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Luteus https://elementscommunity.org/forum/index.php?topic=12117.msg150892#msg150892
« on: September 02, 2010, 08:01:23 pm »
This FG is designed to slow the opponent down, like they're stuck in the mud.
Destroying Pillars/Towers and delaying creatures. Reduced to 4 Quicksands, so they can slow the opponent, but not shut them down.
Strengths: If the opponent doesn't have a protect artifact, it could be over before they even get a chance to start.
Weaknesses: No creature removal. Besides Pillars/Towers, no permanent removal.

Name changed: Luteus: of mud or clay; dirty, covered with dirt.

Newest version of the deck.
Code: [Select]
778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77b 77b 77b 77i 77i 77j 77j 77k 77k 77k 77l 77l 77l 77l 77l 77s 7gm 7gm 7gm 7gn 7gn 7gn 7gn 7gn 7gp 7gp 7gs 7gs 7gtDouble cards, triple MARK

Let me know what you think, and any ways the deck could be improved.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150918#msg150918
« Reply #1 on: September 02, 2010, 08:47:21 pm »
Obvious comment is obvious, but.. too similar to Seism to be implemented. Also, not fun to play against. Sorry man.
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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150922#msg150922
« Reply #2 on: September 02, 2010, 08:58:35 pm »
This deck is a prime example why Poseidon is so underrated.

Earth and Water has 0 synergy.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150933#msg150933
« Reply #3 on: September 02, 2010, 09:11:00 pm »
Obvious comment is obvious, but.. too similar to Seism to be implemented. Also, not fun to play against. Sorry man.
4 Quicksands and this deck is 'too similar to Seism'??
Look at Seism's deck and let me know the similarities besides that?

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150936#msg150936
« Reply #4 on: September 02, 2010, 09:16:13 pm »
Your deck:
Code: [Select]
778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77a 77b 77b 77b 77i 77i 77i 77i 77j 77j 77j 77j 77k 77k 77k 77l 77l 77l 77s 7gm 7gm 7gm 7gn 7gn 7gn 7gn 7gp 7gp 7gs 7gs
Seism's deck:
Code: [Select]
778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 779 77a 77a 77b 77b 77c 77e 77e 77e 77f 77g 77g 77g 77g 77g 77g 77i 77i 77j 77j 77j 77j 77j 77j 77k 7q4 7q4 7q4 7q4 7q6 7q6
Not too similar, but a lot of things in common (PA's, Golems, Dragons, CC and creatures in a different element, EQ's, Granite Skins)
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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150976#msg150976
« Reply #5 on: September 02, 2010, 10:03:03 pm »
I count six different cards that both decks have. That's a lot, but more important is the basic strategy. Which is quicksand for both decks. It's not identical to Seism, but it's close enough that it won't bring anything new to the FG table.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg150999#msg150999
« Reply #6 on: September 02, 2010, 10:27:53 pm »
I count six different cards that both decks have.
That would mean there couldn't be any other earth decks because they would have 'X' amount of similar cards as Seism. Count the number of cards Obliterator and Seism have in common... I counted 5 (6 if you count Graboid-Shrieker).

So this goes back to the Quicksand debate. And that's really the only way they're similar. That's it.

FG Strategy:
Seism: Destroy Pillars and rush with creatures. Seism usually has 1-3 Quicksands to start the game.

Mud: Destroys Pillars and delays creatures. Doesn't have the rush potential Seism does. Plus with less Quicksands than Seism, there's less of a chance to start the game with them.


So, in any case, how could this deck be made better without losing the overall feel of the deck. (That of slowing the opponent down [as if he was stuck in the mud.])

On a side note... there are ZERO FG decks with a WATER mark.

Offline tyranim

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg151010#msg151010
« Reply #7 on: September 02, 2010, 10:37:58 pm »
the only deck that would be able to beat this with ease is rush/massive cc decks. this deck seems almost too powerful
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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg151032#msg151032
« Reply #8 on: September 02, 2010, 11:00:54 pm »
I disagree unit, this deck seems to weak.  For a pillar destruction deck, it's sure lacking in pillar destruction.  Only two poseidon and four earthquake?

