Elements the Game Forum - Free Online Fantasy Card Game

Opponents, Strategy and Decks => False Gods => FG Proposals => Topic started by: memimemi on May 25, 2012, 12:45:39 am

Title: Lunatic.
Post by: memimemi on May 25, 2012, 12:45:39 am
Vampires.  Werewolves.  Insanity.

When the moon overshadows the sun, creatures of the darkest legends shall rise.

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6s1 6s1 6s1 6s1 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u1 6u1 6u1 6u1 6u1 6u1 6u2 6u2 6u2 6u4 6u4 6u4 6u5 6u5 6u8 6u8 6u9 6u9 6u9 6ug 6ug 7t8 7t8 7ta 7ta 7td 7td 7td 7td 7td 7td 8pt
Title: Re: Lunatic.
Post by: AP579 on May 25, 2012, 04:14:12 am
What are all those eclipses doing? Adding 2 ATK to all the Voodoo dolls, and nothing else? 12 of them?
Title: Re: Lunatic.
Post by: furballdn on May 25, 2012, 04:20:12 am
12 voodoo dolls. 12 mutations. Nothing to do with voodoo dolls besides really awesome 2atk beatsticks or mutation fodder. How nice!
Title: Re: Lunatic.
Post by: memimemi on May 25, 2012, 11:16:58 am
Well, I was aiming more for thematics than for difficulty.  Maybe replacing the Voodoos altogether would be a good idea.  What would you all suggest?  Maybe Vampires would fit just as well.
Title: Re: Lunatic.
Post by: furballdn on May 25, 2012, 05:22:52 pm
Probably. Vampires. :entropy and :darkness have many neat combos together.
Title: Re: Lunatic.
Post by: freemod1espilon on June 28, 2012, 03:13:09 am
Maybe leave a few voodoo dolls they can be a little ..... um whats the word? no idea but they can be useful if something mutates to have poison as an ability
Title: Re: Lunatic.
Post by: Annele on June 28, 2012, 05:40:36 am
I'd suggest replacing 6 voodoos with vampires, and ~6 eclipses with CPs. (only get rd of 3 in the picture)
And by the way, an eclipse is when the moon (or sun) is BLOCKED.
Title: Re: Lunatic.
Post by: thispersonisagenius on June 28, 2012, 06:30:02 pm
Question: Are the Mutations for the Voodoo Dolls? If not, they aren't that great for CC.
Title: Re: Lunatic.
Post by: memimemi on June 28, 2012, 07:13:44 pm
OP edited, to reflect suggestions from the community.
Title: Re: Lunatic.
Post by: UnderneathTheLens on June 28, 2012, 07:22:05 pm
How is it gonna play the cards it gets from SoSe?
Title: Re: Lunatic.
Post by: thispersonisagenius on June 28, 2012, 07:32:08 pm
Replace a couple of Towers with Pendulums, so that the Dark Side :) is better represented. Probably -6 Pillars and +6 Pendulums would be good. Also, the deck is a bit big at 40 cards, and doesn't do THAT much damage.
Title: Re: Lunatic.
Post by: memimemi on June 28, 2012, 08:03:41 pm
How is it gonna play the cards it gets from SoSe?

The first card SoSe gives is always  :entropy.  Sometimes, it gives up Pillars/Pends.  Sometimes, Improved Mutation gives a quanta-generating creature.

Perhaps, in line with
Replace a couple of Towers with Pendulums, so that the Dark Side :) is better represented. Probably -6 Pillars and +6 Pendulums would be good. Also, the deck is a bit big at 40 cards, and doesn't do THAT much damage.

I could go -6 pillars, +2 Pends, +4 QT.
Title: Re: Lunatic.
Post by: Cheesy111 on June 28, 2012, 08:11:19 pm
SoSe is a waste in this deck.  -4 SoSe -2 BE -3 Mutations +3CPs, and then meddle with the Tower/Pendulum mixture to make sure the quantum balances.
blarg: