:: Draw-stall-gone?-Dragon! ::
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:: Vampire version (V.V) ::
- Deck principle is to quickly draw dragons, blitz, Parallel Universe and chimera while having enough quanta to play them all.
- Results in 110 damage.
- Sundials to stall.
- PvP fun deck
- (V.V) grants EM - but loses speed and is easier to counter.
- Originals average win in about 9 turns (PvP). Faster if opponent has no PC.
- (V.V) average win is slightly slower, with the same hand it'd take 1 turn longer to win normally.
- Fastest win in 6 turns. Both decks are capable of doing this.
Draw.gon originalHover over cards for details, click for permalink
5bt 5f2 5rp 5rp 5rp 5rp 5rp 5rp 5ul 6u3 6u3 6u3 6u3 6u3 6u3 711 74g 7n9 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7qb 80b 8pj
There's really no need to up the blitz/chim/PU/dragons to be honest. Upping sundials means less useful mulligans.
Draw.gon (V.V)Hover over cards for details, click for permalink
5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u3 74g 7ad 7di 7gt 7n9 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7qb 7te 80b 8pj
StatisticsI never grind the AI but maybe some people do. Here are some statistics for you chaps.
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Deck used: [/color][/b] | Draw.gon (v.v)
| Opponent: | AI3
| Total games: | 50
| Games won: | 49
| Games lost: | 1
| EMs: | 49
| Win %: | 98%
| Money made: | A bit over 2k
|
| Turns to win: [/color][/b] | Number of matches won
| 6 turns: | 1
| 7 turns: | 10
| 8 turns: | 23
| 9 turns: | 8
| 10 turns: | 2
| 11 turns: | 2
| 12 turns: | 1
| 13 turns: | 2
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Time to win: [/color][/b] | 110-130 seconds per game
| Average turns to win: | 8.408
| Comment on loss: | Drew complete combo on 1st go. Never happened before. No towers till final few cards. In retrospect I could have won it if I had discarded sensibly, but I was in zombie mode.
| Additional comment: | AI3 can't counter your deck. I saw blackhole in a rainbow deck that I came across twice, but AI can't use it to counter. Silence is annoying but it doesn't counter. Pretty much you should always win if you play smart.
| Another additional comment: | I didn't intend for these decks to be used against the AI but they work ok. Use (v.v) for AI grinding though.
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Problems and counters:Black holes - All quanta drain destroys this deck but a single black hole is an instant loss.
If you suspect your opponent of having them hold your nova as long as
possible, change your discard priority (Never discard hourglasses or Nova) Play
sundials only at end and in conjunction with a single nova for 2 draws.
The idea here being that you play 5 nova in one turn, then draw your combo.
This has worked twice for me. Chances are you're screwed. It's a problem.
Vamp version auto loss.
Devourers - Rush Rush Rush. The instant you play a nova its a race between you
drawing your combo and a devourer getting 3 of the same element. Wins
are possible but not definite. A bad draw for you will mean you lose.
Vamp Version loses to devourers.
Discord - The nicest of the quanta changers. Hold a nova or two till appropriate. Don't
draw to 0 until you can definitely play your combo. Early dragons may be a
good idea if you think they have no CC. (unlikely)
Vamp Version can easily lose to discord.
Hard PC control - A permanent or creature with destroy or steal will gimp you hard and
will result in a slower draw rate and poor stalling. Play all draw
cards at once to avoid them being picked off one by one. Spell cards like
Explosion are nasty in numbers but bearable otherwise. Steal won't
stop the dials effect, so its not as bad a problem as explosion/deflag.
Poor vamp version is more likely to suffer from this.
Ghost of the past/Nightmare - This deck messes with draw potential. This deck is
incredibly tough to beat and significant changes to play
style must be made in order to do so. Rare deck, but
advice on it would be awesome (I've only beaten it twice)
Never versed it with (V.V)
Sundials - This is an incredibly rare card in competitive PvP. I've encountered it once in a
friendly duel and once in PvP2 (in a deck nearly identical to this one)
However it will stall your creature and possibly force a deck out. Be wary of
going too low on cards if you suspect opponent has one.
Mindgates can take your sundials.
(V.V) doesn't mind sundials as much as the other things it fails to.
Max Hp raisers - When opponent has more HP than is possible to remove in one turn.
You or your chimera will be vunerable for a single turn.
This is a problem when combined with certain shields or when opponent
has the means to destroy you or your chimera.
If the opponent has no significant shield play dragons and blitz without
chimera. Play chimera on the next turn. Unless the change was drastic it
should still result in a kill.
(V.V) thinks max HP raisers suck but are more bearable than other controls.
If anyone was playing a similar deck or is just clever enough to come up with solutions to these issues I'd love some advice. If you have suggestions about the deck make up itself (like adding precogs) please also share the wisdom.
The way this deck is played massively affects its usefulness. Some choices arent too obvious though - advice here is good too!
How I play this deck1)Play any time towers available
2) Play any hourglasses available
3) Play any nova available (Not so Vs drainage decks)
4) DO NOT play any dragon/PU/ blitz/chimera
5) Draw every time you can (Not so Vs decks with sundials)
6) Play sundials when you can string them with hourglasses to reach 0 cards in deck
(19 cards left is normally when this can happen)
OR when opponent is
TWO turns away from killing you
OR when you have a draw available but a full hand
7)Once you have 10 (or 12) of each electrum and the combo cards play them in this order
i) Dragons
ii) Parallel Universe the crimsom dragon
iii) Air blitz
iv) Chimera
v) Liquid shadow the chimera if LS is available
Note: I normally play multiple dials in favour of drawing a card.
Discard priorityThis is for a normal PvP game using original draw.gon.
From first to last discard:
1) Hourglass if you have more than one in play or in hand
2) Chimera if you think opponent won't shield against you or if shield can't take away enough damage
3) Precog
4) Nova (if none yet discarded)
5) Sundial or hourglass depending on quanta available
If you discard one of the combo cards (a dragon or the blitz) then you cannot pull off a 1hko.
This leaves you open to a final attack by your opponent who may well have built up enough damage to kill you in this space.
*You cannot discard nova in (V.V)
** 4 and 5 are interchangeable depending on what deck you're versing.
Deck evolution and old problems below.
Problem is: I'm not sure if [Quantum towers
mark and Novas] or [Time towers
mark and Novas] or a mix of the two are better for this deck.
Quantum towers and novas can result in some bad RNG and not generate entropy for the novas early resulting in the discarding of cards. I've been thinking about replacing a nova for another quantum tower.
[Quantum Tower based deck with a
mark]
Hover over cards for details, click for permalink
52h 560 5bt 5f2 5id 5op 5rp 5rp 5rp 5rp 5rp 5rp 5ul 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 7ba 7q5 7q5 7q5 7q5 8ps
Time towers with entropy mark can offer more stable starts, generally without any need to discard many cards. However this deck is shutdown by quanta drainage and it is neccesary to cycle through 5 novas before playing the combo resulting in (what feels like) slightly less speed.
[Time tower based deck with a
mark]
Hover over cards for details, click for permalink
52h 560 5bt 5f2 5id 5op 5rg 5rg 5rg 5rg 5rg 5rg 5rp 5rp 5rp 5rp 5rp 5rp 5ul 6qq 6u3 6u3 6u3 6u3 6u3 6u3 7q5 7q5 7q5 7q5 8pj
The shard in the quanta deck is used as bait for PC if drawn early and sundial healing if drawn mid. It's pretty useless late. It can result in an extra few cards drawn either by preserving an hourglass or allowing an extra turn to hold off on a sundial mid to late game. I took it out of the time based deck as random quanta is dangerous to mess with when you need an exact amount out of a finite pool. (12 max) It is badly missed in the time deck, but that might be sentimentality. Currently leaning toward time towers.
I do not have the electrum to upgrade the time pillars unfortunately. (I don't grind)
Middle version - 1 Hit Knockout deck Hover over cards for details, click for permalink
52h 560 5bt 5f2 5id 5op 5rg 5rg 5rg 5rg 5rg 5rp 5rp 5rp 5rp 5rp 5rp 5uu 61r 6u3 6u3 6u3 6u3 6u3 6u3 7q0 7q5 7q5 7q5 7q5 8pj
Thanks to silux for vampire/ parallel universe additionsThanks,
Jaxly
CreditsI'd like to thank the following people for their help and general soundness:
Oldtrees - Advice
PuppyChow - (V.V)
Silux - Advice x2
Sevs - (V.V) alternate
Malignant - (V.V)
willng3 - Transfer to rainbow decks from help section
They made the decks as much as I did.
Any additional improvements/advice that you can give me is still much loved.
Thank you all,
Jaxly