Also:  This deck is VERY different from seism for several reasons.  When fighting seism, it's smarter to play on pillar at a time to get past his earthquakes.  When fighting Poseidon, it's smarter to play all your pillars at the same time to generate as much quanta as possible before they get destroyed by the earthquake on a stick.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg151088#msg151088
« Reply #9 on: September 02, 2010, 11:47:18 pm »
I count six different cards that both decks have.
That would mean there couldn't be any other earth decks because they would have 'X' amount of similar cards as Seism. Count the number of cards Obliterator and Seism have in common... I counted 5 (6 if you count Graboid-Shrieker).
Thank you for taking that out of context and ignoring what I said next.

I count six different cards that both decks have. That's a lot, but more important is the basic strategy. Which is quicksand for both decks. It's not identical to Seism, but it's close enough that it won't bring anything new to the FG table.
Yes Seism and Obliterator also have some similar cards, but Seism's strategy is to destroy your quanta production with quicksands, while Obliterator destroys all your other permanents. Seism can't even use Pulverizer.

So this goes back to the Quicksand debate. And that's really the only way they're similar. That's it.
That's enough of a similarity to consider Seism and Mud too similar. Without quicksand, both decks would lose a huge advantage.

FG Strategy:
Seism: Destroy Pillars and rush with creatures. Seism usually has 1-3 Quicksands to start the game.

Mud: Destroys Pillars and delays creatures. Doesn't have the rush potential Seism does. Plus with less Quicksands than Seism, there's less of a chance to start the game with them.
Seism has 12 quicksands = 12 cards.
Mud has 8 quicksands + 4 Poseidons = 12 cards.
They have equal chances of starting with pillar-destroying cards. Yes, Poseidon can't be used on the turn it's drawn, but it can be used every turn after that.

Rewinds also delays creatures. Even more efficiently than congeal, when combined with pillar destruction so they won't be played again for a while. Rewinds also prevent the opponent from drawing a new card.

You're right, it doesn't have the same rush potential. Yay, Seism without the rush. Easier, but not different.

So, in any case, how could this deck be made better without losing the overall feel of the deck. (That of slowing the opponent down [as if he was stuck in the mud.])

On a side note... there are ZERO FG decks with a WATER mark.
You could try making a water mono, maybe something that's too similar to Neptune.

No, there aren't any FGs that use water mark, but that doesn't mean a proposed one that does will have better chances.

I disagree unit, this deck seems to weak.  For a pillar destruction deck, it's sure lacking in pillar destruction.  Only two poseidon and four earthquake?

Also:  This deck is VERY different from seism for several reasons.  When fighting seism, it's smarter to play on pillar at a time to get past his earthquakes.  When fighting Poseidon, it's smarter to play all your pillars at the same time to generate as much quanta as possible before they get destroyed by the earthquake on a stick.
You forget that False Gods have double cards and double card draw. If you read above, there is the same, if not more, pillar destruction than Seism.

The several one reason you give does not justify that this deck is very different from Seism. Maybe you do play your pillars immediately, but overall, the lack of quanta production is the same.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg151094#msg151094
« Reply #10 on: September 03, 2010, 12:03:42 am »
I addressed what you said in the next sentence...

But it still goes back to the point of: can another FG have Quicksand? You say no, and I say yes.

I still haven't gotten any suggestions (minus the sarcastic one) about any changes to this deck.

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Re: False God Proposal: Mud https://elementscommunity.org/forum/index.php?topic=12117.msg151103#msg151103
« Reply #11 on: September 03, 2010, 12:14:00 am »
It's not that it can't have quicksand. It's just that the strategy shouldn't be based on it. My FG proposal, Nightmare (http://elementscommunity.org/forum/index.php/topic,11667.0.html), uses quicksands, but only as a support card. They aren't the focus of the deck.

I was only being sarcastic about making it too similar to Neptune, since he does use congeal and permafrost shield. I don't think a water mono would be bad, but there aren't any new ideas. If I could think of a slowing deck that's not similar to gods that already exist (Dark Matter, Decay?), I'd suggest it. But nothing comes to mind.

 

anything
blarg: