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Offline Marvaddin

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1037114#msg1037114
« Reply #12 on: January 31, 2013, 05:00:58 am »
I made it a try and ended with a TTK in a 7-card combo.
Dragon + Mitosis + SoR + PU (any dragon, just to have 4) + blitz + Chimera + Silence = 104 damage.

Unluckly, too many FGs have Mutation and Eternity and Octane is a quit because of 2+ flying EE and it would be too wonky putting a deja+rewind in case a combo card is drew in the last card.

Just saying

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6u3 6u3 6u3 6u3 6u3 74g 7ap 7n9 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q1 7q4 7q5 7q5 7q5 7q5 7q6 7q9 7q9 7q9 7q9 7q9 7q9 7qu 80b 80k 8pj


interesting. i havn't thought about the TTK possibilities much. I'll think about it and see if I can come up with anything unstoppably OP.

Looks like Im not getting something. If you are going to kill the FG in 2 turns, how are you going to survive the FG attack? How are your Chimera going to survive? If Silence is there to protect the Chimera, isnt a Quint better?

Offline Marvaddin

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1039020#msg1039020
« Reply #13 on: February 05, 2013, 11:34:28 pm »
Ok, I have tested this deck for a bit, +1 Chimera. Not bad at all.

I had to put a Chimera because I would hate not being able to win a game after drawing all cards, due to a stupid Armaggio, or Bone Wall, Dusk Shield, etc. In fact, the problem is even worse, because you will have just 8 dragons, and so any shield that blocks 2 damage can also prevent you from OTKO. Of course, unless you can start your combo 1 or more turns earlier, which is possible vs FGs that dont have CC (Ferox, Serket, Divine Glory, etc), or have CC cards you can ignore (like TU and Gravity Force) if you have a Sundial in play.

The fact that this makes the combo a 9 card combo is bad, of course. Sometimes there is no problem because you can start the combo earlier (see above), or you can start playing the dragon to make room, and still draw the rest of the cards same turn. Vc course, vs some FGs (like Destiny, Paradox, Gemini, Hermes, Lionheart, etc) the Chimera can still be discarded, but not as much as before.

One thing I have realized is that I usually have an excess of quanta. I would think about maybe removing a tower to put the Chimera. Needs more test.

My opinion is that this deck is playable. Of course, more unstable than before, but I believe it can reach 50% win rate or something very close to it. In fact, Im thinking about add a Cloak. Usually in the end you already have at least 2 HGs + a Sundial going, so if you can protect your dragons for 1 single turn it can help a lot against the 9th card mess.

Now, maybe you guys can provide some stats :D Considering the high amount of bad match ups Poison Dials has, this can still fight for the title of best FG killer.

Offline The Chosen One

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1039843#msg1039843
« Reply #14 on: February 07, 2013, 11:01:51 pm »
A 1.32 compatible version to Sevs' Instosis: A modification of Chapuz's Mito-Dragon FG OTK which was in turn inspired by loadquo here.  Name by Jenkar

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Alternate Build: Build below relies on you having drawn and played all six supernova, however it ends with 1 additional dragon and therefore can still OTK FG's with 2 damage absorption shielding.
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Note that both decks are Chimeraless and slightly less consistent than the original; however, Blarp's Instosis retains the 200 damage FG OTK.



Combo
Silurian Dragon --> Mitosis --> Twin Universe --> SoR (original) --> SoR (copy) --> Mitosis (copy) --> SoR (copy)  --> SkyBlitz

Upgrade Order
Dragon, SN are absolutely required. The rest of the upgrade order should be

Hourglasses --> Time towers --> Skyblitz --> Shards of Readiness --> Mitosis --> Sundial


It is possible to remove one supernova for a precog or additional time tower, although beware drawing all 8 cards in the combo with a supernova still in the deck.
An upped parallel universe is not required for the first build.

Original Instosis: http://elementscommunity.org/forum/index.php/topic,32309.0.html

I posted this some time ago on Italian's forum,but we tested that it's not very easy to play, maybe it's better "don't cut yourself" or Poison Dial..

Offline Marvaddin

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1039888#msg1039888
« Reply #15 on: February 08, 2013, 01:02:32 am »
Do you have any stats?

Offline jsrjohnny

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1058527#msg1058527
« Reply #16 on: April 09, 2013, 09:53:39 pm »
So after a lot of frustration due to Tower Shields and Bone Walls, I took one Time Tower out, added a Chimera, and it works like a charm. (That's the original deck minus one Time Tower, + 1 Chimera)

Offline blarpTopic starter

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1058528#msg1058528
« Reply #17 on: April 09, 2013, 09:56:17 pm »
So after a lot of frustration due to Tower Shields and Bone Walls, I took one Time Tower out, added a Chimera, and it works like a charm. (That's the original deck minus one Time Tower, + 1 Chimera)

I'm glad. I'll admit that when I first posted it I didn't realize how frustrating not having a chimera in it could be. While the original posting is more of a proof of concept, for FG farming you should really add a chimera.
My default opinion of a new card is OP. Your job as a card creator will have to be to convince me otherwise.
Happy to help with questions regarding upped PvP
Thanks for voting Blarp as your Favorite PvP Deck of 2012!
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Offline Keeps

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1059414#msg1059414
« Reply #18 on: April 13, 2013, 04:59:52 am »
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Going with the latest version stated, original post - one tower + one chimera.

Here are my first 10 games.
Decay 1 loss - I thought I was actually going to win for a bit because I got lucky and was able to supernova on 2nd turn, but combo got stuck and had to play dragon early because the cards filled my hand before I had enough super novas.  Proceeded to have my first three dragons syphoned and died
Octane 1 loss - Again I thought I got lucky, he had 3 eagle eyes out but little on the explosive side, but again the deck jammed, this time I had 12 time and that wasn't enough for the readiness also.
Destiny 1 loss - Creature with Steal slowed down the deck.
Dream Catcher 1 loss - Butterfly effect again slowed down the deck and prevented dials from working
Miracle 1 loss - Early rush did a lot of damage, but dials bought me time, the combo looked like it was going to be good, but I didn't have many pillars out, I needed to keep using the time on the electrums to make sure I had a dial to prevent dying and so I was shorted again from being able to use SoRs, died.
Feriox 1 Win - Easy, the lack of CC, allowed me to play the dragon early and mitosis preventing any risk of the jammed hand, played it from there.
Eternal Phoenix 1 Loss - Explosions killed dials
Jazabel  1 loss - Again another game that started out really well as far as starting hands, and flubbed at the end or mid game this time,  jazabel got a grav nymph and proceeded to take all my quanta away.
Gemini 1 Win - a very close game here, but i came out on top this one being the first time the combo every came out in time and worked right without jamming the deck.
Chaos Lord 1 loss - the deck jammed half way through before quanta.


Opinion the original post was likely better because the additional chimera cards adds one to many cards to the deck for the combo and results in a jammed up deck that loses more often.  That being said, without the chimera card many of the previous FGs instosis would win against, this deck can't.  A valiant try, but ultimately I see as a failure for FGs, and perhaps better for PVP2.

Offline blarpTopic starter

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1059735#msg1059735
« Reply #19 on: April 14, 2013, 04:47:10 am »
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Going with the latest version stated, original post - one tower + one chimera.

Here are my first 10 games.
Decay 1 loss - I thought I was actually going to win for a bit because I got lucky and was able to supernova on 2nd turn, but combo got stuck and had to play dragon early because the cards filled my hand before I had enough super novas.  Proceeded to have my first three dragons syphoned and died
Octane 1 loss - Again I thought I got lucky, he had 3 eagle eyes out but little on the explosive side, but again the deck jammed, this time I had 12 time and that wasn't enough for the readiness also.
Destiny 1 loss - Creature with Steal slowed down the deck.
Dream Catcher 1 loss - Butterfly effect again slowed down the deck and prevented dials from working
Miracle 1 loss - Early rush did a lot of damage, but dials bought me time, the combo looked like it was going to be good, but I didn't have many pillars out, I needed to keep using the time on the electrums to make sure I had a dial to prevent dying and so I was shorted again from being able to use SoRs, died.
Feriox 1 Win - Easy, the lack of CC, allowed me to play the dragon early and mitosis preventing any risk of the jammed hand, played it from there.
Eternal Phoenix 1 Loss - Explosions killed dials
Jazabel  1 loss - Again another game that started out really well as far as starting hands, and flubbed at the end or mid game this time,  jazabel got a grav nymph and proceeded to take all my quanta away.
Gemini 1 Win - a very close game here, but i came out on top this one being the first time the combo every came out in time and worked right without jamming the deck.
Chaos Lord 1 loss - the deck jammed half way through before quanta.


Opinion the original post was likely better because the additional chimera cards adds one to many cards to the deck for the combo and results in a jammed up deck that loses more often.  That being said, without the chimera card many of the previous FGs instosis would win against, this deck can't.  A valiant try, but ultimately I see as a failure for FGs, and perhaps better for PVP2.

Thanks for the feedback. Personally I use -1 hourglass instead of -1 tower for the chimera. You're losses were predictable, although you probably shouldn't have lost to destiny or miracle. Jezebel depends I guess. Steal creature and gravity nymph were certainly lucky on their part. Instosis has its share of autoquits.

Are you familiar playing with the original instosis? Know that if you're playing a fg without something like a tower shield or bonewall you can just play the chimera on an empty field as well. Normally hand clogging up isnt too much of an issue although a little worse than the original. Quanta usage in terms of time is pretty much the same.

For pvp2 I have much more efficient builds as you only have to do 100 damage vs 200.
My default opinion of a new card is OP. Your job as a card creator will have to be to convince me otherwise.
Happy to help with questions regarding upped PvP
Thanks for voting Blarp as your Favorite PvP Deck of 2012!
Blarp (the deck), bane of Championship League

Offline Keeps

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1059893#msg1059893
« Reply #20 on: April 14, 2013, 09:07:26 pm »
I'm familiar with Sev's Instosis, I've been in and out of this game for years now, I'll play for a while, then get bored with it, periodically one of the updates would leave the game in a pretty broken state and I would be frustrated.  I still think this game has tremendous potential, but is short by about 400 cards to be a mature game, currently with this version, the meta game is getting complex enough to be worth a little longer than I normally play it.

I'm the author of this beast after all:
Which I have a 70% WR against FGs, CuCn has a 66%, but most people who play it like most of the decks in this game only get around 30 to 40%.  If you know all the AI rules, this deck can rock, if you don't then you lose, it's all about the meta game:
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Now onto Instosis and your variant:
Instosis had a problem with jamming up once and a while too, but not nearly so bad.  Just once and a while the dragon would be the last card and your hand is full, or you started out with a handful of hourglasses and dials and all the pillars were at the bottom.  The most frustrating of course was when your combo showed up in your hand early on, forcing you to not have the room for delay or deck burn needed.  Periodically, a player would end up having the bleed a little extra time quantum to get that last sundial for one more turn.  Also, Instosis had auto-skips for efficiency, but could technically win against the vast majority of FG.  It's 70% WR was against all FGs, it would drop down to 55% or 60% if you did auto-skips.

With your deck, you have 1 more card to get the full combo out:
Chimera(optional)+Dragon+Tosis+SkyDive+4SoRs (Back when SoRs where any colored) where you have Chimera(optional)+Dragon+2Tosis+SkyDive+3SoRs+Twin
That's one additional card you need to complete the combo increasing the rate of not getting it in time.
As well as not being able to fit in your hand at times making it impossible to achieve and increased chance of your deck jamming.
The combo also requires additional aether, life, and time quanta, which means decreased chance of getting the combo to work against quanta manipulation decks.

This all means your deck is no where near as close to the win rate Instosis had.

Now if you are running -1 hourglass +1 chimera that makes sense, it would increase the fragility of the deck in another regard, but not as much as the -1 tower + chimera build I tested with, it probably wins better than what I last saw as the option playing.  It is a notable variant for the concept; just not practical compared to others.

Offline blarpTopic starter

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1059965#msg1059965
« Reply #21 on: April 15, 2013, 02:25:35 am »
I'm not saying it's better than the original, it's certainly slower, but that can't be helped.

I just don't think it's been nerfed as much as you imply here ;)
My default opinion of a new card is OP. Your job as a card creator will have to be to convince me otherwise.
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Offline CrockettRocket

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1127146#msg1127146
« Reply #22 on: February 23, 2014, 03:56:12 am »
For TTK how about cloak? Thatd save you against octane and CC, then only PC and CC can get you and it has to be relativly close. For this I wouldnt recomend bravery. For otk id try out shards of bravery precognition sundial ratio testing, i think hourglasses could be scrapped
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Offline waingro

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Re: Blarp's Instosis [1.32] [FG][OTK][Arena] https://elementscommunity.org/forum/index.php?topic=46250.msg1127203#msg1127203
« Reply #23 on: February 23, 2014, 04:15:29 pm »
dont be offended keeps is giving high level feedback.  the point is making this OTK is forcing you/us to a combo that is so large hand hamming becomes a real problem.  The options he's suggesting in the lines are slimming down the combo size.  The best way to do that is to make the deck TTK and use silence to get in there.

 

blarg: