Ok, this will be my placeholder post for my decks.
I'll post my first deck to get it started and see if I've got these spoiler/forum options figured out.
Deck 1:Deck 1
An improved version of deck 1. Graboids work better than the shriekers for this deck due to lower cost, and the
is basically free.
4vh 4vh 4vj 4vj 4vj 4vj 4vj 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58r 58r 58r 590 590 5c5 5f5 5f5 5f9 5f9 5fb 5fb
testing data:
Doing a new set of test results and posting them here as I do them.
(element win-loss ttwlist)
SUM 48-12 = 80% across 60 runs
Fire 15-1 8,10,8,7,11,9,9,11,8,10,8,7,9,9,9,
Water 7-2 7,13,11,9,11,8,15
Light 4-0 7,9,8,7,
Life 5-3 10,9,12,12,16
Death 4-1 6,9,10,9,
Time 3-1 9,8,12,
Air 4-1 16,8,8,8,
Entropy 4-1 8,14,9,9,
Earth 1-2 8,
Gravity 1-0 8,
(test number opponentElement - outcome ttw [or explanation of what happened if loss])test 1 fire - WIN 8
test 2 fire - WIN 10
test 3 water - WIN 7
test 4 light - WIN 7
test 5 light - WIN 9
test 6 water - WIN 13
test 7 life - LOSS - chaos seeds, pu dragons, gravity pull, healing, full pillar opening draw
test 8 fire - LOSS - in first 17 cards - drew 1 creature, leaving 7 plus staff in last 13 cards...
test 9 water - LOSS - poisoned and frozen to death
test 10 water - WIN 11
test 11 death - WIN 6
test 12 fire - WIN 8
test 13 fire - WIN 7
test 14 life - WIN 10
test 15 fire - WIN 11
test 16 time - WIN 9
test 17 life - WIN 9
test 18 death - WIN 9
test 19 time - WIN 8
test 20 air - WIN 16test 21 fire - WIN 9
test 22 life - LOSS bad opening hand, opponent healing and rt
test 23 entropy - Win 8
test 24 air - WIN 8
test 25 light - WIN 8
test 26 air - LOSS - close fight, got outsped by 3 firefly queens
test 27 air - WIN 8
test 28 water - LOSS frozen and poisoned to death
test 29 fire - WIN 9
test 30 entropy - WIN 14 (this was a 4 devourer+discord enemy)
test 31 entropy - LOSS - barely outsped by lycanthropes
test 32 light - WIN 7
test 33 earth - WIN 8
test 34 earth - LOSS EQs off draw, early rts,
test 35 time - WIN 12
test 36 fire - WIN 11
test 37 water - WIN 9
test 38 death - WIN 10
test 39 entropy - WIN 9
test 40 life - LOSS victory stolen by a healtest 41 fire - WIN 8
test 42 air - WIN 8
test 43 water - WIN 11
test 44 gravity - WIN 8
test 45 death - WIN 9
test 46 death - LOSS barely, 3 parasites did CC too well
test 47 life - WIN 12
test 48 entropy - WIN 9
test 49 fire - WIN 10
test 50 life - WIN 12
test 51 fire - WIN 8
test 52 time - LOSS - rt's, pu's etc, close anyway
test 53 fire - WIN 7
test 54 fire - WIN 9
test 55 life - WIN 16
test 56 fire - WIN 9
test 57 water - WIN 8
test 58 fire - WIN 9
test 59 water - WIN 15
test 60 earth - LOSS - rt, bb
concept and swaps:
It has both offensive and defensive deck (including some quanta defense).
There is a lot of responsiveness in the deck surrounding the choices you make with immolation targets and rage potions. If an enemy poisons or lobotomizes something or messes up a creature, it becomes a good immolation target. If you get stuck needing to kill a maxwell demon or something to get shriekers out, you can sacrifice whatever is on the board to get a fire shield up. You can also let the preferred target (lycanthrope) do some damage while you wait for the need for a shield. The rage potions also get around gravity shields, as most people know everything outside of shriekers is going to have high hp, so they might plan for it. Lycanthropes, stone dragons, hematite golems all go well with rage boosts for offense.
The novas and immolations aren't just there for producing quanta, they're also counter-discord/pest quanta defense too, as well as confusing opponents a bit.
There's a core of this deck, which is the novas, and the earth cards pretty much.
Swap options for particular situations:
-The fire shields can be swapped for titanium shields. Fire is better against fire, or entropy type rushes, titanium better against life.
-The lycanthropes can be swapped for pretty much any low quanta immolation target. Main reason to do that really is if you need the entropy or dark quanta for something else. My second choice woulda been mind flayers.
-The rage potions are swappable for basilisk blood, but that removes the offensive potential.
-The rage potions are swappable for other cards. Options include: adrenaline (works as a nice killshot, shriekers and stone dragons are both 8atk, which is the optimal atk for adrenaline which hits for 17 total dmg (8,6,3); you can swap for Rewind, Momentum, an improved poison, or really, any two other special cards you think you need to handle something. Deflagrations are excellent choices as well, as it's very likely to run into fire or thorn bucklers playing as earth, as it's a standard counter to burrowed creatures which everyone will expect from earth.
-The fire pendulum could be swapped for a stone pillar, but it's slightly better with it as a pendulum.
-Stoneskins could be added if are going to need healing, but it slows it down slightly.
-Hammers or pulverizers can be swapped in as well, but barring a special need I found they got in the way more often than they helped. Opponents expect weapons, so they get destroyed or stolen and they end up hurting as well as wasting your slot.