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Offline ZephyrPhantom

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311258#msg311258
« Reply #12 on: April 13, 2011, 09:13:19 pm »
This round's going to be crucial - if we can salvage a lot of cards we could level off the ground between us and the other teams. Also, we have to fight Napalm again? CURSE YOU RNG.

My current opponent is Batcountry, who is  :entropy - I'm expecting Discord and BE in some shape or form if they go mono, if not - I'm not so sure of that yet.

I'm currently working on trying to make a good mono-light deck, it may or may not get off the ground.

valuka

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311275#msg311275
« Reply #13 on: April 13, 2011, 09:29:29 pm »
We have tried this deck against  :time with ak65ala

Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5lh 5lh 5lh 5lh 5lh 5li 5li 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5oi 5oi 5oi 5oi 5oo 5oo 5oo 8pr


I have thinked about mono  :light against  :time but i dont have any good idea about it. What do you think from this above?

Offline ZephyrPhantom

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  • ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311277#msg311277
« Reply #14 on: April 13, 2011, 09:32:04 pm »
This looks interesting, after a few tests.
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lh 5lh 5li 5li 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8pq

hrmmm

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311318#msg311318
« Reply #15 on: April 13, 2011, 10:20:57 pm »
just a little sidenote:
we have quite some :time salvages this round.
encounters might be prepared for this.

( :light/ :time -countercounter? )

Offline ak65ala

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311324#msg311324
« Reply #16 on: April 13, 2011, 10:27:59 pm »
Created a organization tool:

https://spreadsheets.google.com/ccc?key=0Atqvz2j6ZUpLdGczdHdIS0lhMXl4RWtjWjA1VHAxdnc&hl=en&authkey=CPf09LUE

Shows Salvages, Decks, Discards and Conversions on the same sheet.  Also auto-tallies the cards being used so that we can keep track of everything easier.  See what you guys think.

Offline RootRanger

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311365#msg311365
« Reply #17 on: April 13, 2011, 11:28:59 pm »
 :light vs  :gravity
Here's what I'm interested in:
Hover over cards for details, click for permalink
Deck import code : [Select]
5lf 5lf 5lf 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5rk 5rk 5rk 5rk 5ro 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 8ps

Hover over cards for details, click for permalink
Deck import code : [Select]
5f9 5f9 5f9 5f9 5f9 5f9 5fb 5fb 5fb 5fc 5fc 5fc 5fc 5fc 5fc 5l9 5l9 5l9 5l9 5l9 5l9 5lh 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 8po


I'm fine with either.
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Offline BoingoTopic starter

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311428#msg311428
« Reply #18 on: April 14, 2011, 12:35:32 am »
Created a organization tool:

https://spreadsheets.google.com/ccc?key=0Atqvz2j6ZUpLdGczdHdIS0lhMXl4RWtjWjA1VHAxdnc&hl=en&authkey=CPf09LUE

Shows Salvages, Decks, Discards and Conversions on the same sheet.  Also auto-tallies the cards being used so that we can keep track of everything easier.  See what you guys think.
This spreadsheet is very nice.  Not sure I get it totally yet, but I like seeing everything in one place
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Offline coinich

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311474#msg311474
« Reply #19 on: April 14, 2011, 01:46:23 am »
Thats not enough Dune Scorpions and too many cards in that deck.  We need to downsize it.  Are all those pends absolutely necessary?

Offline RootRanger

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311484#msg311484
« Reply #20 on: April 14, 2011, 01:59:05 am »
Dune Scorps - Only the first one is very useful, to get neurotoxin. The rest will get killed and do next to nothing. And with 6 sundials, the deck plays like one that is 24 cards (sundials stall a turn and speed your draw a turn, netting you 2 turns).
Size - It has slow damage. A smaller size could make it deck out.
Pends - Bad draws completely screw the deck up, and I don't want to discard stuff.

If you want, I made a version following your suggestions. We will have to test and see which one does better against standard rushes.
Hover over cards for details, click for permalink
Deck import code : [Select]
5lf 5lf 5lf 5lf 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5ro 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 8ps
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Offline BoingoTopic starter

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311503#msg311503
« Reply #21 on: April 14, 2011, 02:35:24 am »
Dune Scorps - Only the first one is very useful, to get neurotoxin. The rest will get killed and do next to nothing. And with 6 sundials, the deck plays like one that is 24 cards (sundials stall a turn and speed your draw a turn, netting you 2 turns).
Size - It has slow damage. A smaller size could make it deck out.
Pends - Bad draws completely screw the deck up, and I don't want to discard stuff.

If you want, I made a version following your suggestions. We will have to test and see which one does better against standard rushes.
Hover over cards for details, click for permalink
Deck import code : [Select]
5lf 5lf 5lf 5lf 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5ro 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 8ps

Wouldn't an eternal crusader deck be a good idea vs :gravity ?  Nerfs overdrive, some rushes, expensive creatures...
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Offline RootRanger

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311507#msg311507
« Reply #22 on: April 14, 2011, 02:39:48 am »
Their Eternal Crusader deck has a :light QI of 10.3, counting the mark twice. Counting the mark once, its QI is 12. And a QI of 8 is the highest a mono/duo should go, and that's if it is a slow deck.

I've never been able to make a good Eternity Crusader deck; it uses too much quanta, thus, is slow.
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Offline RootRanger

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Re: Round 2 strategy https://elementscommunity.org/forum/index.php?topic=24067.msg311516#msg311516
« Reply #23 on: April 14, 2011, 02:53:13 am »
Packing a mono isn't a bad idea if the mono is pretty good. Here's my version of the light mono.
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lb 5lb 5lb 5lb 5lb 5ld 5ld 5lf 5lf 5lf 5lf 5lf 5lh 5li 5li 5li 8pr

5 Pegs and 5 Blessings: Too few Pegs would leave the mark unused and cause risky draws. Too few blessings would cause a lack of offensive power. Too many Pegs or blessings would mean we don't have enough quanta for miracle. I find 5 and 5 the right amount.
2 Solar Shields: They are good cards; I like to carry two. Three would be a bit too much though.
1 Morning Star: Good weapon, but two would be a waste because the morning star is expensive (for a weapon) and undestroyable.
3 Miracles: Enough to have a use and save us from death. 4 is a possibility, I need to test this more.
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blarg: valuka,Zblader,RootRanger,Boingo