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Offline UberfailureTopic starter

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Guide to Atropos [Air/Entropy] https://elementscommunity.org/forum/index.php?topic=57247.msg1173421#msg1173421
« on: December 31, 2014, 02:36:19 am »
Recently discovered this great new deck idea—it has a great mixture of stalling and offensive abilities, as well as disrupting the enemy.

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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vg 4vg 4vg 4vg 4vg 4vg 4vl 4vl 4vl 4vl 4vl 4vl 5oi 5oi 5oi 5oi 5oi 5oi 8pr


Entropy pillars: Your greatest foe. Feel free to manipulate the amount you want, but for this train, there's only one speed: Overkill.
Shields: You need plenty of these because of those pesky Steal/Explosion decks.

The bread and butter of this deck, however, are the Discords and Flying Weapon cards. These are the backbone, the coup de grace, and what will make the enemy melt. With six (stacking) Discords, your enemy will either have all the Quantums they need to continue fighting, or be utterly devastated at the amount of unnecessary Discords you wield! With six Flying Weapon enchantments, you can create a Flying Weapon before they Steal or Defragment your very balanced weapons.

Since your Mark is Air, you do not need to bother with extra pillars, because Flying Weapon only costs 1 Air!

Remember, Entropy specializes in completely random events, so 60% of the time, this Deck will work every time!

Offline Chapuz

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Re: Guide to Atropos [Air/Entropy] https://elementscommunity.org/forum/index.php?topic=57247.msg1173422#msg1173422
« Reply #1 on: December 31, 2014, 02:55:26 am »
It dies to everything that bypasses shields, so I would suggest antimatters
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Offline Gunthar

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Re: Guide to Atropos [Air/Entropy] https://elementscommunity.org/forum/index.php?topic=57247.msg1179688#msg1179688
« Reply #2 on: February 18, 2015, 03:32:11 pm »
And upped Animate weapons don't require any  :air and when you up the Dissipation shield it can run its damage absorption from any quanta. This means that you can work with lots of Quantum Pillars/Towers.
I agree with 6 antimatters needed in this deck.

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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6ts 6ts 6ts 6u0 6u0 6u0 6u0 6u0 6u0 6u5 6u5 6u5 6u5 6u5 6u5 6u7 6u7 6u7 6u7 6u7 6u7 6u9 6u9 6u9 6u9 6u9 6u9 6ve 6ve 6ve 7n2 7n2 7n2 7n2 7n2 7n2 8pj


I added Pandemonium for CC if there are too many creatures oder Shield bypassers on opponent sides.

You can also replace all Entropy Towers and Penduli with Quantum Towers.

Offline Higurashi

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Re: Guide to Atropos [Air/Entropy] https://elementscommunity.org/forum/index.php?topic=57247.msg1179722#msg1179722
« Reply #3 on: February 18, 2015, 11:18:49 pm »
This isn't in Deck Help, so I won't give any advice on changing the core idea of the deck.
That said, games will be way longer than 6 turns, meaning you'll get more bang for your buck with Entropy mark and 6 Novas. This also lets you split the quanta between pillars and pends for Earthquake resistance. Naturally, the problem with this is that it turns into a 3-card combo, potentially slowing it down. The quanta disruption part of it is almost entirely unaffected since the difference in disruption between 1 or 2 Discords swiftly becomes non-existent.

Plus now your deck will be even more random. Heck, you could power most SoSe cards with 6 Novas. Go with some QP's (at least 6, preferably 8 or more) if you want more than 1 SoSe though x)
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