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Offline KeepsTopic starter

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Cell Mutation [Unupped][Useless Ignore] https://elementscommunity.org/forum/index.php?topic=51642.msg1102128#msg1102128
« on: October 10, 2013, 04:16:10 am »
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Do I need to state what you do?

EDIT:  Bah, new deck luck.  Last night I tested this with 20 games, and won 18, today, I just played another 20 games and lost 19.....  Ignore this piece of shit I made.
« Last Edit: October 10, 2013, 11:00:37 pm by Keeps »

Offline CuCN

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Re: Cell Mutation [Unupped][AI4] https://elementscommunity.org/forum/index.php?topic=51642.msg1102132#msg1102132
« Reply #1 on: October 10, 2013, 04:28:37 am »
Do I need to state what you do?
Yes.

Offline eljoemo

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Re: Cell Mutation [Unupped][AI4] https://elementscommunity.org/forum/index.php?topic=51642.msg1102134#msg1102134
« Reply #2 on: October 10, 2013, 04:31:18 am »
Is the dissipation shield really that useful? I can't see there being enough  :entropy to make it a valid choice. Maybe add some more CC perhaps? I don't know. Other than that seems pretty solid. Upping priority would be Elves I should guess. Sucks when your creatures die. Mutant decks are always good fun and usually effective.
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Offline Keolino

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Re: Cell Mutation [Unupped][AI4] https://elementscommunity.org/forum/index.php?topic=51642.msg1102146#msg1102146
« Reply #3 on: October 10, 2013, 06:27:02 am »
I would suggest a fog shield instead of the dissipation shield... Then I would probably switch the fire shield for a deflegration, add a steal, and maybe increase the quantum pillars a bit (I would test the quanta balance before doing that...)
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Offline antiaverage

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Re: Cell Mutation [Unupped][AI4] https://elementscommunity.org/forum/index.php?topic=51642.msg1102195#msg1102195
« Reply #4 on: October 10, 2013, 11:09:36 am »
For a deck all about mutating cells, with only 2 Afla it seems that the chance of getting those cells out soon is depressingly low, even with an effectively 27 card deck. If you bottom deck those 2 afla, you're left with a weak rainbow. Those EBs are useless without cells flooding your field, the dissipation shield is just eating your quanta if the opponent is rushing, two weapons thins your strategy, not enough damage if those aflas don't come soon...

Maybe I'm reading it all wrong, and I apologize. But if you want to call a deck Cell Mutation, it would be nice if I could more readily rely on being able to mutate some cells before midgame.
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Offline KeepsTopic starter

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Re: Cell Mutation [Unupped][AI4] https://elementscommunity.org/forum/index.php?topic=51642.msg1102210#msg1102210
« Reply #5 on: October 10, 2013, 02:01:50 pm »
Quote
Maybe I'm reading it all wrong, and I apologize. But if you want to call a deck Cell Mutation, it would be nice if I could more readily rely on being able to mutate some cells before midgame.
Really I couldn't think of a good name, it's mostly a CCYB, but there is a little CC, it has Mutation as it's main way of building damage, etc.  I just really couldn't think of a good name.


Quote
Is the dissipation shield really that useful? I can't see there being enough  :entropy to make it a valid choice. Maybe add some more CC perhaps? I don't know. Other than that seems pretty solid. Upping priority would be Elves I should guess. Sucks when your creatures die. Mutant decks are always good fun and usually effective.
The fire shield provides the only real CC, and is very powerful, but later in the game, especially with half bloods with lots of CC, one might be stuck just picking apart the HB, a shield capable of blocking a lot of damage at the end is very useful.  As I always say with the dissipation shield, swap with another perfected shield, because honestly, I feel I'm the only one with love for the dis shield.  A shield capable of blocking 2700 (max) damage, and can gain enough quanta to block 90 damage a turn really shouldn't be looked down upon, even though it does cost a lot of quanta to block that damage.  It's always a last ditch clutch shield, but a reliable one as far as shields go.

Quote
Then I would probably switch the fire shield for a deflegration, add a steal, and maybe increase the quantum pillars a bit (I would test the quanta balance before doing that...)
I actually ran deflags first, but found them not useful with 2 pulvies and in general.  The fireshield is pretty important against the HB, it really cuts down on the overall damage received over time.  I also ran more quantum pillars (14) and found the sundial stall, fizzle too much.  10 worked out well in my tests.   Though I do agree, it does seem short, but more in terms of PVP, Arena, FGs...  I made this on specificaly for HB.

Do I need to state what you do?
Yes.


Oh ok,
So this is mostly a CCYB deck, I remember that old Partially Upped CCYB FG killer for years ago, but by the time the new gods arrived it died.  I would still play it for Half Bloods and it was a favorite HB farmer of mine for years.  But it seemed to require too many upgrades.  Today if you could upgrade to 30 or 40 cards, why not just skip to FG or Arena farming.  In my mind, if you can shoot for a completely unupped HB farmer, it's more worth it for new players.  So last night I set out to build a HB farmer in the vein of the old Partially Upped CCYB. 

Little tricks,
Stall with the sundials around turn 3 or 4.  The HB are usually slow getting out initial damage.  Use pulvies to destroy perms of course.  Quints are for the Fallen Elves.  Aflatoxin your deja vu, and split it for a two cell start.  Since it's a 33 card deck with 6 sundials.  it's functionally a 27 card card.  Making the requirement for more aflatoxin and fallen elves less.  It also helps the HB are slow and unfocused.  This deck would not really work anywhere else.  Rewind a Deja vu or a cell to prevent deck out. 

 

anything
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