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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg114392#msg114392
« Reply #96 on: July 14, 2010, 04:27:45 pm »
Okay so I've tried 60 games with Dragoon mod. It hasn't really changed win rate (actually the weighted win rate has dropped) so I guess 50-55% is what this deck can handle. (http://tinyurl.com/289tue6)
That's where I'm at with the Dragoon mod.  76 games and I'm 38-38, though I didn't face Miracle, Ferox, or FFQ at all.  So my winning percentage should be a tad higher.  A great deck and a nice change, but I don't think this deck is better than 55%.

There were a few times where drawing an antimatter would have probably ended up in a win, and at least 1 loss against Paradox where my permafrost froze 1 creature out of about 20 attacks.  But those bad beats'll happen, I suppose.  Stats here. (http://tinyurl.com/3837ct4)

EDIT: lol... I went back to rol/hope and my 2nd matchup was Miracle...

Offline Essence

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg115489#msg115489
« Reply #97 on: July 15, 2010, 10:21:05 pm »
Octane is actually pretty easy if you get lucky enough to draw Fractal early -- and Fractal his Eagle's Eyes.  You can litereally overwhelm his Explosoins by throwing down so many permanents (and EE's are high priority, after only Hourglasses) that he never gets around to blasting your SoGs or Permafrost. :D
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

Nume

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg115830#msg115830
« Reply #98 on: July 16, 2010, 04:27:33 am »
Hmm that sounds like a good idea. I'll try that next time I get a chance. I've actually only faced him once with this deck in all the games I've played, but I got quickly overwhelmed as he drew many unstable gasses early.

stinky472

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg115999#msg115999
« Reply #99 on: July 16, 2010, 12:04:56 pm »
I love this deck! It's genius! I've been winning at a higher rate and probably even faster than rol/hope. I never realized just how much of a life saver permafrost shield combined with 6 SoGs can be.

There's just one thing I've been thinking about.... what if we replace fractal with twin universe? That would take away the deck's ability to deal massive damage late game, but I found often that it's not necessary. Late game I often already have an ffq churning out plenty of damage on her own or an immortal lava destroyer with momentum doing 25+ damage. While I've only been playing this deck for a couple of days (a lot though), I've never found myself short on damage without fractal.

Twin universe might help a bit early-mid game when we're up against creatures that are expensive to play but whose skills might benefit us greatly. Dream catcher might be a little easier if we could clone his antimatter nymphs, e.g. Same thing with Paradox's super blessed deja vus: we can use them against him, etc. It seems a little bit more like it could be a life saver than fractal though I could be wrong.

kobisjeruk

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116021#msg116021
« Reply #100 on: July 16, 2010, 12:52:09 pm »
funny you should go that route because from my experience, FFQ seems like the weakest link here

most of the time, it just sit there in your hand until you get that 2nd quint or even if you get it to stick, the fireflies dont last longer than the turn your cast it making it 7 atk damage at most (FFQ + Firefly) against FGs with creature control, even against FGs with no or abysymal CC (Miracle, Ferox, DG, Gemini, Paradox, Seism, Destiny), most of the time you can make do with a buffed up quinted golem and fractal anything for the last attack
also, not having any target for numerous CCs means it will sit there useless and force the FGs to draw 1 card a turn for the rest of the game which is a bonus
and fire quanta generation bonus is negligible because by the time you want to fractal anything, you should have some reserve quanta for the kill anyway
a golem by itself will do 91 damage by the 6th turn you have it out (assuming you have enough :earth quanta to grow it every turn which is not a big deal)

i'm currently toying with the idea of replacing FFQ with something else
first i've wanted to go with Ulith to give some form of CC but 3 :water is alot considering you want to cast perma asap
bloodsucker is the second that comes to mind but a single bloodsucker wont do much CC
fire/air/grey nymph are the next but unfortunately i dont own a single one (air seems like the best replacement here)

grey nymph gave me an idea though, how about using aflatoxin instead. its not so much a CC but rather a lock on your opponent board which combo with your perma and it works great for now. heres what i'm using right now

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Offline kev

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116053#msg116053
« Reply #101 on: July 16, 2010, 02:21:47 pm »
Using antimatter on FFQ as a quint is a brilliant idea,
Just wanted to note that Hermes bolted my AM'd FFQ when she was the only creature on the board, so use this strategy with caution.

Kurohami

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116075#msg116075
« Reply #102 on: July 16, 2010, 03:05:43 pm »
I've got an idea for an awesome name for this deck: the Burning Crusades
I had this idea after a duel with miracle, when I ended the game, I had a whole bunch of lava destroyers and fireflies on the field, both of which have to do with fire and lava and burning, so I think this name sticks.

(http://imageplay.net/view/m7Gbd74314/The_Burning_Crusades)

CB!

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116111#msg116111
« Reply #103 on: July 16, 2010, 03:41:22 pm »
OK, so after 100 games with the Dragoon mod, (Fire Queen was the only false god I never saw) I'm 52/48.  Stats here. (http://tinyurl.com/3837ct4)

I'll write up some strategies for this specific build.


Obliterator (5/1) - If you can get a pulverizer out before he does, you're usually in the clear.  Try to wait for a dragon to use antimatter as he'll burrow the shriekers.  Also, he has a bunch of creature control cards.  So, you can use that against him by only playing quinted lava destroyers.  If he does get a protected pulverizer out you'll need the PA for your shield, or save your hourglasses to play with your shields.

Incarnate (5/1) - If you have a shield it's almost impossible to lose this one.  Antimatter vampires and he'll hurt himself.  You can fractal anything you need here, really.  Vamps for healing, blood suckers for creature control, skeletons to take down bonewalls.  Also, if he plays a ton of graveyards you can fill up his board with skeletons.

Destiny (3/1) - This one depends on what kind of creatures he hatches.  Use antimatter on big creatures with a skill, or you can quint big creatures without a skill.  Otherwise he'll usually mutate them.

Eldinis (6/0) - Really hard to lose here.  Destroy his towers and you can usually lock his hand up.  His creatures can lobotomize, so keep that in mind when playing your own creatures.

Ferox (1/0) - Only played him once, but it was an easy win.  A shield and a couple of SoG will keep you safe.

Osiris (3/1) - Not drawing a shield is about the only way to lose here.  And that was the reason for my loss.  Don't even bother playing the firefly queen.  Your quints are best used on the lava destroyers.  If you can fractal scarabs early enough, you can win that way, too.

Neptune (5/1) - My only loss here came because both of my quints were in the bottom 3 cards.  He had 2 life left, so it was still really close.  If I would have spammed a turn earlier, perhaps I would have won.  But he's too slow for this deck.

Fire Queen (0/0) - Even though I didn't face this one, I'm assuming it'll be easy with all the healing and the permafrost shield.  Draw out the fire lances with a quinted queen and the rest should be easy.

Octane (4/2) - You're going to need a pulverizer fairly early or his gasses will most likely overwhelm you.  He only has 4 explosions, so keep count.  You can usually keep your pulverizer safe with hourglass and playing a few SoG early.

Paradox (2/2) - With 2 losses this god is still in the easy category.  A shield and a few SoG should keep you safe, unless your shield decides to quit freezing.  Antimatter big creatures, or blessed deja vus before they've split.  He'll still split them even with a negative attack.

Miracle (0/1) - This loss happened because all 3 of the creatures were in the bottom 4 cards, and I decked out.  But from other people's comments and stats this should be an easy win.  Nothing out of the ordinary.  Antimatter dragons (blessed ones preferably) and spam lava destroyers to prevent him from playing a miracle.  Although I think this deck can out damage his miracles.

I'll update for the rest of the fasle gods later... :)

Offline P-e-K

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116163#msg116163
« Reply #104 on: July 16, 2010, 05:08:59 pm »
hi, first message on this board, although I've been playing the game almost since the beginning^^

thanks for the great idea.

as I don't have 6 SoGs yet, I made what I thought would be a temporary version until I acquire them all, with some Heals. eventually, I realised that Heal is better at the start of the game, when you can counter a quick start from the FG with the equivalent of 4 turns of a SoG.

I also removed the FFQ, as it was much of a dead card in most play.

in the end, these tweaks allow for a slightly greater win ratio I believe (no statistics, sorry), and a much better EM ratio (keep the Miracle and a Heal for last turn obviously), at the price of longer games – I'm winning most games with the last 3 cards or so.

hope it can give you guys new ideas, feedback appreciated :)
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Kurohami

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116211#msg116211
« Reply #105 on: July 16, 2010, 06:11:47 pm »
I was thinking perhaps we can sneak a bond into this deck, it's one of my favorite cards and it dramatically increases EM rate, but I'm not sure how it will affect the rest of the deck.

Offline killsdazombies

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116222#msg116222
« Reply #106 on: July 16, 2010, 06:31:49 pm »
i put in an eternity and photon. my next fight was miracle, i was bounce the photon for about 10 turns before i broke through her miracle wall.

kobisjeruk

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg116248#msg116248
« Reply #107 on: July 16, 2010, 07:01:16 pm »
you dont need bonds to em with this deck
last fight me against Miracle and i got out a 23|17, 17|11, 17|11, 9|3 golems and he was at 13HP and i still manage to EM
man i wish i'd save that screenshot

how?
he got 13HP with a Jade Shield in play while i had enough SoGs to heal me to 100, so i grew the 23|17 golem (it was the first golem) and Antimattered it, giving him 13+25=38 HP. my golems all did -2 damage each due to the shield so it was 15+15+7=37 damage which left him at 1 HP. my pulvy did him in

 

blarg: