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Offline noneshallpassTopic starter

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Wood Log and Halve Fawn! (Duo Water-Life) https://elementscommunity.org/forum/index.php?topic=50278.msg1085471#msg1085471
« on: July 08, 2013, 08:32:04 am »
Nice, fast-growing Duo-Deck (Water and Life)

You just throw out everything you have, adrenaline everything and freeze the opponent's most dangerous creatures.
If this takes more than, let's say, 10 turns you gonna lose....:D

Btw, grow the Spirits only up to 7/7 because at this point they work best with adrena (even better than frogs).

Worst enemies:
- fast growers
- quantum stealers
- any kind of permanents...:D
- creature killers
- fire shield  8)

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5c1 5c1 5c1 5c1 5c1 5c1 5c7 5c7 5c7 5c7 5c7 5c7 5i7 5i7 5i7 5i7 5i7 5i7 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pn


Wood log and halve fawn!
« Last Edit: July 08, 2013, 09:16:13 am by Calindu »

Offline Gandora

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Re: Wood Log and Halve Fawn! (Duo Water-Life) https://elementscommunity.org/forum/index.php?topic=50278.msg1085477#msg1085477
« Reply #1 on: July 08, 2013, 10:17:56 am »
Looks nice.

I'd remove a Spirit and 2 freezes for Crawlers. With 3 atk they also hit a nice spot for adrenaline.

In addition, since because of growers your deck isn't the fastest, you might want to remove another spirit and an adrenalin for 2 heals?
A variation to freezes (or heals) would be icebolts to get rid of low hp creatures.


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Offline rob77dp

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Re: Wood Log and Halve Fawn! (Duo Water-Life) https://elementscommunity.org/forum/index.php?topic=50278.msg1085535#msg1085535
« Reply #2 on: July 08, 2013, 04:26:30 pm »
I may suggest:

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Swapping the pend's and Mark:  This allows average and slightly-below-average draws to get a Spirit down on your 2nd turn instead of 3rd turn.  This extra turn is critical many times against unupped competition to grow past basic CC range and get to the Adrenaline sweet spots one turn sooner.  Basically, I would expect this to gain about 1 TTW.

-1 Spirit -1 Adrenaline +2 Staff:  This change gives you at least a fighting chance against some of those "counters" you mention without really affecting speed (drawing a second or third spirit too early is hard to summon with a pend/Mark swap suggested above).  That +5 healing every turn can be huge in a 3 or 6 turn MA stall of shields (+15 or +30 health can be huge against immortal attackers that avoid Freeze).

-2 Freeze +2 Crawler:  Crawler has instant-adrenaline compatibility for a 1st turn on-the-board 12 ATK.  The loss of a couple Freeze now means you will only likely have 1 in opening hand so use it a bit more carefully and selectively.  This is a good way of removing Freezes that would likely be somewhat 'spare' when drawn and just slapped onto an opposing creature (dangerous or not) and replacing with speed/attack that may cut off a TTW every so many games.


In any case, enjoy the deck and have fun with whichever version(s) you use!


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anything
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