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Offline ddevans96

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg232418#msg232418
« Reply #1020 on: December 24, 2010, 09:49:36 pm »
It's "Creature Control Why Bother?" In other words no CC at all.
An Oty does not fit the CCYB theme though.
I'm saying you're deviating from the theme.
Permafrost Shield? Antimatter? Aflatoxin in some variants? This deck has plenty of soft CC and as such 'no CC' can not logically be called a theme. Otyugh is a great addition to the deck and if you say that is not a 'variant' then I would like to see what is.
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wavedash

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg232430#msg232430
« Reply #1021 on: December 24, 2010, 10:21:56 pm »
Permafrost Shield? Antimatter? Aflatoxin in some variants? This deck has plenty of soft CC and as such 'no CC' can not logically be called a theme. Otyugh is a great addition to the deck and if you say that is not a 'variant' then I would like to see what is.
I don't recall anyone saying it's not a variant.

Offline AmilirTopic starter

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg234033#msg234033
« Reply #1022 on: December 27, 2010, 09:48:07 am »
 :)

On the blatant lies front that deck clearly has PA and aflatoxin as well.

Also, who said rainbow was impossible? (http://elementscommunity.org/forum/index.php/topic,9545.msg122179.html#msg122179)

I'm surprised people put oty in.  As the name might suggest, this deck isn't designed for that.  It won't do good things to your win rate  Actually, it might improve your win rate, but only at the cost of win TIME.  You're not supposed to set up a stall, you're supposed to keep yourself alive against a ticking clock.  This is also a reason I object to adding aflatoxin or removing fractal.  Fight on the edge!  Respect a constantly deadly opponent!  Remember that false gods are worthy of the name and then win anyway!  Shred through your deck and kill with nothing left!  TRUST that you will pull the card you need before you die!  Put your hand on your cards and remember that YOU are the master!  YOU are the stronger!  Whatever you do, don't make my beautiful deck into some cowardly stall;)

Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg234047#msg234047
« Reply #1023 on: December 27, 2010, 11:40:52 am »
@Amilir, are u going Jedi on us, or are u goin yugioh on us?

Offline BC

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg234134#msg234134
« Reply #1024 on: December 27, 2010, 03:36:45 pm »
Rainbow is certainly beatable with unmodified ccyb. Most of the time it involves fractaling werewolves at a good time. Been there, done that.  ;)

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg234152#msg234152
« Reply #1025 on: December 27, 2010, 04:09:53 pm »
Dark matter on the other hand is impossible with unmodified CCYB.

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235796#msg235796
« Reply #1026 on: December 29, 2010, 11:05:58 pm »
(http://imageplay.net/view/m7Gbd114577/Untitled)


Since the sundial buff (only 0 + 1  :light now), they make a great addition to CCYB.

Remove the miracle, as it is almost useless. How many times have you ever gotten 12 light quanta and by playing it has turned a loss into a win?
The sundial allows you to stall and heal up and replaces the role of miracle far better.

Advantages:
- increases your win percentage (try it yourself if you don't believe me)
- allow you to stall 1 turn while you heal up with shards when getting rushed/outdamaged
- allows you to stall while gathering quanta from towers to play that all-important frost shield
- allow you to stall 1 turn while you draw extra card with hourglass
- allows you to get elemental mastery wins by stalling 1 turn, healing with shards then deliver final blow
- does not actually waste a card space, because it lets you draw a card back next turn while false god does no damage this turn
- may give you that extra turn to stop you decking out, when you have control of field by having 40 cards in deck



Disadvantages:
- sundial took the place of a pillar in a pillarless opening hand
        - however as long as you have a supernova in hand you're all good, wait for 1 entropy quanta     
        - if opening hand is full with sundials, (i.e. go 2nd), then just play the sundials 1 at a time and hope for a tower/supernova next turn and can possibly draw out a deflag

- makes it take longer to win


Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235863#msg235863
« Reply #1027 on: December 30, 2010, 12:29:16 am »
remove the queen, add in a PA
remove fractal, add in a jade shield

Tuntor

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235932#msg235932
« Reply #1028 on: December 30, 2010, 03:42:51 am »
(http://imageplay.net/view/m7Gbd114577/Untitled)


Since the sundial buff (only 0 + 1  :light now), they make a great addition to CCYB.

Remove the miracle, as it is almost useless. How many times have you ever gotten 12 light quanta and by playing it has turned a loss into a win?
The sundial allows you to stall and heal up and replaces the role of miracle far better.

Advantages:
- increases your win percentage (try it yourself if you don't believe me)
- allow you to stall 1 turn while you heal up with shards when getting rushed/outdamaged
- allows you to stall while gathering quanta from towers to play that all-important frost shield
- allow you to stall 1 turn while you draw extra card with hourglass
- allows you to get elemental mastery wins by stalling 1 turn, healing with shards then deliver final blow
- does not actually waste a card space, because it lets you draw a card back next turn while false god does no damage this turn
- may give you that extra turn to stop you decking out, when you have control of field by having 40 cards in deck



Disadvantages:
- sundial took the place of a pillar in a pillarless opening hand
        - however as long as you have a supernova in hand you're all good, wait for 1 entropy quanta     
        - if opening hand is full with sundials, (i.e. go 2nd), then just play the sundials 1 at a time and hope for a tower/supernova next turn and can possibly draw out a deflag

- makes it take longer to win
Wow, I really disagree with this. You replaced on card with 6 which completely tosses off the draw ratios. While the Miracle may be expensive, the Tower/Card ratio is right to put it in play quite often (for me at least). I get that it draws, but the time to build the golems is lost. I'll give this a shot, but mathematically I'm not seeing it.

HOWEVER, if you can do it and get the tower/SN ratio back then i think you have something.

Tuntor

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235940#msg235940
« Reply #1029 on: December 30, 2010, 04:05:59 am »
I just realized i hadn't posted my version yet...which is based on a couple of ideas from earlier that I feel have combined nicely to be an almost (!?!) original flavor of CCYB;

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 7ai 7dq 7dq 7gp 7gp 7k2 7ng 7q5 7t9 80h 80h 80j
Main differences:

One Pulvy / One Steal: ok, I admit this happened because I only had the one Pulvy. However, as I always have extra darkness, this has proven to be a great choice. It's useful against everyone...there's always SOMETHING to steal. Additionally, as I'm not running any PAs (see below), I can steal back my Pulvy or shield as needed.

Miracle and Heal: Both here and both late game...often together. My preference has been to use them for EM more often than not, but they are usable for standard survival of course.

No Firefly Queen / No Fractal: it just didn't happen enough that I spammed golems. Instead, I found myself quinting and pumping. So, I nuked my spam option and increased my draw rate...my win rate went up.

One Air Nymph: This is an obvious one. Without the FQ my Air quanta needed a place to go. As Gas gets around shields and the six damage she does is good too, this is a great card.

Three Creatures / Two Quints: Ok, this is an odd one, but I found I almost never used Air Nymph AND two golems...it's either majorly pumped golems or a lot of gas and one golem for good measure. This has allowed be to keep card count tight.

One Mindgate / One Electrum Hourglass: Of the two, I may still drop the hourglass. At only 34 cards, I really don't need it, and suspect I have decked myself more than once because I had it. The Mindgate, however, is insanely useful for a couple of reasons, one, as a Rainbow deck I can play anything I draw which makes most gates useful...if only for the intelligence value...and two, most folks (and FGs) don't defend as well against their own decks.

Things I might change: Swap the Hourglass for a Jade Shield and swap the Steal for a second Pulvy (if i ever get one)...though more and more I like having that steal in there, so it might stay.

I await your judgments.

Tunt!

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235953#msg235953
« Reply #1030 on: December 30, 2010, 04:46:36 am »
I just realized i hadn't posted my version yet...which is based on a couple of ideas from earlier that I feel have combined nicely to be an almost (!?!) original flavor of CCYB;

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 7ai 7dq 7dq 7gp 7gp 7k2 7ng 7q5 7t9 80h 80h 80j
Main differences:

One Pulvy / One Steal: ok, I admit this happened because I only had the one Pulvy. However, as I always have extra darkness, this has proven to be a great choice. It's useful against everyone...there's always SOMETHING to steal. Additionally, as I'm not running any PAs (see below), I can steal back my Pulvy or shield as needed.

Miracle and Heal: Both here and both late game...often together. My preference has been to use them for EM more often than not, but they are usable for standard survival of course.

No Firefly Queen / No Fractal: it just didn't happen enough that I spammed golems. Instead, I found myself quinting and pumping. So, I nuked my spam option and increased my draw rate...my win rate went up.

One Air Nymph: This is an obvious one. Without the FQ my Air quanta needed a place to go. As Gas gets around shields and the six damage she does is good too, this is a great card.

Three Creatures / Two Quints: Ok, this is an odd one, but I found I almost never used Air Nymph AND two golems...it's either majorly pumped golems or a lot of gas and one golem for good measure. This has allowed be to keep card count tight.

One Mindgate / One Electrum Hourglass: Of the two, I may still drop the hourglass. At only 34 cards, I really don't need it, and suspect I have decked myself more than once because I had it. The Mindgate, however, is insanely useful for a couple of reasons, one, as a Rainbow deck I can play anything I draw which makes most gates useful...if only for the intelligence value...and two, most folks (and FGs) don't defend as well against their own decks.

Things I might change: Swap the Hourglass for a Jade Shield and swap the Steal for a second Pulvy (if i ever get one)...though more and more I like having that steal in there, so it might stay.

I await your judgments.

Tunt!
Interesting.

Some thoughts:

A second Pulvy is a must, since it helps in the Pulvy race against Obliterator by increasing the chances that you draw one before he does, and also against FGs that use Bonds and Bone Walls, since it's rather difficult for the Destroyers alone to get past them. My current variation is experimenting with Steal, and it's a nice utility card and utilizes unused :darkness quanta.

If you're using Miracle and Heal for EM purposes, then you most likely won't need Miracle, as your Shards have enough HP regen to keep you within range of an EM via Heal. I'm still sort of skeptical about using Miracle for early game survival, as I'm still not really convinced that you can get the 12 :light quickly enough.

You need the Hourglasses -- at least 2 for a deck of 35 or fewer cards, in fact. They're important for the early draw power and permanent control bait that they provide (the AI will Explode/Steal your Hourglasses before Pulvy, Permafrost, and Shards).

To avoid decking out, stop drawing once you're set up and have a shield and a few Shards in play, and a damage source. If you're going up against Bone Wall FGs like Morte and Incarnate, you might have a little more trouble -- I've decked out against them before -- but you should be fine since you have an Air Nymph to generate Gases and bypass shields. You can use Air Nymph to bypass the FG's Miracles by waiting until you have enough Gases to win before they Miracle, and then Igniting them all for a large burst of damage.

I would like to experiment with Air Nymph, but unfortunately I haven't spun one from the Oracle yet. :(
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wavedash

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg235954#msg235954
« Reply #1031 on: December 30, 2010, 04:51:46 am »
I must say that I've gotten really close to decking out a lot, but that's mostly because I draw like crazy near the end of a match to get my Heal, which is all I need for an EM.

 

blarg: