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Offline XenocidiusTopic starter

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Too Many Scarabs (unupped, rareless) https://elementscommunity.org/forum/index.php?topic=29246.msg373079#msg373079
« on: July 29, 2011, 11:59:44 am »
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52g 52g 52g 52g 52g 52g 52g 52g 52t 52t 52t 52t 52t 52t 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5rk 8pl


It seems that Mummy's ability is somewhat unused. This deck focuses on rewinding Mummies, then generating Scarabs to overwhelm and control the enemy.
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Mainiak

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Re: Too Many Scarabs (unupped, rareless) https://elementscommunity.org/forum/index.php?topic=29246.msg373088#msg373088
« Reply #1 on: July 29, 2011, 12:31:12 pm »
Looks like a very slow deck - even with a perfect start. Unprotected low offence creatures combined with no defence until scarabs can start to devour - I assume you're dead before the decks gets rollin?

Designed to play against AI3? - how're your experiences?

Offline thatnewguy

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Re: Too Many Scarabs (unupped, rareless) https://elementscommunity.org/forum/index.php?topic=29246.msg373187#msg373187
« Reply #2 on: July 29, 2011, 05:08:05 pm »
Death trials deck comment

*cracks knuckles* So, lets get rolling. You have an easy 18 pillar, 6 attack, 6 spell card deck. This in itself is a problem, because you have no stall power (which is essential in a scarab/pharaoh deck and you have an etremely low amount of :gravity to use the scarabs ability.

To essentially fix this problem lets rework what we have at hand, we're gonna need pends some more death cards to make up for that excess death you seem to have and we're gonna need some stalling power. In theory we can abuse a common duo and use scarabs + bonewall to have mass CC and quite a bit of defense as well. Or we can go a different route and use procrast + rewind for a killer lock down deck, either way lets see how both of these would end up.

For a bonewall/more death focused route we take out 2 mummies and about 4 pillars, we are now down to 10 time pillars, 6 rewind, 4 mummies and 4 death pillars. With 6 empty spaces, now we want to add bonewalls, right? So we add in 3 death pendulums and 3 bonewalls for an offensive and defensive death balance. Now we move onto the time portion where we remove about 5 pillars and we add in about 2-3 scarabs for a quick start when we are building our mummy army and we put in another 3-2 time pends (preferably 3) to use our scarabs ability more often. Our final copy should look as such :
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52g 52g 52g 52g 52r 52r 52r 52t 52t 52t 52t 542 542 542 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5rk 5rq 5rq 5t2 5t2 5t2 8pl
You might ask why 4 mummies and 6 reverse time, well we don't have the time quantum for 6 pharaohs when we get them up and running so we reduce the amount to 4 and we have to cards left over for stalling purposes/CC. This is my prefered version because bonewall + scarab = godly :D

For a time focused route we are gonna focus more on getting scarabs out ASAP and slowly getting pharaohs. So, for this we obviously want more scarabs in the deck, more time quantum and less death cards. We focus on getting scarabs so we remove all death pillars add in 5 scarabs and 3 Soul catchers. We use soul catchers for their ability to gain death quantum off of opponents death, which their will be quite a few of them due to scarabs going nom nom nom. Now we remove 2 mummies for the same reason stated in the 3rd paragraph and we add in a time pendulum and another scarab. So, that's our death portion, now we want to balance our quantum so we -6 time pillars and add 4 time pendulums and 2 procrastanations, why? Because we still need that stall power. For a final balance we want to remove 1 reverse time and add another time pillar because we seem to look low on early game time quantum. Our final copy should look as such:

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52t 52t 52t 52t 52v 52v 52v 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5rk 5rk 5rk 5rk 5rk 5rq 5rq 5rq 5rq 5rq 5rq 5t2 5t2 5t2 5t2 5t2 8pl
It will most likely be a slower field advantage deck due to you have to wait to get your mummies out after your scarabs nom somthing, but an overall faster deck.


Hope this helped =]

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