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Offline EddygpTopic starter

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Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283591#msg1283591
« on: December 28, 2018, 07:18:30 pm »
A brutal Granite Skin/Miracle deck with a lot of CC, no PC (but performs well against PD-SoSac anyway).
I have optimised it a fair bit but there is probably room for improvement. It is not meant to be a FG farming deck. The simulator shows a 6.80% win-rate vs False Gods, but playing it as a human is noticeably better.
It can scrape wins consistently after an exhaustingly draining stall, with the Earth Nymphs crucial to delay for longer while the VWs can both attack and delay at a higher cost per delayed turn. Manages to deck-out several FGs too. Some FGs will wreck you straight away.

Entirely built around the idea behind Granite Skin/Miracle and aiming for a purely CC based deck otherwise.
Hover over cards for details, click for permalink
Deck import code : [Select]
778 778 778 778 778 778 778 778 778 778 77c 77c 77k 77k 77k 77k 77k 77m 77m 77m 77m 77s 77s 77s 78q 78q 78q 78q 78q 7jv 7jv 7jv 7k1 7k1 7k2 7k2 7k6 7k6 8pq


EDIT: It seems to me that AI doesn't really know how to play with this deck -at least not entirely- because I seem to have no trouble against, for instance, Gemini, while the AI says my deck should only win 7.5% of the time (!).
Two things I noticed from the AI:
- it plays GS at low quanta when approaching low life (like a Miracle...) even though it should be more like a SoD that scales with Earth quanta, playing it whenever 75 quanta is available and planning in advance
- it plays IB on the nymphs more often than on the VWs when both are available, which, except when facing a Diamond Shield, is a bad idea (Nymphs are already fairly resilient and VWs need attack to be capable of better CC) - clearly because it doesn't want the nymphs to die...
- it doesn't think several turns in the future and fails to realise that if it plays Sanctuary, it won't be able to play Miracle later if low on light quanta

For the above reasons, take the following AI FG games with a pinch of salt, and try this deck yourself.

Spoiler for "Winrates against FGs":
Values are % wins for this deck against a given FG. Based on 1400 games with the Elements Simulator. !NO ACTUAL HUMAN PLAY!
Comments based on eyeballing what would happen with the FG decks.
  • Akebono: 22% (seems to counter the Overdriven creature problem in spite of the FG's PC)
  • Chaos Lord: 3.8% (this is the one I outdecked VERY comfortably as a human - maybe I got lucky?)
  • Dark Matter: 4.7% (Earth Nymph cannot really stop the Elite Otyugh; reliant on VW so performs badly)
  • Decay: 3.2% (Decay gets Pests out way too quickly for us to counterattack; all our CC is on our creatures)
  • Destiny: 11.1% (relatively easy to outdeck Destiny based on my experience, killing off most FEs in the early game allows for a smoother stall)
  • Divine Glory: 4.4% (as expected, we can't really do much against this deck)
  • Dream Catcher: 4% (same as above)
  • Elidnis: 0.1% (wins 2 games out of 1400... Elidnis' healing is higher than any potential damage from us)
  • Eternal Phoenix: 0.2% (again, a horror story with this one, we have no chance whatsoever - impossible)
  • Ferox: 0% (just like with Elidnis, FGs with Life-like healing are impossible to tackle)
  • Fire Queen: 0.6% (read above)
  • Gemini: 7.5% (our CC is not enough to stop Gemini and Phase Shields are annoying, but already better chances especially as a human)
  • Graviton: 4.7% (EOtyughs are scary, but I think as a human this would be easier than Gemini, perhaps? - an earlier version of my deck had more VW/IB and that would be useful against this deck)
  • Hecate: 0.4% (Horror story... again... no obvious winning strategy)
  • Hermes: 1% (Impossible to defend against Hermes at all)
  • Incarnate: 0.4% (probably exclusively because of the vampiric healing)
  • Jezebel: 0% (uses Vampire Dagger and steals our pendulums)
  • Lionheart: 18.6% (no PC and no healing, relatively easy to counter its creatures)
  • Miracle: 1% (Miracle, further maintained by the Jade Staff)
  • Morte: 0.7% (I mean, Miracles, but I think a human can scrape more wins)
  • Neptune: 2.2% (again, beyond all of the Congeals and Octopus, I think a human can do better, it's crucial that the IB goes on the VWs to kill off most of Neptune's creatures)
  • Obliterator: 2.1% (the Pulverizer is very annoying, and all creatures have more than 3 HP, requiring two turns of Guarding)
  • Octane: 7.8% (actually, a fairly easy opponent - the animate weapon makes the deck more vulnerable to our CC)
  • Osiris: 20.6% (in spite of Rewind and SoF, which in my humble opinion are extremely strong counters as we depend on blessed VWs, expensive nymphs and not that many pendulums... for some reason it's very realistic to expect a win, even for the AI!)
  • Paradox: 44.8% with a whopping 15.5% EM rate (extremely easy to counter as long as we draw the right cards; Paradox lacks CC and PC so our nymphs and VWs will always be there for CC - the only drawback is that all of its creatures are airborne and our blessed VWs cannot attack them)
  • Rainbow: 0% (almost impossible to do anything useful)
  • Scorpio: 1.7% (the poison is the main annoying thing, but with clever CC and good use of GS there is a chance)
  • Seism: 0.1% (Rewind and Quicksand leave us helpless)
  • Serket: 27.4%(from my experience, actually really easy to beat Serket with minimal complications)
Spoiler for "Human play against FGs":
    FGname; W-L
    • Gemini; 2-0 (I can't see any difficulty as long as you GS at 75 Earth quanta and keep Miracle for when Lobotomise appears)
    • Serket; 2-0 (simple stuff, careful don't waste light quanta if you depend on Miracle - probably the reason why the AI plays badly with this deck)
« Last Edit: December 29, 2018, 11:15:52 am by Eddygp »
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Offline Vindilos

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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283598#msg1283598
« Reply #1 on: December 28, 2018, 08:50:22 pm »
It's obviously a pvp deck. There is no need to post FG results.

Maybe you can take some inspiration from another deck called "The Immortal". Here is my version.

Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
77c 77c 77c 77k 77k 77k 77k 77k 77k 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 7k1 7k2 7k2 7k2 7k2 7k2 7km 7km 7km 7km 7km 7km 7q9 7q9 7q9 7q9 7q9 7q9 8pq


Miracle combines well with granite skin, but also with SoD. You can just win by deckout, no need to deal damage.
If you fully go for the deckout option instead of attacking, you could also add sundials.

Here is an example of blessed wardens, by Afdarenty:

Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
596 596 596 596 596 596 5aa 5aa 5aa 5aa 5ls 77e 77e 77e 77e 77e 77e 78q 78q 7jo 7jt 7jt 7jv 7jv 7jv 7jv 7jv 7jv 7kc 7kc 7la 8pq


I hope these deck examples help you in developing your deck.
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Offline EddygpTopic starter

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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283625#msg1283625
« Reply #2 on: December 29, 2018, 03:44:18 pm »
Maybe you can take some inspiration from another deck called "The Immortal". Here is my version.
Spoiler for Hidden:
deck
Miracle combines well with granite skin, but also with SoD. You can just win by deckout, no need to deal damage.
If you fully go for the deckout option instead of attacking, you could also add sundials.
Here is an example of blessed wardens, by Afdarenty:
Spoiler for Hidden:
deck
Thank you for your comment. I see how you can achieve a deckout stall more easily than I expected! I really like that deck! I think my deck is different in how decking out is perhaps not the main objective as much as a fallback resource just in case. I was aiming for creatures with CC (combining the nymphs + blessed wardens with the Granite Skin/Miracle).
As for the second deck, I think it is conceptually closer to my deck. However, it has no heal whatsoever so I think my deck gets more out of it, even if we only considered the upped version. It is particularly vulnerable to CC because of the dependence on Gnomes, although I see it is more resilient towards PC.
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Offline serprex

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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283627#msg1283627
« Reply #3 on: December 29, 2018, 04:12:20 pm »
Light nymphs heal 10/turn

Offline EddygpTopic starter

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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283650#msg1283650
« Reply #4 on: December 30, 2018, 06:33:09 pm »
Light nymphs heal 10/turn
True, my bad! However, and only as an example, the Light nymph-containing deck winrate against Half-Bloods is only 13.4% (13.9% when fully upped!) with 4% EM rate, while my deck reaches 39.2% with 11.1% EM rate -- as both follow similar ideas, apart from mine including some GS/Miracle for extra oomph, I think the other one relies way too much on wardens and is very weak to CC.
Someday, something will come out.
Time is a great teacher, but unfortunately it kills all its pupils. - Hector Berlioz

Offline InsignificantWeeaboo

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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283652#msg1283652
« Reply #5 on: December 30, 2018, 08:43:36 pm »
4 Wardens and 3 Blessings seems too little for what is supposed to be a Creature Control deck. I would at the very least make it 5 and 5.
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Re: Sunrise [Earth][Light] [Upped] https://elementscommunity.org/forum/index.php?topic=66611.msg1283653#msg1283653
« Reply #6 on: December 30, 2018, 08:44:33 pm »
note that the ai often dumps all buffs on the biggest creature. it cant play that deck.
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