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Offline Gandora

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1066932#msg1066932
« Reply #12 on: May 05, 2013, 09:48:46 pm »
so do we have a new best FG farmer? I think it looks to easy to be true.
i do not have SoP, so can not try it.

Don't know if best but definitely good. And its in simplicity where efficiency is hidden ;-)
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Offline TribalTrouble

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1066953#msg1066953
« Reply #13 on: May 05, 2013, 10:53:17 pm »
RNG screws it up way more than RNG screws up PDials. I vote for PDials being better than this tbh.

Offline godmatrix

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1068790#msg1068790
« Reply #14 on: May 10, 2013, 10:02:51 am »
RNG screws it up way more than RNG screws up PDials. I vote for PDials being better than this tbh.

Seconded. At least Pdial has some draw power to get back on it's feet.

Offline S2xaT5No

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1068826#msg1068826
« Reply #15 on: May 10, 2013, 01:20:25 pm »
The secret of this deck is that the AI doesn't target cells... Checked and AI reverse timed a chrysaora instead of a 11/11 cell
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Offline Gandora

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1068875#msg1068875
« Reply #16 on: May 10, 2013, 03:44:46 pm »
I'll do 50 games in plat and 50 against fg's. But  since it'll be a small testcase they won't be precise.

Edit:

Platinum:
Wins 17  Spins 7
Loss: Total 33 || Misplayed 5  || "Bad Luck" 8 (probably not accurate)
EM   5

Spoiler for Hidden:
Game
1: Firefly Queen with SoFr and Feral Bond. Win?
2: Immo Rush with SoFr and Purify. Destroyed SoSac. Loss.
3: :fire :gravity duo. Some troubles because of SoFo spam but had enough quanta accumulated to chain SoSac. Played SoP only once when field was full because SoFo would have destroyed it. Win.
4: :light :air with pegasus archangels sofre and SoD. breaked SoSac chain so he'd play more creatures. But he got 2 more SoF in that turn and brought me under 40 hp.
5: some strange rainbow with lots of SoFo and Quintessence. He had a purify but I didn't play SoSaC yet. He wasted SoFo on Bone Walls and once SoFo was gone I played SoP. Win.
6: I miscounted my :death quanta and used Aflatoxin without having the quanta for SoSac. A mono :air SoFre rush brought me under 40 hp.
7: Void, Eclipse, Pests and Dusk Mantle. Bone Walls broke. :water quanta stolen. Void did its job and SL did the finishing blow. Field was filled but no SoP + Dusk Mantle made it impossible to   win in time.
8: :gravity :light duo. Drew only one SoSac. Crusader and Titan surpassed my BoneWall. Lower than 40 hp. With one more SoSac it'd have been a win.
9: didn't draw my needed SoSac. It was a mono :time rush with Golden Nymphs. After SoSac broke there was a big creature spam... loss.
10: Again SoSac didn't want to appear in my hand. Mono :air with SoFre. After SoSac big creature Spam of Wyrms and Dragons... loss.
11: Encountered 'Zen'. He used Lightning Storm before I had SoP in play. Couldn't restart the combo in time. loss.
12: Ghostmare + Void. Draw denial hurt me badly. Stalled with Bone Wall but void did again its job and when I was under 40 hp I finally drew my aflatoxin too late. loss.
13: mono :gravity. Very hard to decide how to play. Lots of Gravity Pulls, Massive Dragons, Momentums and Catapults. SoFo threatened my SoP. I never knew if to play SoSac because of sudden Momentums. Gravity Pulls stopped my Cells. If there was no Momentum the Catapult still was a threat. So yeah... I lost one turn before winning. loss.
14: mono :aether with SoW. Usually easy but his damage output was  low so I used SoSac anyway in hope he'd increase the attack by playing more SoW. He never did and chained Phase Shields so I ended up with exactly 40 hp. loss.
15: mono :life with nymphs, jade dragons and mitosis --> fast high damage. I had a second turn cell and lots of walls and SoSac. Easy win for me.
16: immo rush with purify. and good-bye sosac. loss.
17: mono :darkness. Pests prevented me from playing SoP. Dusk Mantle stopped Cells. SoSac chain broke and Bone Wall didn't stand against his dragons especially because eclipse also powered his pests.
18: mono :death with mummies, poison, sosac and plague. fortunately i already had SoP out. His Sosac chain broke occasionally and I could finish him with one hit.
19: mono :gravity. I was lucky that he played gravity shield before my SoP. So I filled the field with cells, growed them twice and won.
20: mono :water with SoP, Nymph Queens, SoP and Purify. Didn't have enough bone walls to chain them, had to use SoSac. But yeah, purify again.
21: mono :fire with :earth pends. It was pure luck I won. SoSac came everytime the last turn possible. I played a late SoP in fear of Explosion. It worked.
22: rainbow. I had a one pillar start and had to discard some stuff. he only played Forest Spirit and Lava destroyed. My stall with bone wall was good. He played lots of pandemoniums which heavily increased my bone wall. I recovered with my last cell remaining and played SoP. Important for SoFo's target priority: BoneWall > SoP
23: mono :fire. kinda instant loss because he played fire shield on first turn. tried killing him with poison but he had fire nymph. finished me off with fire lances.
24: same as 23 except that it was a trio.
25: :gravity :earth. played only animated pulverizer and stalled with granite skin. I stalled with walls and SoSaC. Priority for Pulverizer: BoneWall > SoP. So I grew my cells and won.
26: ghostmare. I had a one pillar start. he had 2 upped ghosts. So I started chaining SoSac receiving only 4 damage. When I finally drew more towers I played Bone Walls and Aflatoxin. He didn't have many Nightmares fortunately, and no steals too. So yeah, with some small troubles I won.
27: :death :water poison + purify. 'nough said.
28: some super cool weird :life :water :light deck. Played rustlers, rol, mitosis, epinephrine, feral bonds, sop and miracle. fortunately for me no purify. Stall got very difficult because of his sop, but his epi helped me a lot, and bone wall did some nice job in the beginning. win.
29: SoSeBow. I had to use SoSaC early because of his lowe damage. Fortunately he had a Lava destroyed so I hoped his growing would keep me over 40hp. It worked. Didn't draw a SoP though so killed him slowly. And fortunately no Purify appeared.
30: some weird deck that only played leaf dragons with mitosis and a jade staff. I could have won this easily if my SoSac chain didn't break and my combo would have come earlier. It wasn't before turn 5 that a chrysaora showed up.
31: :light :death. Again I had a one pillar start. He stalled with SoD and SoSaC and poisoned me. However, he dealt only 9 damage until I was under 40 hp. And even though I could have killed him, his sosac chain lasted 6 turns, too long for me to survive.
32: ghostmare. I misplayed because I forgot to remove SoP. So he stole it. Since he only got one GotP I might have won if I would have drawn a bone wall.
33: :death :water. let me present you multiple dessications and purify.
34: graboid + earthquake. very hard, especially because of the many quicksand. but I let him burrow his shriekers, I got under 40 hp, I let cells attack and won with 4 hp because he didn't play more creatures.
35: I was lucky. he played a blessing, animated vamp. dagger and crusader deck. I lacked lots of quanta because of steal taking my towers. I was under 40 hp and played SoP hoping he'd steal it. he did. I got the quanta to play bone wall, stalled with that and my cells did the rest in the meantime. new towers supplied my bone wall chains.
36: ghostmare with pests. quanta and draw lock. 'nough said.
37: rainbow deck. he played phase spider, lava destroyed and unstable gas. I still had high hp so I didn't play SoSac. He got supernova and made a creature spam which brought me under 40 hp.
38: mono :fire with early fire shield. loss.
39: mono :fire. not sure what this deck did. it only played fire pends. win.
40: mono :death. I stalled quite early because he didn't play many creatures. So I let his arsenic give me poison counters. It worked (even though it was close). He stalled only with bone walls. Most of my cells got destroyed ones by a triple plague. But I recovered and won.
41: mono :earth. quicksand and big creature spam destroyed my walls and I got under 40 hp.
42: faced a :gravity :entropy deck. we both got a weird draw. I was waiting for chrysaora and he for discord. he played many pandemoniums and received malignant cells. I had a big bone wall and easily stalled with sosac afterwards.
43: very cool :light :entropy deck. it played Pegasus and SN. Played good cards like quick sand, black and discord. But I got combo early, stalled with Bone Walls and the opponent started with only 72 hp.
44: cool graboid deck extended with golden nymph and earth dragons. unfortunately i didn't draw bone walls or sosac. his big quanta production and draw power allowed him to outrush me.
45: steam machine deck with fire nymphs. explosions destroyed my quanta production. the rest was kind of on the bottom of my deck. i could only power sosac but not play the combo. when i finally had more towers the opponent had almost 200 damage output. i stalled with quanta and hoped they'd be enough (he only had 5 or 6 creatures). dessication forced me to restart growing cells. i was one turn short, and would have decked out anyway. earlier towers would have let me win.
46: rainbow deck. i had a one pillar start and had to discard a bonewall. not that bad since opponent had only small creatures. he played firefly queen and i started with sosac. but he played a very unexpected sop... so yeah... his creatures got no problems with my bone wall and the rest took my remaining hp.
47: :earth :gravity: i had a one pillar start. opponent played shriekers, sofo, quicksand, black hole and pulverizer. his denial and rush gave him the win quickly.
48: rainbow with many sofos. i had a low pillar start. his quanta denial was the reason for my loss. I might have had better chances if I could have lured sofos on bonewall but i lacked the quanta.
49: rainbow. he didn't play many creatures and i had my combo early. but he played wings, allowing him a big stall of five turns. he then stole my SoP. when he removed it i still was over 40 hp. since I had no bone wall i played sosac. he had purify which was my loss.
50: ghostmare. i got lucky in the beginning because he played golden nymph before ghost. i had a one pillar start but drew a second one in the second turn and started combo early. he stole a pillar. i stalled with bone wall but didn't take into account his high amount of quanta. he played one more creature than my bonewall and brought me to exactly 40 hp.

Troubles:

Purify:
definitely a threat. nothing to do in this duo. when purify has to be considered, try to poison with chrysaora and stall with bone walls as long as possible.

Missing SoSaC :
fast decks can lead to this as well as missing quanta. and of course bad luck.


Quanta denial:
Pests --> appear often in mono :darkness and ghostmares. since they are cheap they appear early and are big trouble especially with one pillar start.
they also prevent you from playing sop reducing your damage a lot.
Black Hole --> Not super dangerous but their timing can be fatal. Combined with your slow pillar start it slows you down quite a lot. If you're chaining SoSac they can prevent you from playing SoP.

PC:
Since you need a lot of quanta, PC is after Purify your biggest weakness. Unless you didn't accumulate lots of quanta early big amount of pc is your loss.
SoFo --> If possible let it waste on Bone Walls. You can protect your SoP and pillars since SoFo will target your wall first.
Steal --> If you're low on quanta it will be used on your pillars. Never on Bone Wall. When encountering Ghostmares, Rainbows and Mono :darkness try to use your SoP when you have many cells unless you want to protect your tower.
Explosion --> I can't recall what it prioritizes, BoneWall or SoP. However, it rarely comes in masses. So save SoP for when you have some cells and let it waste on BoneWalls meanwhile.
Quicksand --> Dangerous with low pillar start. Try saving as much as possible for sosac after intialized the combo. If all your pillars are destroyed before having the combo you can't win.

Shield surpassing:
Momentum --> Usually comes with SoFo in mono :gravity decks. If so, play BoneWall it will protect your towers and make you less vulnerable to the Black Holes. If no SoFos appear, don't waste your quanta on it.
SoFr --> Very mean card as it makes it difficult to decide if your bonewall gets hit or if they bypass it. Consider your HP and amount of SoFr. But since they often come early and lots of them, I'd play early bone walls and then chain SoSac.

Shields:
Fire Shield --> if played before you have lots of cells growing, you lost.
Wings --> depends on your remaining stall. If chained I wouldn't expect you to win.
Phase Shield --> Usually played in mono :aether. Beware of SoW as it can bring a sudden shield bypass and damage boost.
By chaining SoSac you might be able to let the opponent discard some shields. Hope you can make a one turn kill before your stall runs out.
Bone Walls --> Not a big problem. Play SoP anyway because the new cells still attack and destroy the wall.
Dusk Mantle --> Usually in mono :darkness where pests are your bigger trouble. But if you still managed to play the combo your SoP probably got stolen, the enemy has some form of heal and your damage output is kind of halfed... so don't expect to win.
Improved Fog: Usually in rainbows or mono :air. Not that troublesome since those decks have things that annoy you more. Just grow your cells a lot.
Gravity Shield --> Usually in mono :gravity. If its played it early so you can be sure it's there. If you don't want to risk anything don't play SoP until your field is full and grow celsl twice.

Mass CC:
depending on your remaining Stall and how strong your cells are, this can be. Often they're played when you get 4< creatures. They nicely can power your bone wall.
Thunderstorm --> As stated above they can slow you down and since thunderstorm appears mostly in mono :air which has SoFr I hope for you that you have some SoSac left.
Rain of Fire: I encountered this rarely. Probably played in mono :fire which don't surpass shields. Play a bone wall and save your sosac if possible.
Dessication --> these decks often play poison and purify. No real need to power bone wall. With purify it's quite surely a loss anyway even if they slow you down.
Pandemonium --> can slow you down because of reverse time, congeals, deaths and stuff. But is not really worth to worry about. Sometimes you field lock your opponent.
Plague --> Usually not a big bother because your cells often already have enough hp to kill the enemy in two turns. newer cells might die but they power your bone wall.


Other:
Void --> Usually in mono :darkness, sometimes ghostmare. BoneWalls and SoSac won't help a lot. Often steal and pest accompany this card. Just hope you're faster but since void decks also pack stall I wouldn't expect a win.
One Pillar start --> Happens quite a lot and is one of the big weaknesses. Even a two pillar start can be not enough if you encounter two pc's or quicksand. I suggest adding one more, either removing something or making it 31 cards. Always discard cards you have more than once. Starting with Aflatoxin. Then Bone Wall. Then SoP or Chrysaora.
« Last Edit: May 12, 2013, 02:52:59 pm by Gandora »
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Offline Acab Jef

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1069322#msg1069322
« Reply #17 on: May 11, 2013, 07:40:31 pm »
I'll do 50 games in plat and 50 against fg's. But  since it'll be a small testcase they won't be precise.

the fg is not precise because there are fg's which you probably not going to fight(good and bad), but the plat you will have a lot of the main plat decks as a oponent.
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Offline Gandora

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1069571#msg1069571
« Reply #18 on: May 12, 2013, 02:50:37 pm »
finished 50 matches in platinum. see two posts above.
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Offline Keeps

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Re: The Melancholy Death of Chrysora (for Malignant Cell) [FG] [OTK] [water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1071336#msg1071336
« Reply #19 on: May 18, 2013, 04:29:27 am »
Being fairly certain how to maximize this deck (Maker of Malignant Ball That Could)  I'll go ahead and do the rounds against the FGs in the trainer:
I'm picking some favorates and good FGs to test this against first then just kind of pick some at random to change them up from getting boring and different playing styles.  I'll mark wins out of 10 and EMs.

23 FGs tested : Current Wins: 100  WR: 43.4%
(I'll get the last few later, I have been testing continuously for a long long time now, and I won't do the deck justice if I don't stop)

The good: It's a nice duo, cheaper and easier to build than it's predecessors, requiring less thinking than it's predecessors.  When it works it works really well and really fast.  It will likely play against Platinum equally as well or better than it's predecessors and should make a solid plat grinder.

The bad: The 80% FG win rate is grossly overstated. It has about a 30% Inherent bad draw/jam up rate.  Steal is still a problem, Same with Area Damage Spells.

Overall Impression:  The deck feels like a boardline/bipolar case

The deck has dry areas where low or no starting towers,  jams up against denial, and the biggest bane is is either unsuccesful/broken SoSac chaining or more often the combo cards are at the bottom or come late.  The ability to poison your opponent is not very helpful and just slows down the deck more in most cases.  It's shining element is the bone walls make for a great distraction against those doing explosion perm control.  These allow it to win against some FGs the predecessors couldn't; however, not as good against early mass creatures or momentum creatures losing to these more.  The overall effect is when it plays 'right' it feels 'great' it feels fast and powerful, easily crushing your enemy.  But when it doesn't its frustrating and depressing.  I think it's a nice addition to the SoP+Cell combo family and I feel very proud that a deck I built encouraged someone else to try the theme; I had truly hoped to get a better result.  I too fell a bit for some of the initial numbers, starting with around an 75% win rate with some of the FGs, thinking I made a perfect FG grinder.  In the end it came out still good with around a 65% from CuCN's test, but not as great as I thought and hope no one holds it against the original poster.  These decks work that way.

Stats and Strats:

Dark Matter 1 of 10 (0 EM)
Creatures have momentum making walls useless, Black Holes is a problem because it slows down and jams up the deck, can't free the deck by putting SoP out early because it destroys the easy cell combo and can't play chrysora because of otyughs.  The specific combo being needed with the quanta and not losing too much health
too early makes Dark Matter a bitch.  The 1 win came from a good pillar draw allow for afatoxin to be played on chrysora 2nd turn SoP and Sosa from there.
 
Decay 0 of 10
Low quanta nature of the deck and SoSac useless results in no wins here.

Divine Glory 10 of 10 All (10 EM)
The Bonewall is the perfect defense.  Even when I got bad pillar draws, you have plenty of time.

Dream Catcher 7 of 10 (5 EM)
I had a lot of great combo draws and really felt like the deck was showing what it was capable of.  Dream Catcher couldn't do much against it and it really couldn't do enough damage in time.  The three losses were 2 from a bad initial tower count early butterfly effect where he kept killing my pillars.  The other was from SoSac showing up late.

Chaos Lord 3 of 10 (2 EM)
Chaos lord having some steals but not much, momentums but not much, some plays of many creatures, some plays of a few strong creatures, and every once and a while
a random game changing improved mutation makes winning against Chaos Lord inconsistent. Chaos Lord either got the cards at the right time to beat the deck or it didn't.  When it didn't it was easy and felt like it should always be that easy, but it's not.   It really seemed to be how quick did I get the right combo out.  If I got it out early, the better my odds of winning, long games, lead to losses.

Eldinis 3 of 10 (3 EM)
I was really surprised out how poorly the the deck played, not because of the deck itself, but having played Instosis quite a bit and My Malignant Balls deck recently this FG always seemed a joke.  Like Obliterator it's shield guarding 2 damage buys it time for you needing another turn with SoP to get enough to kill, but like Miracle you need the OTK and like Ferox, he eats through bone wall quickly.  All it takes is the SoSac chain to break or come late and it's game over.  Needing that extra turn results in a lot of screaming 'NOOOO!!!!'  Though admittedly when the SoSac shows up, you get a big smiled on your face.

Eternal Phoenix 4 of 10 (1 EM)
Use bonewalls to get him to waste explosions, also he will firestorm the cells as they expand to the upper and lower rows making the combo harder
to get out but at least the  bonewall get reinforced.  If you play the SoP right away the center cell will live through the firestorm to keep splitting
unless it does a massive firestorms storm.  Regardless hold onto your next combo incase you need to rebuild it.
You really don't get to poison much here either, because of lances and lightning against anything not a cell.  Just try for the combo over and over again.

Ferox 6 of 10 (6 EM)
Like Miracle but slightly easier, go for the 200 OTK, use walls at first until it has enough damage out
to sosac chain for defense.  Although a break in the chain isn't so bad if you have another wall, because
the walls can buffer a lot of damage because Ferox is a bit slower at times at getting that damage
out for some reason.  Losses were from broken sosac chains, bad draws (antiflax at the bottom).

Firequeen 6 of 10 (5 EM)
Similiar results to Ferox and the like, deck pretty much only beats itself against this FG.

Gemini 2 of 10 (1 EM)
No way to deal with shield other than to poison, but lobos puts a stop to that early.
Wins are when you get lucky and Gemini doesn't draw enough shields to keep the chain.

Hecate 4 of 10 (1 EM)
A couple of the first losses were from trying to figure out how to get hecate from
taking the SoP or minimize it's effect.  With shroud out a whole 12 damage a turn (on average)
isn't going to cut it, so you need to play it.  I concluded in the end, it wouldn't matter if

Don't play SoP while in SoSac is in play and you have < than 40 health. 
and
Although counter intuitive use the SoSacs early to prevent Hecate from playing well
then use walls to buy some time against 20/3 dolls coming your way at the end.  Don't try for the
EM.  Pick kill him with 3/3 and 5/5 cells

Hermes 1 of 10 (1 EM)
Although possible, without fire shield, and good early combo.  The bone wall provides enough shielding.  Buckler, Firestorm, make a mess of this deck.

Incarnate 8 of 10 (5 EM),
Play just like Morte.

Jezebel 1 of 10 (1 EM),
What a bitch Jezebel is, she makes you think your winning, then you aren't.  SoP can be stolen, Air Nymph can cause octane effect, Grav nymph can shut down a late SoP play, Life Nympth makes bone wall useless, etc.  Every loss was terrifyingly unique.

Miracle 5 of 10 (5 EM)
Unlike divine glory, Miracle can get a lot of creatures out quickly to break down those walls.
A break in the SoSac chain and you die. Losses were from broken sosac chains and bad draws.

Morte 7 of 10 (5 EM)
Be patient and lead with chysora a turn ahead of antiflax, he will waste all the retrovirus
on it, then put down down your antiflax.  Use bone walls as buffer in between sosacs.
Build up and crush, but it's ok to TTK. 

Neptune 9 of 10 (9 EM)
Poor Neptune is so slow and lumbering, the biggest problem is Neptune being and the bone walls work better than dials here.  Not really a problem at all.

Obliterator 5 of 10 (1 EM)
Momentum made wall useless, titianium shield buys it time, low creature rate and burrow makes Sosac less useful, that being said, if the combo was out in the beginning draws it couldn't do enough damage to hurt you by the time you could TTW.  Otherwise, it was a loss.

Octane 0 of 10
Can't use cells well, can't use chrysora well.  You die to quick.

Paradox 9 of 10 (9 EM)
The walls don't last long, but agai9st so little damage, does it matter?  I just used the walls as buffer until it had enough damage out to SoSac
I had one bad draw where anti-flax was at the bottom, didn't have enough time to get damage out.

Rainbow 2 of 10 (1 EM)
Don't let Rainbow's slow start fool you, you might think those bad draws are ok and you can work through them, but the truth is the steals and miracles say otherwise.
You need to build up to 200 OTK without getting the SoP stolen.  If you get a good draw and rainbow doesn't is how you win.

Seism 4 of 10 (3 EM)
Quick Sand makes quanta hard to obtain.
If the combo is ontop with a couple of towers it's a win, else it's a loss.

Scorpio 3 of 10 (3 EM)
Purify cause problems, walls make good buffer since it rarely has a lot of creatures out making it a good buffer to keep SoSac's in play when needed.   Play SoSac hope no purify comes.  Build close to OTK or OTK and let them fly.
« Last Edit: May 19, 2013, 06:40:28 pm by Keeps »

Offline mycale

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Re: The Melancholy Death of Chrysaora (for Malignant Cell) [FG][OTK][water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1088193#msg1088193
« Reply #20 on: July 21, 2013, 06:12:08 pm »
I find this deck better than PoisonDials because it is easier to know when you are going to lose, so you can just quit and start again.
Great job to the OP.

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Re: The Melancholy Death of Chrysaora (for Malignant Cell) [FG][OTK][water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1088281#msg1088281
« Reply #21 on: July 22, 2013, 02:05:42 am »
After first afla on your chrysaora you won't need the other two(in the largest amount of cases), for your creatures, so why don't switch the bonewalls with skull bucklers instead, and so have an effective use on the other two by afla oppo creatures? Also because afla counters bonewall.

Plus i don't think that as it is now got an 80% winrate and it's not so fast, not because of the effectiveness of the combo once played, but more because the requested cards to do the combo are not enought to grant speed, even for a 30 cards deck. That said, the deck it's nice.

EDIT: I'll personally go with - 4 bonewalls, - 2 towers, since the deck has a minor cost than before (and not that before was that needed either) + 4 skull bucklers + 1 aflatoxin + 1 SoP.
« Last Edit: July 22, 2013, 02:11:51 am by THEACCUSO »
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Offline Newbiecake

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Re: The Melancholy Death of Chrysaora (for Malignant Cell) [FG][OTK][water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1088467#msg1088467
« Reply #22 on: July 23, 2013, 04:22:50 am »
Looks like an interesting deck. May have to try it sometime. :>
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Offline Acab Jef

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Re: The Melancholy Death of Chrysaora (for Malignant Cell) [FG][OTK][water][death] https://elementscommunity.org/forum/index.php?topic=48843.msg1088494#msg1088494
« Reply #23 on: July 23, 2013, 12:42:41 pm »
good stats here :) keep up the testing
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