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Offline DsLinkTopic starter

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Pestisites (Life/Darkness) https://elementscommunity.org/forum/index.php?topic=52627.msg1112119#msg1112119
« on: November 27, 2013, 12:19:30 am »
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Offline omegareaper7

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Re: Pestisites (Life/Darkness) https://elementscommunity.org/forum/index.php?topic=52627.msg1112130#msg1112130
« Reply #1 on: November 27, 2013, 01:21:32 am »
No pests until turn 3 is not a great idea. Especially in the upped game.Switch to dark pendulums and use life mark. More balanced that way: You get the dark you need quicker, and you will still get more then enough life.
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Offline Higurashi

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Re: Pestisites (Life/Darkness) https://elementscommunity.org/forum/index.php?topic=52627.msg1112172#msg1112172
« Reply #2 on: November 27, 2013, 09:11:39 am »
Mm, many better variants already posted. Not only does it take 2 turns to play a Pest, but then another turn after that before you can play the second one. Any half-decently fast deck (doesn't even have to be a rush, a control deck does fine) will be winning in 2-3 turns after that because you have no CC. Epis help a little but only double the quanta drain. Nice with Eclipse though.

Besides above note: -1 Eclipse, -2 Epi, -1 Life Nymph, -1 Staff, -1 Carapace, +1 Dusk Mantle, +2 Vamps, +1 Vamp Dagger, +2 Mito. This definitely wants Vamps for the Mito to recover from early damage and not be completely susceptible to PC for the healing (Bonds). Carapace isn't feasible when it has less :life of course, but does work better for the original.
« Last Edit: November 27, 2013, 09:13:57 am by Higurashi »
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