2) Off-element Pends/Pillars.
Unless we find a deck that absolutely kills every single thing within its path that uses Pillars/Pends from outside Elements, we shouldn't take these. In later rounds they become useless, or if we're forced to discard them then that basically means the rest of the deck that relied on them probably won't work half as well as before.
You know, I've been thinking about this since last War. The 24 cards discard also factored in. I think there are some good points in having some of these in our Vault.
Take a duo deck that relies a lot on another element. I'll produce a random deck as an example.
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58r 58r 58r 58r 58r 58r 58s 58s 58s 592 5bu 5bu 5bu 5bu 5bu 5bu 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 8pm
Absolutely random deck which we will probably never use but whatever. The idea is: we have a deck like this, with very little need for Life quanta (only 2-cost cards) and much more need for earth quanta. A deck like this:
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58r 58r 58r 58r 58r 58r 58s 58s 58s 592 5aa 5aa 5aa 5aa 5aa 5bu 5bu 5bu 5bu 5bu 5bu 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 8pm
Seems like it has a better quanta balance all around. [Note: the example might even be wrong, but it doesn't really matter; the point works as long as we have some decks that rely on off-element cards more than on in-element cards - and this is likely since Life has a lot of low-cost cards. Dragons might be randomly added to any deck to round out the quanta balance, true, but I don't really like adding random dragons to decks that would be better off without them].
We had a few of similar decks with Air last War. Some of them (CataTitans) were even pretty good. So, what is the problem of taking some off-element pendulums (pends > pillars, but we could split) in our Vault?
1) Vault space. The most important drawback. However, having some off-element pends INSTEAD of in-element ones partially solves this, as long as their number is limited. Remember we can convert them right away when we don't need them anymore.
2) Later rounds. Since we're going to discard off-element cards far sooner than in-element ones, we are also going to lose the need for these cards. However, if we actually play them, we either win (keeping the whole deck and potentially converting these into Life pillars or pendulums) or lose (discarding these, since we must discard 24 cards).
All considered, if we are planning to use some off-element heavy decks, we probably won't regret taking some of these. We can dispose them very easily whenever we don't want them anymore.
Want a few black holes for when UW comes into the game, held in our pocket till that time
Word. One of the best ideas we had last War (thanks to jippy, who was on UW on War 2).
I also considered starting an individual thread for each element and then posting what the scariest decks used by each team were. Then after that was done, creating decks built to counter those monsters. However, with the new Vault restrictions this might lead us to wanting to take a lot of decks that we don't have the space for. I think that categorization system is the right way to go.
I think that this War is going to be VERY different from last ones. The 24 cards discard not only destroys whole decks when they lose, but
allows to save exactly 6 cards from a typical deck.This is very important, as it practically makes teams save key cards (most likely in-element ones to avoid sacrifices) whenever they lose. This goes for both us and our opponents. I think having a broad discussion/list of key cards in each element and our counters to it is going to be important. Also, I think we'll need some good deck archetypes to splash salvage into, as in later rounds we'll probably lose most of our starting Vault and will need to fall back on what we have. Preparing some backup plans seems like a good idea.
As for decks. I prepared a few (pretty bad) decks. Funny enough, I had about the same idea as Pika about the DBH deck. It worked well for Death last War, and I can BET pretty much every team that can pull it off this time WILL pull it off. I think we'll see it from Darkness, Death, Earth, Entropy, Gravity, Time, Water (Nymphcord), maybe even Fire and Aether. They can do something quite similar to what Death did last time.
Bad DBH is Bad:
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4vl 4vl 4vl 4vl 55k 55k 55v 55v 55v 55v 55v 55v 576 576 576 5bs 5bs 5bs 5c0 5c0 5c9 5c9 5de 5de 5de 5de 5de 7ae 7ae 7ae 8pj
Notes: quanta balance screwed - low on Gravity, high on Entropy...
Creatureless Decker:
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4vl 4vl 4vl 4vl 4vp 4vp 4vp 4vp 4vp 4vp 5bs 5bs 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c3 5c4 5de 5de 5de 5de 5de 5de 5de 5de 8pj
Notes: pretty bad deck, but has surprise effect. Can splash some dragons.
Poison Punch:
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52l 52l 52o 52o 52o 52o 52o 52o 52q 52q 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5c0 5c0 5c0 5c0 5de 5de 5de 5de 7ae 7ae 7ae 8pk
Notes: the idea is not to focus too much on Poison while still using it.
Template:
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c0 5c0 5c0 5c0 5c0 5c0 5c5 5c5
Notes: can splash Gravity Pull, Lightning, Reverse Time, Shockwave, Basilisk Blood... anything.
Adrenascorpion Rush:
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55q 55q 55q 55q 55q 55q 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c5 5c5 5c7 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c8 7an 7an 7an 8pl
Notes: banal.
AdrenaQuakes:
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58u 58u 58u 58u 58u 58u 593 593 593 593 593 594 594 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5c7 5c7 5c7 5c7 5c7 77c 77c 7an 8pm
EarthStall:
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592 592 592 593 593 593 593 594 594 594 594 594 594 596 596 596 596 5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c5 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 8pm
Notes: bad deck.
Your Rush is Slower:
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58u 58u 58u 58u 58u 58u 596 596 596 596 596 596 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c5 5c5 7an 7an 7an 8pm
Notes: I don’t know if this can work. Like, at all.
My Take on Firestall:
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5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5de 5de 5de 5de 5de 5de 5de 5de 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5f6 5f7 5f7 8po
Why Not?
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5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5bt 5bt 5de 5de 5de 5de 5de 5de 5f6 5f6 5f6 5f6 5fb 5fb 5fb 5fb 5fb 5fb 7ae 7ae 7ae 8po
Crazy Stupid MitoCrusaders:
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5c3 5c3 5c9 5c9 5c9 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5l8 5l8 5l8 5l8 5ll 5ll 5ll 5ll 5ll 5ll 7al 7al 7al 8pq
Phat Ztall:
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5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c3 5c3 5c5 5c5 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 7k2 7k2 7k2 8pq
Wings Works:
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5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5de 5de 5de 5de 5de 5de 5on 5on 5on 5on 5on 5on 5oo 5oo 5oo 5oo 5oo 7ae 7ae 7ae 8pr
Adrenastaves:
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c3 5c5 5c5 5c5 5c5 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5og 5og 5oi 5oi 5oi 5oi 5oi 5oi 8pr
AdrenaMitoDevs:
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5c7 5c7 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5um 5um 5um 5um 5um 5um 5uq 5uq 5ut 5ut 5ut 5ut 7ap 7ap 7ap 8pt
Another Bolt Stall:
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5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c3 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5up 5up 5up 5us 5us 5us 5us 5us 5us 7tb 7tb 7tb 8pt
General Fractal:
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5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 622 622 622 622 622 7ae 7ae 7ae 7ae 7ae 7ae 809 809 809 8pu
Anti-CC Duo Dragon:
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5bt 5bt 5bt 5bt 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 8pu
Classic Grabbow:
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4vj 4vj 4vj 4vj 4vj 4vj 52q 590 590 590 590 590 590 5bs 5bs 5bs 5bs 5c7 5c7 5c7 5c7 5de 5de 5de 5de 5f6 61q 7ae 7ae 7ae 8pm
Less Classic Grabbow:
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4vj 4vj 4vj 4vj 4vj 4vj 52q 590 590 590 590 590 590 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c2 5f6 61q 7aj 7aj 7aj 8pm
Notes: can be a real shocker, but with best of 5 surprise effect doesn’t really count.
SNova Bow:
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4vj 4vj 4vj 4vl 4vl 4vl 55q 55q 590 590 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c1 5c1 5c1 5f6 5f6 6u3 6u3 6u3 8pj
ImmoRustler:
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5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5bv 5bv 5bv 5bv 5bv 5bv 5f6 5f6 5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5fc 8po
Pepoker:
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5bt 5bt 5bt 5bt 5bt 5bt 5bv 5bv 5bv 5bv 5bv 5bv 5c9 5c9 5c9 5c9 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5ld 5ld 5ld 8pn
Stallbreaker:
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5c1 5c1 5c1 5c1 5c1 5c1 5c4 5c4 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5i8 5i8 5i8 5i8 5i8 5i8 7gp 7gp 8pp
Bad FFQ:
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5c6 5c6 5c6 5c6 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5od 5od 5od 5od 5od 5od 5og 5og 5oj 5oj 5oj 5oj 5oj 5oj 8pr
Anti-Air?:
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5bt 5bt 5de 5de 5de 5de 5de 5de 5f6 5f6 5f6 5f6 5fb 5fb 5fb 5fb 7ds 7ds 7ds 8po
Bad UG deck:
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]5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5c7 5c7 5c7 5c7 5c7 5c7 5om 5om 5om 5om 5om 5om 7mt 7mt 7mt 7mt 7mt 7mt 8po
MitoRoL:
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5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5c6 5c6 5c6 5c6 5c9 5c9 5c9 5c9 5de 5de 5de 5de 5de 5de 5lk 5lk 5lk 5lk 7jp 7jp 7jp 7jp 7jp 7jp 8pn
Yet Another Firestall
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5c2 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c5 5c5 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5f4 5f4 5f4 5f4 5f4 5f4 7ad 7ad 7ad 8po