I'll be waiting for this. Been trying CCYB w/various mods. My most recent being a 40 card version. -1 SoG, -1 Miracle, +1 Tower, +2 Sanctuary, +2 PA, +1 Improved Steal, +1 Rain of Fire.40 cards is a lot, you won't get early SNs, and you probably need more hourglasses.
I struggle with being able to cut cards out and based on your results, I will try your version out later tonight when I get a chance. I know that, the less cards, the more efficient it will be. I find it interesting you only use 3 SoG; I know there are 2 Sanctuary, but the 3 :light sometimes make it tougher to get out early. But I guess the extra Antimatter helps that?
I am especially anxious for a guide on the tougher FG's such as Hermes, DG, Graviton, etc. And for some reason I always have a semi-tough time vs. Seism. Maybe a 50% win rate vs. him at best.
So do we post our mods as well?mods+stats=win
Oh I forgot... has anyone tried a version with Silence? I know that although it only has a cost of 2 :aether, endgame Fractal depletes all :aether.Through my grinding yesterday, it felt like I had a few disappointing losses where I was 1 turn away from winning, but the FG would play like 3-4 cards and finish me off first. It feels it could be a lifesaver card and I'm going to try it with my version later (-1 Steal, +1 Silence) and see how it goes.Silence is near useless, there are better cards for the deck. So is steal, btw XD
I found 3 antimatter are really life saving against most fake gods.Yeah ... I'd love to use a steam-machine too.
Steam machine isn't more effective in growing damage?
I found 3 antimatter are really life saving against most fake gods.Also, Destroyers are needed for a finishing blow with Fractal.
Steam machine isn't more effective in growing damage?
Smart!I think they cost too much to play. Also, they are susceptible to CC and you wouldn't want to waste a Quintessence on one of them.
How about entropy nymphes?
Very similar to my mod. :) I'll be trying this mod for sure after I finish my new statistics for I've GotP Time.Have you posted mod/stats? If not - pwease do :3
Thank you for this mod and statistics. It's about time CCYB get an update. ;)
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Current Variant:For your current varient, I think you're missing your Queen? Where are you getting your :fire to Fractal?Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 77f 77i 7ai 7ak 7dq 7dq 7gp 7gp 7k6 7q5 7q5 7q5 80h 80h 80i
Past Variants:Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 71c 74a 77f 77f 7ai 7ak 7dq 7dq 7gp 7gp 7k6 7q5 7q5 7q5 7t9 80h 80h 80j
(Before Sanctuary)Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 71c 74a 77f 77f 7ak 7dq 7dq 7gp 7gp 7q5 7q5 80h 80h 80j
Hmmm... I have more but unfortunately I lost the deck codes it seems, and I can't really remember them
Current Variant:I think 1 sanctuary is too little, it's a game winner against Decay and Dark Matter.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 77f 77i 7ai 7ak 7dq 7dq 7gp 7gp 7k6 7q5 7q5 7q5 80h 80h 80i
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block of textCongrats on the :air nymph! And :entropy? Oh boy! Take some stats pls and post!
I only tried it yesturday... and if you thought that was fat look below for my past decks (the one right belw). 40 cards ftw lawl. Also PA doesn't really seem necessary, though at times I would KILL for one (Seism and Lionheart to be exact, though protected permafrost has saved me sometimes)Current Variant:I think 1 sanctuary is too little, it's a game winner against Decay and Dark Matter.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 71c 77f 77f 77i 7ai 7ak 7dq 7dq 7gp 7gp 7k6 7q5 7q5 7q5 80h 80h 80i
Improved heal good for poison and EMs I guess? It's one of the better cards for the deck.
Jade Shield - this would be overall the best 3rd shield in the deck. I am also trying out Dusk as it uses available quanta, for Jade seems stronger.
Deck seems solid, if a bit too fat for my taste XD Don't you have any stats?
I keep going back and forth with a 35-36 card build. Sometimes I think I need only 1 PA, then I end up going against Jezebel and Seism and decide I need another. All I know is the 3rd Antimatter helps a lot in most cases.-Unstoppable is unnecessary. You don't have to worry about shield effects because your Pulverizer is going to do its job pretty well in most cases. (with the exception of Jade and Mirror Shield).
Today, I'm going to try some variants with Unstoppable, Alfatoxin, and Jade Shield. I'm not sure off the top of my head which FGs they'll help the most against or if they're necessary against those FGs.
@Noobiecakes: I'm going to see how I like these variations, but can I have some input of how you felt with those variations containing Unstoppable/Alfatoxin/Jade Shield?
I disagree, unstoppable is mainly to get through bonewall because otherwise it is EXTREMELY tough to get damage through themIf available, air nymph, enough said.
I still wanna get mitosis in the deck somehow... mitosis Elite Chargers are EPIC.Mitosis+SoR
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Problem is it then the deck starts gettingn bigger and biggerWhy 3 SoRs but only 2 nymphs? Is the 3rd SoR for mitosing Destroyers? I think 2 SoRs is more then enough anyway. Also, drop the grav shield and perhaps the PA if you are getting a lot of bad hands.
I use SoR with entropy nymph, air nymph, and mitosis so realistically need 3 of them which takes up a bit of space in combinationm with the cratures and all the other stuff required just for staying alive...
This is what I'm going with atm which seems pretty decent.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rq 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 6ug 749 77f 77f 77i 7ap 7dq 7dq 7gp 7gp 7k6 7k6 7ng 7q5 7q5 7q5 80h 80h 80h
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Yea I dropped the mitosis and 3rd SoR - it was just soemtimes annoying to be beaten on deckout by miracle when I had a clear advantage. Another addition I toyed with was eternity+flyingweapon+SoR; get that and a mitosis creature out and you can never deck out!Problem is it then the deck starts gettingn bigger and biggerWhy 3 SoRs but only 2 nymphs? Is the 3rd SoR for mitosing Destroyers? I think 2 SoRs is more then enough anyway. Also, drop the grav shield and perhaps the PA if you are getting a lot of bad hands.
I use SoR with entropy nymph, air nymph, and mitosis so realistically need 3 of them which takes up a bit of space in combinationm with the cratures and all the other stuff required just for staying alive...
This is what I'm going with atm which seems pretty decent.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rq 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 6ug 749 77f 77f 77i 7ap 7dq 7dq 7gp 7gp 7k6 7k6 7ng 7q5 7q5 7q5 80h 80h 80h
I'm currently using +Permafrost to OP deck, works great.
I have a Purple Nymph, and I see others using them in their decks. Can anyone show stats with a Purple Nymph, versus the 2-3 antimatter version?I often wondered about that too. The thing is, I'm only using SoR and Entropy Nymph now because the shard can also be used on my air nymph. I tried a combination with just one shard and one entropy nymph but that made the shard tied with one specific card which wasn't particularly economical. Now that it has more than one use, I think it's more of a viable choice.
I don't want the Air Nymph used though, as I don't have one and it'd change the numbers.
I can't figure out if I should use my Nymph, or just use the antimatters is my question?
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I was thinking about doing +1 PA, +3 Liquid Shadow, +1 Aflatoxin.Aflatoxin is used in a wide variety of CCYBs, PA is debatable, LS is interesting but 3 should definitely be trimmed down to 1, at most 2 because you already have trouble brining out antimatter and that's with the :entropy mark
This would use up some otherwise unused quanta, help with some of the Gods with PC, and give a better chance at gods like Jez where you need a PA early. The liquid shadow would work for extra damage with AM and be great against gravity FGs with their high health. Alfatoxin just helps muddy their field.
What do you guys think?
This is what I'm using now:I really want to use this version, but I don't have :air Nymph and the Oracle has been stingy with me the last month.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 6ug 749 77f 77f 77i 7dq 7dq 7gp 7gp 7k6 7k6 7ng 7q5 7q5 7q5 80h 80h 80h
Aflatoxin is used in a wide variety of CCYBs, PA is debatable, LS is interesting but 3 should definitely be trimmed down to 1, at most 2 because you already have trouble brining out antimatter and that's with the :entropy markI would say 2. 8 Darkness quanta isn't too bad, especially since you don't use it elsewhere. Since you wouldn't want to use it unless you have AM, though, it doesn't make sense to have 3, I suppose.
Aflatoxin is used in a wide variety of CCYBs, PA is debatable, LS is interesting but 3 should definitely be trimmed down to 1, at most 2 because you already have trouble brining out antimatter and that's with the :entropy markIf you're running 3 IA, then 2 LS is good. If only 2 IA, then probably just 1.
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Hehe, most recently the oracle has been a great help to me - a nice change after months of bugger all...This is what I'm using now:I really want to use this version, but I don't have :air Nymph and the Oracle has been stingy with me the last month.Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u3 6ug 749 77f 77f 77i 7dq 7dq 7gp 7gp 7k6 7k6 7ng 7q5 7q5 7q5 80h 80h 80h
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Edit: Whoah, nice! I just decked out Rainbow :Danother thing ! decay has 2 ECLIPSE for damage no dusk ;)
FG farming tips:
- keep the FG decks topic (http://elementscommunity.org/forum/index.php/topic,7919.0.html) opened while playing if you don't know what cards they have.
Hmmm, I've heard adding a Dusk Shield in also helps... has anyone considered it?Yep, I've played a lot of games with 2 Permafrosts + 1 Dusk, but overall I prefer 3 Permafrosts.
I like this version, and the guide is adequate. I spot a lot of mistakes, but they're mostly spelling and grammar. I have to note, however, that Incarnate doesn't have any Recluses for you to Fractal.I like this version, and the guide is extraordinarily ingeniuos and profoundly enlightening. I spot a lot of Fractaled Recluses on your feis.
Sorry that I didn't reply to this sooner, I tried once and had connection issues.I have a Purple Nymph, and I see others using them in their decks. Can anyone show stats with a Purple Nymph, versus the 2-3 antimatter version?I often wondered about that too. The thing is, I'm only using SoR and Entropy Nymph now because the shard can also be used on my air nymph. I tried a combination with just one shard and one entropy nymph but that made the shard tied with one specific card which wasn't particularly economical. Now that it has more than one use, I think it's more of a viable choice.
I don't want the Air Nymph used though, as I don't have one and it'd change the numbers.
I can't figure out if I should use my Nymph, or just use the antimatters is my question?
The main thing I like about the entropy nymph is if you managed to get it out SoR and quint, you nearly always win the game: it was awesome beating Scorpio with a poison count of 42 and still getting an EM ;)
Summary: Only use Nymph+SoR if you have another creature you can use another SoR on too; perhaps mitosis?
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Sorry that I didn't reply to this sooner, I tried once and had connection issues.
Anyways, thank you for your answer! I run a slight modded version of yours actually. Queen filling in for Air Nymph, and I have two Purple Nymphs and took another card out. But thanks for the idea!
Haha, no problem. As luck would have it, i too found another entropy nymph recently and added that in too.I got rid of the PA also. So far the only god I wished I really really had it for quickly enough was Seism and that's a luck based thing anyways. Yeah DG and others would be a little easier with a PA, but I didn't think it was a game clincher in the games I played without it so far.
The changes I've made to the version you posted: -1 Lava Destroyer, -1 Protect artifact, +1 entropy nymph, +1 dark nymph (Yea I went nymph crazy now that i seem to finally have a use for them at all xD)
Given i now have a good chance of getting an entropy nymph earlier on, the dark nymph helps speed things up damage wise and tricks gods such as miracle which don't allow for damage their own creatures cause before playing miracles. He also works as a useful lobotomise. ;)
What other card did you get rid of btw? I really didn't want to have to get rid of the protect artifact but it seemed a lot more circumstantial than the rest...
Hey tttt why is darkness not included in the deck?? and also whats the minimum for me to have upped to use this deck effectively against FGsIf a card is not in the deck, it's not there because it doesn't offer an improvement.
On the nymph thing - if you want overall consistency, you want 2 copies of the card in the deck. Which means 2 nymphs (entropy ones). So you get a dead card there. I like the 3 AM variant, I have an entropy nymph but I don't think I'll ever use it.1 dead card is worth it if the first one pretty much guarantees you victory imo. ;)
I'm thinking about dropping my Jade Shield for a Gravity, actually. Anyone else feeling underwhelmed by the Jade Shield lately?I play a variant with Aflatoxin, so I like the safety of having a third shield to set up the lockdown faster. Jade also helps a bit against annoying PC FGs like Eternal Phoenix and Dream Catcher, since their creatures are small enough that Jade blocks a whole bunch of damage.
Question : :death nymph?Aflatoxin is easier to achieve a lockdown with (it doesn't require the extra :death quanta to bring out and activate, is not susceptible to CC, and you rarely need to use it more than once. If you wanted actual hard CC, then Oty is an option. It will put some strain of :gravity quanta, though.
I play a variant with Aflatoxin, so I like the safety of having a third shield to set up the lockdown faster. Jade also helps a bit against annoying PC FGs like Eternal Phoenix and Dream Catcher, since their creatures are small enough that Jade blocks a whole bunch of damage.Very good points, I'd forgotten about Antimatter. Pain in the ass in my Graviton-specific variant.
Gravity Shield will cause complications with Antimatter, if I recall correctly. It will block Antimattered creatures if their HP is at least 6.
That's where my entropy nymphs come in :PI play a variant with Aflatoxin, so I like the safety of having a third shield to set up the lockdown faster. Jade also helps a bit against annoying PC FGs like Eternal Phoenix and Dream Catcher, since their creatures are small enough that Jade blocks a whole bunch of damage.Very good points, I'd forgotten about Antimatter. Pain in the ass in my Graviton-specific variant.
Gravity Shield will cause complications with Antimatter, if I recall correctly. It will block Antimattered creatures if their HP is at least 6.
deck | CCYB |
players | Rember |
version | 1.272 | win-rate | 60.5% | ||
$ track ? | enabled | win-rate (n) | 57.72% | ||
games | 200 | Score/h | 716 | ||
win-loss-(EM) | 121-79-(36) | Score/h (n) | 669 | ||
time (h:m:s) | 12:31:09 | FGei[c]* (http://elementscommunity.org/forum/index.php/topic,14626.0.html) | 4436 | ||
min/game | 03:45 | FGei[cn]* (http://elementscommunity.org/forum/index.php/topic,14626.0.html) | 4265 |
score/h | FGei(c) | Statmastaâ„¢4000 | wins | losses | skips | EM/Wins |
967 -6 216 1152 1100 -185 -1296 1301 263 866 1229 881 -934 1265 -176 1118 -586 518 988 844 1222 311 988 1070 917 146 -53 583 658 | 6492 1605 2102 5240 5519 1513 -1296 6490 3563 5227 6384 5584 -934 6290 1593 5637 -586 3227 5758 4377 5848 3383 5990 5093 4650 2251 2152 4535 5470 | Akebono Chaos Lord Dark Matter Decay Destiny Divine Glory Dream Catcher Elidnis Eternal Phoenix Ferox Fire Queen Gemini Graviton Hecate Hermes Incarnate Jezebel Lionheart Miracle Morte Neptune Obliterator Octane Osiris Paradox Rainbow Scorpio Seism Serket | 6 2 2 8 9 1 4 4 7 7 5 3 2 7 5 8 6 6 2 4 8 4 1 1 2 7 | 2 6 3 2 4 6 7 2 2 3 1 8 1 6 3 1 2 3 2 1 1 2 3 2 6 | | 6 5 2 2 2 3 1 3 3 1 6 2 |
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I managed a find an :air nymph not too long ago, I guess I'll add that in somehow and see how that works. 8)Fractal seems somewhat pointless without FFQ.
Fractal seems somewhat pointless without FFQ.You can still Fractal your Destroyers normally against Miracle-using FGs. Also, you don't have to use it on your own creatures; it's sometimes a good idea to Fractal the FG's low-cost creatures early on in the game: Scarabs against Osiris, Physalias against Scorpio, Pests against Decay, etc.
You do need :fire to ignite Unstable Gases as well (and UG, incidentally, is used against Miracle gods as a replacement for Fractal). NEVER use Fractal on Osiris's Scarabs - he'll just eat them all. As for Decay, Fractalling Pests is fun but lets him free his hand of Siphon Lifes.Fractal seems somewhat pointless without FFQ.You can still Fractal your Destroyers normally against Miracle-using FGs. Also, you don't have to use it on your own creatures; it's sometimes a good idea to Fractal the FG's low-cost creatures early on in the game: Scarabs against Osiris, Physalias against Scorpio, Pests against Decay, etc.
Quanta is never an issue late-game unless you're playing denial FG's. Scarabs are a valid target if Osiris is too slow, and Pests are a popular way to own Decay; quite feasible.How are Scarabs a valid target? Unless you manage to somehow get 9 :aether and a lot of :time before he brings out his Scarabs, as well as having a mostly empty hand, he'll either eat them immediately or produce Scarabs faster than you can eat them, and ultimately eat yours. Plus, you need the :time for Hourglasses and :gravity for Pulverizer.
Paradox and Miracle also have reflective shields. Fractal is -never- pointless, as high damage spikes can -always- be used to gain the upper hand, and most FG's have good targets (depending on your quanta).
- nymphs. If you have any, go nuts.I listened to this advice and have been testing various nymphs for several hours since i had a bunch of those. Tried earth nymph which is really good for CC but racing with lava golem for earth quanta (and i guess octopus is just better). I hesitated to remove golems since my other damage resource was blue nymph that could have troubles against reflecting shield FGs. Tried adding 2, then 1 gravity nymphs but they are rather slow and racing with pulvy. Death nymph is rather dull, light / life nymphs doesn't suit the deck, golden nymphs sounded good and i had 2 of those but i didn't bother since its cost & effect are expensive for CCYB, fire nymph could be nice to boost my golems but then again they are quinted, it could be situationally good to kill enemy creatures. I would use entropy nymph if i had one for sure.
~~~
Fractal seems somewhat pointless without FFQ.Fractal is the single most important card in the deck simply because of how many different ways it can be used.
I would consider +1 Jade Shield and -1 SoG (if you draw the Jade shield, you have almost 100% chance to beat octaneyou kann allways modify the deck at the best after oracle prediction ;)
any updates to the current version due to the update? there's tons less healing now...IMO SoGs are no longer viable as healing, 5 Sancs should be able to work even without a :light mark (though obviously not as effective as before).
hey guys,It is still usefull and has an acceptable win rate, but I recommend you reading the Fake God Efficiency Study (http://elementscommunity.org/forum/index.php/topic,25609.0.html) first.
i found this one, and because i already have a couple of this cards upgraded (maybe 50%), i think about trying this deck. but bevor i start upgrading this deck... is it still usefull?
i just have 2 sogs, so i would play 2 sans and perhaps a bond? apart from this, does this deck still have a decent winrate?
or is there a better rainbow-deck? one with similar cards?
i would hate to start upgrading from the beginning ;)
I've tried entropy and dark nymphs, but they don't really work well at all. Nymphs are too fragile to use without a quint, and they're so expensive for a rainbow deck, even with supernovas. If you can survive to get 14 :entropy and a quint on the nymph, you were probably going to win to begin with; otherwise, you'd have likely drawn an antimatter or two much sooner and been benefiting from it already (three chances at an antimatter, vs. 1 chance to get a nymph and 2/3 chances to get a quint). Nevermind that the 14 :entropy won't come from supernovas; you need it all from your mark and towers. Likewise, you run into problems adding a dark nymph; you need to add more cards to the deck, and the dark nymph doesn't have an analogous card you can swap it for. You also need to add a quint; one for the destroyer, one for the entropy nymph, and one for the dark nymph.
Nymphs are also a problem if you draw them off the bat; you're sitting with a card in your hand that you might not be able to play for 10 turns, which is a huge pain if you're in a low quanta situation from a bad starting hand. Drawing two permafrost shields, a nymph, and fractal is not a lot of fun.
The only nymph that I can think of that really works well with this deck is an air nymph, which just replaces the FFQ and is great for creature control, permanent protection, and EM timing. The 20 damage from the unstable gases and the 6 attack is a nice bonus, too. A death nymph might also work in place of an aflatoxin; it costs 3 more to pull off, 4 more to do it twice, and its HP is high enough to potentially survive a round of CC without a quint. I'd rather use an aflatoxin, or not use either, though.
Anyone else have success integrating nymphs to CCYB? I've got a bunch of them that I'd love to use, but I can't really seem to fit any in, other than the air nymph.
It's the deck I am using and it works very very very well :PI've never tested the deck with a blue nymph because I don'y have one D:I've tried entropy and dark nymphs, but they don't really work well at all. Nymphs are too fragile to use without a quint, and they're so expensive for a rainbow deck, even with supernovas. If you can survive to get 14 :entropy and a quint on the nymph, you were probably going to win to begin with; otherwise, you'd have likely drawn an antimatter or two much sooner and been benefiting from it already (three chances at an antimatter, vs. 1 chance to get a nymph and 2/3 chances to get a quint). Nevermind that the 14 :entropy won't come from supernovas; you need it all from your mark and towers. Likewise, you run into problems adding a dark nymph; you need to add more cards to the deck, and the dark nymph doesn't have an analogous card you can swap it for. You also need to add a quint; one for the destroyer, one for the entropy nymph, and one for the dark nymph.
Nymphs are also a problem if you draw them off the bat; you're sitting with a card in your hand that you might not be able to play for 10 turns, which is a huge pain if you're in a low quanta situation from a bad starting hand. Drawing two permafrost shields, a nymph, and fractal is not a lot of fun.
The only nymph that I can think of that really works well with this deck is an air nymph, which just replaces the FFQ and is great for creature control, permanent protection, and EM timing. The 20 damage from the unstable gases and the 6 attack is a nice bonus, too. A death nymph might also work in place of an aflatoxin; it costs 3 more to pull off, 4 more to do it twice, and its HP is high enough to potentially survive a round of CC without a quint. I'd rather use an aflatoxin, or not use either, though.
Anyone else have success integrating nymphs to CCYB? I've got a bunch of them that I'd love to use, but I can't really seem to fit any in, other than the air nymph.
A grey nymph must be a great choice, and the green and the black nymphs would be added too, but the green nymph would be useless...
Do you think that the deck is better with a FFQ, a Blue Nymph, a Grey Nymph or a Black Nymph?
Since the FG now kill their AM'd creature the deck will not work anymore. Or not as good as it used to be at least.
Plus SN nerf really hurts the deck, this deck was very good due to turn 2/3 ice shield + HG + Quinted golem.
Not mentionning that SoFo is now OP.
It was not when it didn't existed
Antimatter is kind of CC yeah ofc but it's not hard CC because it doesn't kill the creature.
You can't use it for your own benefit anyways. Every FG has tones of creatures, except Divine Glory. 2 killed creatures isn´t significant unless they are 21 att dragons from Miracle.Antimatter is kind of CC yeah ofc but it's not hard CC because it doesn't kill the creature.The AI does it for you!
You don't think putting a "KILL THIS" on, say, one of obby's momentum'd basalt dragons isn't clever? (Or you could replace the antimatters with shockwaves or gravity forces.)You can't use it for your own benefit anyways. Every FG has tones of creatures, except Divine Glory. 2 killed creatures isn´t significant unless they are 21 att dragons from Miracle.Antimatter is kind of CC yeah ofc but it's not hard CC because it doesn't kill the creature.The AI does it for you!
Why do you think this mod is the best one for tests?Let's test a few, then we'll draw conclusions.
My mod :DWhy not fully up it? No :electrum? Also I don't have blue nymph. :'(
FG farming tips:
- keep the FG decks topic (http://elementscommunity.org/forum/index.php/topic,7919.0.html) opened while playing if you don't know what cards they have.
Akebono: Hard. Beatable if he doesn't go monkey crazy right from the start. Permafrost will stop his overdrive, use AM on the biggest creature if you can't handle it no more, target something with momentum preferably. Quint his creatures so he doesn't Accelerate them if possible, make him accelerate the weaker Armagios. Beware Chimera - he uses it based on total ATK on the field and your HP, so he'll kill you even if you have most of his dragons frozen. He won't accelerate your FFQ, but he will waste the buff on the flies, so play it as early as possible.
Chaos Lord: Medium. Has 4 PC cards. You only have to worry about a mutant with steal/destroy, or a very high damage creature. He will not mutate AMd creatures to some extent if they have a skill. Sometimes you can Quint a very high damage creature after you AM it, giving you all the healing you'll ever need. Consider Fractaling a Lycan if necessary.
Dark Matter: Hard. If you survive the Black Holes and initial rush, use AMs on Chargers. This way you will get the most from your shield, and will not lose your healing when he starts to use Grav Pulls later on. I decked several times against him - after taking field control I couldn't put out enough damage, and he used Armagios and Grav Pulls to tank. Play Sanctuary ASAP. Also, try to conserve your quanta, e.g. don't use a SN if you don't have the additional :light to play a Sanct, or he might Black Hole you next turn.
Decay: Easy. Decay is your best friend. He has 4 steals, count them as they go. Steal order is Hourglass>Pulvy>Permafrost>Sanct/Shard>QT. Just be sure to keep your Sanctuary on your side of the field and you'll be OK. He only has 2 Dusks and 2 Lobos for damage. If things get out of hand and he gets a lot of dark quanta, bait his Drains with Fireflies. Enjoy high card drop rate.
Destiny: Easy. No PC, rewind and paradox for CC. Beware of early Chaos Powered Egg Dragons and mutants. Like Chaos Lord, use AM on semi-strong creatures with a skill to avoid mutation.
Divine Glory: Hard. Immaterial creatures and 12 Explosions, but no CC. You can only win if he gets a bad hand and you get a good one. Permafrost will greatly reduce his damage, try to PA it. Don't forget to evade his Miracle with a Fractal
Dream Catcher: Hard. Butterfly Effect will ruin you. If you have a strong start and he's late with the BE you have a chance. PA your shield if possible. He has Purple Nymphs, so AM and fireflies are useless in the long run. PA your Permafrost or an Hourglass if you have the quanta to draw heavily. Fractal a Physalia if you see one early and have the quanta to get the poison going.
Elidnis: Medium. Early Permafrost and Pulvy help a lot. Try to destroy his towers so he can't grow the spirits and use TU. He will grow the spirits in playing order, you can use AM on a spirit that won't grow for a while that way. Fractaling Crawlers is an option.
Eternal Phoenix: Hard. 8 Explosions, 4 Firelances, 2 Firestorms. Try to keep your permafrost, tank his explosions with everything else. AM the Ruby Dragons. Fractaling his Phoenix if you have enough :fire can win you the game quickly, bait his Fire Storms with 3 Phoenix at first. PROTIP: The AI also stupidly fractals ash on your side of the field, use it to your advantage.
Ferox: Medium. No CC or PC. You'll win if you can play an early Permafrost. In the first few turns he'll get a Leaf Dragon, then spam 1-2 Jade Dragons. If you have an early AM, save it for the Jade Dragon. He also has 12 Feral Bonds, which can be a problem if your Pulvies are very deep in your deck. Consider fractaling a Giant Frog if you think you can rush him, otherwise save it for Destroyers.
Fire Queen: Medium. Permafrost will help a lot. AMd EEs will not be frozen and will interfere with your fireflies, but it's worth the healing. Fahrenheits will start to deal enormous damage, try to destroy them ASAP and never AM them.
Gemini: Medium. You need your AMs here and an early Pulvy. Destroy his Grav Towers, AM his Momentumed Creatures. Bait him to TU your FFQ or even your (ungrown) destroyer. If he TUs a bunch of momentumed creatures you're dead. Quint his Momentumed creatures if necessary.
Graviton: Hard. 4 Explosions, 2 Fire Storms and a lot of Momentum. Hope for the best here, it's mostly luck. FFQ is almost useless. You can Fractal his Graviton Firemasters for cheap damage. Use AM on Chargers, and save 1 for a grown Firemaster.
Hecate: Medium. Has 4 steals. Play your permanents without waiting for a PA. You need AM to win, ideally use it on a 12/8 vampired doll, but also on whatever keeps you alive. He can be nasty if he has early steals and gets damage fast, also if you're late with a Sanctuary you might get Nightmared. You can play an early FQ without quint, he might vampire her, but doesn't happen often
Hermes: Hard. 12 Explosions, 12 Lances and more. He gets damage going very fast, and he deflags everything you put on your side. You need a lot of luck, early FQ+quint and AMs to win.
Incarnate: Easy. 8 Bonewalls and 8 Eclipses. Use AM on 6/4 Vampires and then destroy the Eclipse to get -8/3. Don't destroy Graveyards unless he's going to rush you very early with skeletons. You want him to have his side locked with harmless skeletons. Beware decking to Bonewall, use Pulvy on in if nessecary. You can Fractal Bloodsuckers if your Destroyers are deep in your deck
Jezebel: Hard. 8 Steals, 6 Cloaks, 4 Syphons. There are generally 2 approaches - 1) You are able to PA her QTs early (no dangerous nymphs). I advise you try to make her deck herself in that instance, e.g. let her steal all your Hourglasses. Hourglasses are top target for steal, so in the end you'll have some healing left by SoGs/Sancts and AM. Don't play the Pulvy, she'll steal it and beat your face in with it. 2) You can't PA her QTs early. You can try a later PA if she doesn't have any dangerous nymphs and play as 1), or you can use it on your Pulvy - you'll have to play her like any other FG, and you'll have to rush her and hope she doesn't smother you with steals and dangerous nymphs. PROTIP: if you decide to deck her, be sure she has enough space in her hand to draw more cards, e.g. give her Siphon Life fodder with Fireflies.
Lionheart: Easy. You only have to worry about a Crusader targeting your Pulvy. To prevent this, you can use PA on it (safest), deny his light towers or QTs (risky), let him keep his Eternity so that the Crusaders target it (still risky, not sure how the AI chooses target). Or you can just destroy your own Pulvy if you feel the need. He's pretty fast on the draws and the shield will slow you down considerably. It's not advisable to try to deck him, as he will rewind AMed creatures and you'll lose your healing, making the last 5-6 turns very hard.
Miracle: Easy. He can rush with a blessed dragon or wyrm. I suggest using AM on blessed dragons, and using Quintessence on Wyrms to avoid them getting buffed (2x dive damage, but only 1x heal if AMed). You can beat him with a Fractal bomb to avoid his miracle (formula to use miracle is green hp<yellow hp+12), OR use it early if you can and steamroll him.
Morte: Easy. He has some poison and miracle, but fewer Bone Walls than Incarnate and no Eclipse. Use AM on Dragons. Let him keep his boneyards and he will lock himself with skeletons that can't touch you. The AI will use Plague if you have 3 or more creatures on the field, try not to get your FFQ killed.
Neptune: Easiest FG for the deck. You can lose only if gets a very strong starting hand (a lot of towers) and you get a cluttered hand and have to discard. AM dragons or crawlers, destroy towers if he has few of them.
Obliterator: Medium. He has 6 PA and 4 Pulvies. Don't destroy his shield so he wastes a PA on it. If he gets an early unprotected Pulvy, you have 4 options. 1) Play Pulvy+PA. 2) Play Pulvy+Hourglass, he will target the Hourglass first. 3) If he's low on grav quanta, play your Pulvy asap and hope he will not use Destroy. 4) Just deal with it if you have a lot of creatures on the field and can beat him quickly. Best target for AM is momentumed Shriekers and momentumed Dragons. He will burrow the shriekers and you will only heal for 6, but later in the game he won't target them with Grav Pull and you won't lose the heal. If you have a FFQ early, he will waste the Grav Pulls on the Flies and you can use AM on the dragons.
Octane: Medium. He has 4 explosions and 2 Fire Shields. Counter his Unstable Gasses with Pulverizer, and his EEs with AM and Permafrost. Be careful that you don't lose your creatures to Fire Shield and that you don't get your Pulvy deflaged (use PA on it and have Hourglasses for bait). Like any FG with PC, bait him with QTs, then shards/sancts, then play shield, hourglass and pulvy
Osiris: Easy. He will toss AMed and Frozen creatures, so better not use AM until you have Pulvy out. Optionally fractal Scarabs to get EM.
Paradox: Easy. Destroy his Hourglasses and Aether towers. Use AM on fat creatures before he can twin them, especially Dejas that have't split so you get the double heal. Consider Quinting a very strong creature (>10 ATK) if you don't have AM so you don't get owned. Let him waste his Twins on your FFQ or even ungrown Destroyer if he has stronger creatures.
Rainbow: Skip. He has a lot of PC, CC and miracles. Also, the lowest card drop rate of all FGs. Don't waste your time. If you decide to fight him, you'll need an early protected pulvy to counter the Hourglasses. Don't use flies and his hand will clutter with CC cards. Drop Fractal of whatever creature to evade miracle
Scorpio: Medium. It's a race against poison. Never AM puffers, and hope your shield freezes them. If you're lucky, you'll be able to AM a dragon for extra healing, but usually you only get crawlers. Rush him in any way possible if he gets a lot of poison on you from the start.
Seism: Medium. He builds up his damage slowly. If not for the EQs, he would be quite easy. Play your towers 1 by 1, don't play them at all if you have SNs to feed you - just wait for the PA. Both time and earth dragons cost 12 quanta - be prepared with an AM, especially when he hits 12 time (don't waste it on shriekers or golems the round before that). He has 8 rewinds that will simply prevent you from decking. Has only 2 Granite skins, but can possibly heal for +75 with each, so treat it like a miracle
Serket: Medium. Like Scorpio, it's a race against poison. Permafrost shuts down the scorpions. Destroy Arsenics asap, use AM on Recluses and destroy Eclipse for 10 healing. Also, AM on adrenalined creature is fun, but don't use on scorpions. Losses against him are essencially due to no shield in hand or no quanta to play it~~~
Optimized farming tips (increase electrum gain per time played):
- skip immediately (4 FGs): Dream Catcher, Graviton, Hermes, Rainbow. The combination of high difficulty and low card drop rates makes these FGs unfavorable farming targets. Possible exception is Graviton, with decent card drop rate, but you can't say from the beginning if you're going to win, so I recommend a skip.
- test a couple of turns before skipping (4 FGs): Dark Matter, Divine Glory, Eternal Phoenix, Jezebel. Favorable events:
Dark Matter: you play an early Sanctuary
Divine Glory doesn't play a Fire Tower
Eternal Phoenix - you can EM a ruby dragon early, play permafrost+PA early or fractal his phoenix early
Jezebel - PA her QTs and she doesn't have dangerous nymphs on the field.
- questionable, but worth playing (3 FGs):
Akebono - high card drop rate, you can achieve decent win rate once you understand the AI.
Chaos Lord - low card drop rate, but hes medium difficulty makes it an acceptable time investment I guess.
Scorpio - medium card drop rate, medium difficulty due to poison build-up - usually you win quickly if you win at all, so worth a try.