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Scaredgirl

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11581#msg11581
« on: December 15, 2009, 10:10:29 pm »
Mass Mutation

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This is a mutation deck I made yesterday. I'm not sure if a similar deck has been posted before or not, so let me know if it has. It's nothing amazing but can be fun when you get those super mutants early in the game.

- low Tower count because of cheap cards (might do better with one extra Tower, didn't have time to test)
- 10 cheap creatures you can mutate
- 3 Supernovas to pay for mutants abilities
- use Improved Mutation offensively if needed
- take Discord if you have it (replace Abomination)
« Last Edit: June 12, 2012, 11:29:36 pm by willng3 »

PuppyChow

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11582#msg11582
« Reply #1 on: December 15, 2009, 10:10:29 pm »

I would replace one of the Fallen Druids with an improved mutation, since to use the Fallen Druid's ability you need to draw one of 3 supernovas. And even then you run the risk of the druid being killed the turn after using it, and with one supernova you'd only be able to use the ability twice anyway.

Other than that, looks pretty fun  ::).

Edit: Just recounted the improved mutations, and you have 6 already. Maybe take another supernova instead of the fallen druid to fuel abilities more? Or a dissapation shield unupped? Or just keep it as is; it probably doesn't matter :P.

Delreich

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11583#msg11583
« Reply #2 on: December 15, 2009, 10:10:29 pm »

There's a 56% chance of getting a supernova in the opening hand already, so getting one before you need to use the druid shouldn't be an issue.

PuppyChow

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11584#msg11584
« Reply #3 on: December 15, 2009, 10:10:29 pm »

That means there's a 44% chance of not getting supernova in the opening hand. Yeah, I'm a glass half empty kinda guy  :P.

I mainly made that post to say make it 6 improved mutations because they're basically just as useful and it would be easier to play them versus a fallen druid. Then I realized he already had 6.

I agree though. Since he already has 6 improved mutations, I would probably keep it as is.

Scaredgirl

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11585#msg11585
« Reply #4 on: December 15, 2009, 10:10:29 pm »

I would replace one of the Fallen Druids with an improved mutation, since to use the Fallen Druid's ability you need to draw one of 3 supernovas. And even then you run the risk of the druid being killed the turn after using it, and with one supernova you'd only be able to use the ability twice anyway.

Other than that, looks pretty fun  ::).

Edit: Just recounted the improved mutations, and you have 6 already. Maybe take another supernova instead of the fallen druid to fuel abilities more? Or a dissapation shield unupped? Or just keep it as is; it probably doesn't matter :P.
Yep, you are right. Whether to have 3 or 4 Supernovas is a good question. Believe it or not but this was the last thing I considered before taking the screenshot, and I'm not 100% sure which one is better. I took 3 because I figured out that I still need to get that 5 quantum before I can play the Elf, so I don't need that Life quantum to pay for his ability early on.

Also what kind of Mutants you get affects on how many Supernovas you need. It sucks when you get a good ability but cannot afford to pay for it.

I took 3 Fallen Druids because I always take 3 copies of a card that I would like to have relatively early in the game. It could work with 2 (I did have 2 at some point of testing) but then you would see it less frequently in your opening hand. Then again it's not like it's a crucial card in this deck so who knows?

If anyone has time and energy to test this out, try it with different numbers of Supernovas and Elves, and tell me which works the best.

sillyking14

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11586#msg11586
« Reply #5 on: December 15, 2009, 10:10:29 pm »

i don't know how practical it would be but whe could change to a life mark, solve the problem of needing supernova, and then you might also build up a bunch of life quanta to use improve multiple times for multiple turns (although i guess this isn't an issue since ur not generating a mutateable guy every turn, the guys that can be mutated are limited)

PuppyChow

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11587#msg11587
« Reply #6 on: December 15, 2009, 10:10:29 pm »

i don't know how practical it would be but whe could change to a life mark, solve the problem of needing supernova, and then you might also build up a bunch of life quanta to use improve multiple times for multiple turns (although i guess this isn't an issue since ur not generating a mutateable guy every turn, the guys that can be mutated are limited)
But if you got a bad mutation, you would be able to remutate. I kinda like that idea, but due to so few entropy towers, you probably need the entropy mark.

Offline Belthus

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11588#msg11588
« Reply #7 on: December 15, 2009, 10:10:29 pm »

I played with this rainbow mutation deck (http://elementstheforum.smfforfree3.com/index.php/topic,874.0.html) for a while, which has the same idea of using Photons (Rays of Light in your deck) as well as Sparks for cheap creatures to mutate. The problem I found was that it's inefficient to require two cards to get one (sometimes) good creature.

My best results with mutation have been with the FG-Killing Rainbow deck. The Graveyard and/or FFQ make the creatures to mutate. The deck isn't cluttered with cards that are almost useless on their own, pre-mutation.

Scaredgirl

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11589#msg11589
« Reply #8 on: December 15, 2009, 10:10:29 pm »

I played with this rainbow mutation deck (http://elementstheforum.smfforfree3.com/index.php/topic,874.0.html) for a while, which has the same idea of using Photons (Rays of Light in your deck) as well as Sparks for cheap creatures to mutate. The problem I found was that it's inefficient to require two cards to get one (sometimes) good creature.
The problem with that deck is that you can only mutate 6 times total, yet there are 12 creatures in need of mutation. Makes no sense. Also it has 2 weapons that were taken almost by random and don't fit the theme of the deck.

I took Fallen Druids to double the amount of mutation which is best way to make this kind of mutation deck imo.

Offline Belthus

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Mass Mutation https://elementscommunity.org/forum/index.php?topic=1212.msg11590#msg11590
« Reply #9 on: December 15, 2009, 10:10:29 pm »

I played with this rainbow mutation deck (http://elementstheforum.smfforfree3.com/index.php/topic,874.0.html) for a while, which has the same idea of using Photons (Rays of Light in your deck) as well as Sparks for cheap creatures to mutate. The problem I found was that it's inefficient to require two cards to get one (sometimes) good creature.
The problem with that deck is that you can only mutate 6 times total, yet there are 12 creatures in need of mutation. Makes no sense. Also it has 2 weapons that were taken almost by random and don't fit the theme of the deck.

I took Fallen Druids to double the amount of mutation which is best way to make this kind of mutation deck imo.
I tried plenty of changes to that deck, including adding Druids, reducing the number of weenies, etc. I still found the same problems with slowness (relative to AI-3 decks) for an uncertain outcome. I love mutation, so I'd love to see a solid deck with it as the primary strategy. However, it's slow. That's fine when you have Sundials and other defense to stay safe while you build up your offense. Without substantial defense, mutation has a hard time competing.

Edit: I just tried the deck in the OP. It won every game I played against AI-3 (10-0). Getting a mutant on the first turn wasn't unusual. Not fast enough to be a farming deck, but great for having fun with mutation. :)

 

blarg: