Hello Elements community! I need to first say I'm sorry for some of the "edged" decks I've posted before, and I need to thank Chapuz for saying what he did for me to realize. But anyway, I wanted to post this deck for a long time... Twin Dive! 8)
Now, before I post, there's multiple variants to this deck, and it depends on how you play. The main strategy of this deck is practically the same across, however.
First one. Original build:
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7ms 7ms 7ms 7mu 7mu 7mu 7mu 7mu 7n0 7n5 7nq 7nq 7nq 7nq 7nq 7nq 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80b 80b 80b 80b 80b 816 816 816 8pu
The second largest of the versions, this deck has a slower start, but can deal the most damage in 3-5 turns. Note that this version can be locked quicker, but is the only one to have creature control.
Second Build, which was helped by from Mpots (Kongregate ign. I'm terrible at remembering folk's forum names.):
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7mt 7mt 7mt 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7mu 7mu 7n0 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80b 80b 80b 816 816 816 816 8pu
Possibly the fastest and definitely the smallest of the versions, this one packs quick the quickness of damage, but doesn't include Shard of Freedom.
Third Build, and my spin off of edc's build:
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7mt 7mt 7mt 7mu 7mu 7mu 7mu 7n0 7n8 7nq 7nq 7nq 7nq 7nq 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80b 80b 80b 80b 816 816 816 816 816 8pu
I personally like this version a touch more than my original build. Sure, not having any creature control isn't always good, but look at it like this: Turn 3, possible 15 damage. (Not that this is really big or anything
)
Fourth and final build, from edc's setup of this deck (The unupped cards were there because of the fact I didn't have the upgraded versions at that time):
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5oc 5oc 5oc 5oo 5pa 62m 62m 63a 63a 63a 63a 63a 63a 63a 63a 63a 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7n0 7nq 7nq 7nq 7nq 80b 80b 80b 80b 816 816 816 8pr
The largest one of the four, but nicely made to use its size to an advantage, considering draws.
Alright, now that they're there, what is the strategy? That's a simply fun one. You'll be mostly favoring using Twin Universe on your own dived Elite Wyrms, boosting them with Shard of Wisdom and providing protection with Shard of Freedom as you go. Now, SoW's timing will affect your overall damage that you deal to your opponents. For example, you have a 5/3 Elite Wyrm on the field, and you play SoW on it, making it a 9/3. Dive now deals 18 damage. If you wait until after it dives, then use SoW, you'll deal 14, of course of the fact of excluding SoFree. So, you might only like decks with high damage, or regardless of speed... Well, here's the damage increments of each deck with all Twin Universes used (The fifth number is for the ones with 5 TU/5 SoW marks the decks with that number):
0 SoW, 5>10>20>40>80>160
1 SoW, 9>18>36>72>144>288
2 SoW, 13>26>52>104>208>416
3 SoW, 17>34>68>136>272>544
4 SoW, 21>42>84>168>336>672
5 SoW, 25>50>100>200>400>800
Now, do note that the max a creature's attack can be is 499. Those that pass that will drop back down to the number, excluding Dive damage. Diving a 499 results in a hefty 998 damage. For SoFree's bonus damage, just take the number and use this equation: x+(x(50%)). X stands for current attack, in case you're not good with math or equations.
Now for the fun part... Areas where this deck can be used!
AI 3 is a cake walk with most draws, if you decide to face them. The occasional rng problems and Creature Control may give you a loss, but within my studies and records, I had a clean 90%+ victories with any version.
AI 4 is a bit more... interesting. Even though these decks win in 7-8 turns at most (most of the time), AI 4 may still win, due to quicker creature control and damage at times. Otherwise, with a nice 8 to 2 in wins to losses, I think they don't stand that high of a chance.
Arena is a whole new ballpark. Bronze, you can pretty much win against any deck. Silver has a bit lower of a winning chance, but otherwise has the same outcome. Gold, however, can and probably will wipe this deck off the field. Platinum, with my recorded efforts, has a 25~30% win rate, and this isn't including 1 HP decks.
The only False God I beat with this deck was Ferox, so word of advice, do NOT go rushing into the False Gods thinking the damage will win you over. The deck's high damage comes at a price of fragile creatures.
PVP 1 and 2 are a tossed coin. You win some and lose some.
Commonly Asked Questions
Q: Why not use Pegasus instead of the Wyrm?
A: Wyrms keep the deck at a duo, and allow for more speed. Pegasus would strain the deck too much.
Q: Why do you not use Sky Blitz?
A: This is really more of a taste than reason, but in all honesty it does take a while longer to use a Sky Blitz, which may clog your hand for a while. You
are using a lot of
to work this deck's strategy.
Q: What's this deck's average ttw (turns to win)?
A: This depends on the version you use. If you use the original, you normally get 7-8 turns with a rare, but possible, 5. The others seem to get 6-7 turn wins without any opposing changes.
Q: Can this deck be used without the shards?
A: Definitely. Quintessence is a good substitute for SoW and Sky Blitz for at most 2 SoFree. Really one Quintessence is all that's needed, but hey, always fun to dive immortal creatures, eh?
Q: What are the glaring weaknesses to this deck?
A: Definitely AOE (Area of Effect) cards, like Firestorm and Pandemonium. These decks also lose to decks with quick Permanent control and quicker damage, like Immorushes.
Well, there you have it! If you have any questions or comments, I'm on here a lot, so I'll read when I get the chance. Also, if you find a deck structured like these ones, then please share the deck with me, please. I hope I'm the "first" (not including the Wiki) to have made this deck.
-Arc