"I am the hole in things, the enemy, the piece that can never fit, there since the beginning."--Dr. Simon Hurt.
(cookie to Desert Knight and Higurashi, fellow Batman fans =])Art originally by kometani from deviantart It started with a discussion in chat about why
Dark Matter had
Light as its second element. We then started brainstorming possible Darkness-Gravity duos, until Napalm suggested Black Hole-Pests. Knowing that combo would be weak to mono decks, I threw in Earthquake as well, and made it a trio. Anyway, after some revisions, here's Mephistopheles version 3:
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And below, the tests:
First game:
The loss wasn't very surprising to me as CCYB hasn't done well with previous trials. The one thing I do want to say is I'm surprised Gargoyles haven't been featured in FG decks before. Coinich was right when he said more Gargoyles was a good idea; they're great heavy hitters and relatively cheap.
Second game:
Now
this was the surprise. Looking at just the bottom half of the screen the game looks like one you'd see against any other FG. The interesting thing was that Mephistopheles had plenty of Black Holes in the early game, but it was its lack of early Earth Pends or Pests that did it in. I got out a Sanc then a Pulvy, and after that it was pretty easy setting up my combo. I didn't have to worry about PA-ing my Sanc because when Mephistopheles got out his own Pulvies, I had that one turn warning which made a huge difference. In fact, at this point I was starting to wonder if I made this deck
too weak.
First game:
Horrible. My worries were put to rest as Mephistopheles put down a second turn BH and EQ. It became a spacebar game pretty quickly. One thing I should note is the AI uses EQ on Pillars first instead of Pulvy, which IMO should be the smarter option. Whatever.
Second game:
I think this is the best measurement of the changes I've made to the deck, since RoL-Hope has fared consistently against the BH-Pest-EQ trio. The RNG played a huge hand in this, of course -- no Gravity Pends for the poor guy till turn 9 -- and by then I'd gotten out one Fractal -- the only one you need against this guy. One Hope and two Dragons later, and this became a spacebar game again, but a rather satisfying one.
Marvaddin gets credit for suggesting the VNG as a hard counter to Mephistopheles. In fact it works great: because pillars aren't crucial to the VNG's success, running off of Cremation, I didn't have to worry about EQ and Pulvy. The instant quanta generation also solved the Pests and the Black Holes, so that the game became a rush of
creatures versus a Gargoyle rush. The winner was basically determined by who got their creatures out first.
First game:
Mephistopheles was slightly faster in this one.
Second game:
I was lucky to get two Cremations within the first two turns, so I won this one, though it was close.
Possible changes:
- Adding Steel Golem
- Adding Wardens
- Adding Earth Pends to account for slow early game
- Switching Pends to Towers to account for overabundance of
quanta in late game
- Replacing Pulverizers with Steals, also to account for overabundance of
quanta in late game
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(Extra ?? card is the mark, for easy importing in Trainer)
The Obsidian and Basalt Dragons were thrown in for damage (otherwise it would be a very slow, stalemated game), and the Elite Otyugh for CC. The Cloaks were for protection, the Nightmare for added denial, and then I threw in 12 Steals for maximum ragequit power.
I've tested it with RoL-Hope and tttt's Contemporary CCYB (no screenshots for the latter, as I tested it against an imperfect Yoink!~; will add more after testing).
First game:
Not the best game for testing purposes, I know, but I'll replace it with a better screenshot later. My only mistake (and a crippling one) was playing the Electrocutor early, which Yoink!~ of course promptly stole. There was then a few turns in which it waited for a Gravity Pend and its single Pest frustratingly kept my
quanta at 8 while I whittled away at his HP 2 at a time. I finally Fractalled my RoLs, but I didn't have a Hope, which could've possibly helped my chances. The stolen Electrocutor lobotomized my RoL's one by one, and though the
quanta wasn't an issue Yoink!~'s repeated use of BH's and its one Nightmare kept me from drawing a Hope in time. I never got enough
quanta for another Fractal for the rest of the game, since Yoink!~ had gotten his denial combo rolling.
Second game:
A bit better, I didn't make the same stupid mistake, and I even had a Hope right from the start but unfortunately Yoink!~ also had a better opening hand. Right from the start he ruthlessly used BH and Quicksand, so that I couldn't do anything other than play RoL's. Of course the turn after Yoink!~ played his Otyugh, and his continued denial made it so I could do nothing as his Dragons at chunks out of my HP. The last Nightmare with his Otyugh was just rubbing salt in my wounds.
First game:
My only win. I was really lucky this game because Yoink!~ didn't get a single heavy-hitter, and I put down a PA'd Sanc by the sixth turn. From then on I SN'd to my heart's content, sent out a Destroyer, an FFQ, then another Destroyer (Quinted to "dodge" the Otyugh). Won with almost full health.
Second game:
Horrible. Yoink!~ got out its combo second turn. Didn't see a Sanc the entire time. The game basically consisted of me tapping spacebar and discarding every turn until my eventual loss.
Third game:
Another loss, but quicker this time, since Yoink!~ got out both its Obsidian Dragons and a Basalt. I think there were at least two Pests and an Otyugh before the final blow. Again, I could do nothing without a Sanc and a PA together, so I could only skip all my turns.
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Then I played against it with RoL-Hope, here are the results:
First game:
I managed one Fractal before he really got his combo rolling -- most notably I realized he doesn't have that many pendulums, so that you usually get the first 2 turns without anything interfering with your quanta generation. Of course once he did get his combo out, I couldn't play another Fractal, and his damage slowly chunked away at my HP. But compared to v.1 I did much better, managing to put down a Hope and both Dragons before I lost.
Second game:
Started with four Aether Towers in my hand but didn't play them for fear of EQ...of course considering the above revelation I might've done better had I said "screw it" and spammed all of them to get a second-turn Fractal.
The Cloak's blocking it but he had five Pests and one Gargoyle, powered by Eclipse. The last turn I threw up a Hope, then that RoL in my hand which made it so I would've gotten 1 damage a turn (Hope blocking 8 damage from Gargoyle's 9 ATK) . Of course the RNG was being devious (as always) and gave Yoink!~ an Obsidian Dragon and a Sapphire Charger, which finished me off.
Overall much better results, I felt like I had a chance (going to try the Tower-rush tactic and see if I can win like that), and certainly not the spacebar game I had with prior testing.