Bonds for healing? Otherwise looks really good.I tried adding 1 EBond and 1 BE. A little afraid of making the deck too big, but not bad so far:
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Definitely needs more testing before you can say anything for sure. But I like the idea. I'll probably keep playing with it.
Ooh interesting. This would whip Divine Glory and Eternal Phoenix's butt because their creatures has low hp.Absolutely a problem if you wait for both. Depending on the situation, I won't wait as Anubis has some decent CC resistance with 8 hp, so if I draw him early I usually go for it. If I draw the quint early, I play it on whatever creature makes the most sense. With the Otyugh/Graveyard combo going, you get lots of skellies to rewind. Rewound creatures sop up the CC spells, and skellies replace them. The circle of life is complete. By the time Anubis comes along, FGs will have spent a lot of the in-hand spells leaving Anubis naked for just 1 turn. After that, every good creature gets immortalized.
Personal opinion: I think you should need a shield or two for early stall or adapting to different situations, maybe a Permafrost would help...
Concerning version 1.3: You'll have to wait quite a while to quint if you don't get Anubis and your only Quint at the same time. I think the triple Quint would be much more reliable IMO. The barebones version looks good.
Looks interesting Boingo.I'm glad you are giving it a try. I thought the new card changes were a bit too powerful, but I've learned to make lemonade. Anyway, I added 2 Firestorms to the barebones and it works well--much less clutter though it sometimes lacks punch. Still, was able to defeat Dark Matter pretty handily by getting an Otyugh out before those freaking nymphs of doom got going. Without the Firestorms, though, it would've been tough eating my way through chargers and otyughs since they all have 5+ hp. Rewinding the skellies for Gravity Force bait saved me some health, and the Graveyards kept me going. Ironically, the Buckler in this situation played no role since the chargers and otyughs were momentumed, and the dragons were too massive to get converted. The only hard part after the engine started humming was waiting out the Black Holes which kept healing him up.
I played around with it a little in the trainer. Here's the bare bones version I came up with:Code: [Select]6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u8 715 715 717 74b 74b 77i 77i 7k5 7q5 7q5 7q5 7q8 80h 80h
Definitely needs more testing before you can say anything for sure. But I like the idea. I'll probably keep playing with it.
Maybe an Eclipse?No because then the opponents skellies also become 4/3, and the chance for the opponents death and darkness creatures to be destroyed is lowered.
4/3 Skeletons are pretty powerful on their own.
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I always always test the draws of a deck before I get to actually playing with it, and I have to say, many are just horrible. At most I would have 3 Towers, but usually just one (because of the reshuffle if yuo don't get any cards to play on the first turn), which isn't enough to bring out my hourglasses to bring out more Towers/ Essentials. I think we need a way to get around bad draws.I've tinkered around trying to make a Supernova version of the deck, but haven't had much success just yet. In this deck, I usually ditch extra hourglasses if they're clogging up the hand since they are not essential for winning condition. Getting a graveyard up, skull buckler in place, endowing the crusader with Eternity and quinting an otyugh: getting 3 out of 4 of these is a good sign you can win.
Ooh Malebolgia like.Rewinding upped skellies gives you upped creatures--dragons and such are very nice. In essence, this makes the Druid/Elf ability redundant (acknowledging that you never get the ever helpful destroy/steal abilities.) You can customize the deck however you like--the barebones is what's more or less essential and the additions match playstyle/personal preference. Adding an elf/druid would be easy as the :life quanta is largely untouched.
I always enjoyed the timebows I tried before giving up on them when they just weren't effective, but now that I got my grinders fully upgraded, efficiency can take a break and fun time can begin again, and I think I might start with this one, once I'm done with my Heavy Metal Gravity/Earth Control Deck Series (http://elementscommunity.org/forum/index.php/topic,15792.0.html). After all a game is intended for a person to have a little time-wasting fun!
No Elves?
How consistent is the boneyard? Maybe add another because those seem to be your mass creature spawners with eternitythese types of decks are slow, so, it doesn't matter that much...
How does it do against Miracle Fake Gods? Perhaps try and pack a Poseidon for pillar control? Scorpio? Maybe add Purifies? Just noticing some problems I always had when using rainbows against FGs, and Miracles being a problem unless you Fractal ambush them, and poison always was hard without a Purify or two in the deck. Even when I didn't need them, the extra cards were kinda nice cushion, but also the +2 each adds up. As for the pillar control thing, wouldn't hurt to slow the FG down if possible even if it weren't anti-Miracles, though i suppose it would be rather slow considering it would make the deck very Earth-heavy.
Hmmm tried it out and I just couldnt seem to get the right cards, and a lot of the Fake Gods are difficult. It just seems that its very complicated that it just falls apart rather easily. Only tested about 6 or 7 games. It may just be bad luck, so I'm going to test some more.Miracle has not been as much of a problem as you would think. You ultimately rewind a low cost creature (physalia, brimstone eater, firemaster, etc) and wait it out. Poison is trouble, especially early pufferfish in which case you need a firestorm and pray they convert to skeletons since devouring them is a losing battle now that they're poisonous. In v1.0 I had 1 purify which helped sometimes, but usually for extra healing against non-poison FGs.
EDIT: Um how about Sundials? If I remember correctly most Timebows used Sundials, have you tried those? That seems to be whats missing, that extra stall and drawing power. If not I will try some myself later.
Added RoL has helped me. This deck is quite enjoyable, but Im still finding consistency trouble with a lot of the decks central combosI'm glad you have enjoyed it so far. A rewindable creature is a good addition though I honestly haven't lost that often due to deckout. If you have a variation you prefer, post it and I will add it to the OP.
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For first post it says Morning Glory, should be Divine Glory just telling youCorrected. Thanks.
I've been trying to build fast Half-Breed grinder that wins > 90% games, and now I've ended to this:First off, that is a nice looking duo deck. I would very much like to speed up the deck, but haven't specifically designed a HB-grinder since they are so random to begin with. I may try this duo-deck in the trainer just to see how it feels. Thanks for posting it since I've been wanting to strengthen the :time :death synergy.
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Since this is so similar to the deck in 1st post (CBS), I didn't bother to post my deck in a new topic.
Instead of going to :rainbow I tried to keep it :death/ :time duo.
Oty is replaced with Retrovirus,
Crusader with 2nd Eternity + AW,
Quints with 2nd Anubis.
All the rest (PA/Firestorm/Hourglass) taken out to thin the deck down to 30 cards.Is there any way to speed up this deck concept for HB grinding, or is CBS only suitable for slowish FG-grinding?
I've been trying to build fast Half-Breed grinder that wins > 90% games, and now I've ended to this:This is a really nice streamlined version and I've been trying to build the same deck unupgraded with only except with a Fallen Druid, upgraded Otyughs, a Protect Artifact, and Plagues instead of Retroviruses.
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Since this is so similar to the deck in 1st post (CBS), I didn't bother to post my deck in a new topic.
50%/HPBad chances for overdrived dragons. :'(
1hp=50%
2hp=25%
3hp=12.5%
Etc.
Better idea: just Rewind them.50%/HPBad chances for overdrived dragons. :'(
1hp=50%
2hp=25%
3hp=12.5%
Etc.
50%/HPJust saying, the fomula is right, but the 3hp was wrong, and that it was really the % for 4hp.
1hp=50%
2hp=25%
3hp=16.7%
4hp=12.5%
Etc.
Actually it should be 16.7% since 16.666... rounds up to 16.7.Thanks. Fixed.
Skull buckler gets rid of threats like ruby dragons and other small creatures like physalia and phoenix without letting them do more then a couple attacks, while also filling up there field so they can't play as much.
first: yeah, i like it... but honestly... why should you use skull buckler if you can use a spine carapace? Why do you want to turn your opponents creatures into skelletons if you can totally get rid of them? just to double rewind them? (who wants to pay 6 :time to get rid of a creature instead of just eating them for 1 :gravity with your oty?!). Also spine carapace kills creatures way faster... so i would change at least one of the bucklers for a carapace
first: yeah, i like it... but honestly... why should you use skull buckler if you can use a spine carapace? Why do you want to turn your opponents creatures into skelletons if you can totally get rid of them? just to double rewind them? (who wants to pay 6 :time to get rid of a creature instead of just eating them for 1 :gravity with your oty?!). Also spine carapace kills creatures way faster... so i would change at least one of the bucklers for a carapaceWhy use Thunderbolt when it deals only 5 damage while Ice Lance can deal 200 damage?
Shouldn't you add a Fallen Druid since you added graveyard?Graveyard -> Skeleton
Fallen druid produces mutations, Mutations > random creatures in many games.Shouldn't you add a Fallen Druid since you added graveyard?Graveyard -> Skeleton
Skeleton + Eternity -> Random Creature
True. But there is that fine line between being good enough and overkill:Fallen druid produces mutations, Mutations > random creatures in many games.Shouldn't you add a Fallen Druid since you added graveyard?Graveyard -> Skeleton
Skeleton + Eternity -> Random Creature