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Offline Baily18

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205679#msg205679
« Reply #12 on: November 20, 2010, 11:25:31 pm »
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Offline Ryli

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205690#msg205690
« Reply #13 on: November 20, 2010, 11:32:08 pm »
Is that not a little life heavy? 2 Bonds, 1 Jade Shield, Druid Abilities and potential mutant abilities.

cookiepirate

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205765#msg205765
« Reply #14 on: November 21, 2010, 02:17:09 am »

i don't see why you have jade sheild and permafrost in there
Jade Shield is against Octane (Unstable Gas) and Decay (Siphon Life).
oh
that makes sense
but jade sheild is still useless with your 2 bonds and aflatoxin (massive healing).
if you really want the reflector, mirror sheild would be 10X better since you dont use light anyway.

nhan1st

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205780#msg205780
« Reply #15 on: November 21, 2010, 02:48:36 am »
@ cookie -> So true. An upped mirror shield is a better way to go.
@ Baily -> Wouldn't precognition be a better choice? It's hard to draw that 1 HG from 36 cards and it could be destroyed. My opinion is Precog > Sundials > Hourglass

Precog allows you to see the FG's hand, cost less and draws a card right away
Sundials give you one turn of protection from FG's creature and is pretty cheap
Hourglass can be destroyed and cost more than the two cards mentioned above albeit it is an permanent.

Offline Ryli

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205782#msg205782
« Reply #16 on: November 21, 2010, 02:51:09 am »
Hourglass can be destroyed
and is a high priority, therefore protecting your phase shield, bonds, permafrost, etc.

nhan1st

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205786#msg205786
« Reply #17 on: November 21, 2010, 02:58:20 am »
Hourglass can be destroyed
and is a high priority, therefore protecting your phase shield, bonds, permafrost, etc.
I see, but where's your drawing power when it is gone? You still have shield and another bond to heal you. If we take baily's deck which has the added benefit of SoG, then there should not be any real problem with Hp. We can -1 HG +4 precog +2 EA

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205842#msg205842
« Reply #18 on: November 21, 2010, 04:26:25 am »
baily's deck look a bit more stable with spread out quanta usage
though i'd take out a Shard for steal which can be any permanent the FG decide to throw your way but can mean another feral bond or hourglass in best case scenario

Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg205875#msg205875
« Reply #19 on: November 21, 2010, 05:50:20 am »
one other thought:  the RoLs interfere with the auto-mulligan ... replacing these zero cost creatures with some 1 cost creatures counter-intuitively increases speed of deck.

Offline BluesTopic starter

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg206045#msg206045
« Reply #20 on: November 21, 2010, 02:09:49 pm »
@Baily: Your deck build is much better than anything I could have come up with - now one acctually gets what one needs before game is over. :)

one other thought:  the RoLs interfere with the auto-mulligan ... replacing these zero cost creatures with some 1 cost creatures counter-intuitively increases speed of deck.
Like this?
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What about taking out 1 Fallen Druid and add 1 Improved steal?
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Offline Baily18

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg206052#msg206052
« Reply #21 on: November 21, 2010, 02:16:34 pm »
^well i think 5 SoG maybe enough most of the times, but i like to have 6 anyways. You could take out 1 SoG for a steal, but i dont think taking out a druid would be a good idea

Offline zombie0

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg206147#msg206147
« Reply #22 on: November 21, 2010, 04:37:30 pm »
why the fire creature?  you can easily enough Aflatoxin a regular fallen elf, which would be excellent for early crowd control and die in one turn just like the bug.  4 entropy with matching mark is barely harder to cast or bounce (not that you wouldnt be bouncing a small mutant or those 1/1 cloning whatevers)

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kobisjeruk

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Re: Army of Mutants - Anti-False Gods deck idea https://elementscommunity.org/forum/index.php?topic=16029.msg206150#msg206150
« Reply #23 on: November 21, 2010, 04:42:44 pm »
brimstone can be any cheap critters, one suggested it because it pays for itself (not that you absolutely need it to do that)
you can use fallen elf but it cost 4 :entropy, hardly cheap at all and most  likely you'll want to cast your fallen druid as soon as possible after/before you get a mutant factory going and 9 :entropy is a lot more expensive than 5 :entropy + 1 :fire (or 1 :air or 1 :earth etc)

 

blarg: