed.

I'll try and make some fixes in the trainer, one moment...
Title: Re: [Dark/Gravity] SoV Denial
Post by: dragtom on July 12, 2014, 09:41:15 pm
use [deck](code)[/deck]

4 SoV's are often not enough to get your opponent's HP down low enough.
While :darkness quanta would not be a problem in the long run, you want to get out devourers ASAP.
You do not need 4 steals; while you could use them, they may be better of with other stuff.
Actually, keep the drain life; it will allow you to kill the opponent in case of bone wall/wings/dims (better than steal because bone wall).

2 amber nymphs are not enough to keep a lock.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Espithel on July 12, 2014, 09:52:45 pm
I like to use nightmare over drain life and some obsidian pillars and another SoFo for the steals.
Nightmare gives a bit more lockdown.
If you can get just ONE darkness pillar turn 1, that dramatically helps you so much it's a bit scary.
Title: Re: [Dark/Gravity] SoV Denial
Post by: omegareaper7 on July 12, 2014, 10:46:43 pm
I highly recommend dusk mantle over drain life.
>THE< most important thing in quanta denial is speed.

I'll try and make some fixes in the trainer, one moment...
drain life is there so shields can't stop you cold.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Espithel on July 12, 2014, 10:48:36 pm
Nightmare can go through shields, too.
And it deals... more damage on average, if my testing's right. I'll have to get the deck prepared again.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Espithel on July 12, 2014, 11:25:55 pm
Voidhole (Unfinished)
Hover over cards for details, click for permalink
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This seems to work better.
Dusk blocks damage,
More voids,
SoFo does steal's job just fine,
getting a single obsidian pillar out turn one is a godsend.
Title: Re: [Dark/Gravity] SoV Denial
Post by: theelkspeaks on July 13, 2014, 12:11:14 am
Voidhole (Unfinished)
Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 568 568 56i 56i 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5uo 5ur 5v1 5v1 5vi 5vi 5vi 5vi 5vi 5vi 8pt


This seems to work better.
Dusk blocks damage,
More voids,
SoFo does steal's job just fine,
getting a single obsidian pillar out turn one is a godsend.

probably better to have pends over duo pillars. 
Title: Re: [Dark/Gravity] SoV Denial
Post by: Espithel on July 13, 2014, 02:27:31 am
The obsidian pillars have the same purpose as novas in that deck.
Pendulums wouldn't allow me to get out devourers turn 2.
Duo pillars do.
Title: Re: [Dark/Gravity] SoV Denial
Post by: Sorathor on July 13, 2014, 03:19:19 am
The gravity pulls make the SoF quadruble as useful, I wont leave them out. They are my shield, I stole several enemy shields but never felt the need to use them.
Dusk Mantle might be better, if the enemy manages to bring serious dmg out, since the dmg reduce is relative and SoF is fixed. I prefer SoF in most cases but I'm gonna test this variant some more.

Nightmare is a nice idea for the early game, I will definitely try that. Might be a dead card in lategame, but when you reach lategame, you should have won anyway.

I agree on the extra voids, I simply dont own them as claimed in the opener.
blarg: