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lmao427

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extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg436901#msg436901
« on: December 10, 2011, 03:34:02 am »
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Probably one of my favorite decks.This is can work for a13 pvp an even arena.
how to use: you send out the vodoos use adrenaline and overdrive on the dolls so for every attack with adrenaline it counts for multiple on overdrive so you can get your attack up high in barely any turns.precogs for faster drawing.
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liberalboy47

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg437044#msg437044
« Reply #1 on: December 10, 2011, 03:25:31 pm »
Rewind/Eternity could do a number on this deck and I could foresee the possibility for some bad draws if the Dolls are at the bottom of the deck. 

Nice synergy between Acceleration and Epinephrine for use on Dolls though.

Where have you found this deck to be most effective? aI3? Half-blood? pvp? Arena?

puri1

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg437061#msg437061
« Reply #2 on: December 10, 2011, 04:22:53 pm »
Wow, this looks like a fun deck. Overall balance seems nice, though all of liberalboy's points are valid. A Cloak could help hide you're dolls after a few turns with overdrive, and maybe a Improved Fog to avoid rushes. Don't know what to replace though.

Edit:
Just tried it in Trainer as is. It's hilariously awesome against Lvl3! Only lost matches where a voodoo was at the bottom of the deck, but as long as you can hold out 2 turns for SN activation you should be good due to precogs. I love it  :)

Offline Chapuz

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg438189#msg438189
« Reply #3 on: December 13, 2011, 02:35:56 pm »
I would change the precogs for Sundials, as dolls can charge up in a sundial turn + we get the same draw power (1 turn late, what's the difference if we have the sundial delay tuen?)
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Offline rickerd

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg438195#msg438195
« Reply #4 on: December 13, 2011, 02:49:21 pm »
I would change the precogs for Sundials, as dolls can charge up in a sundial turn + we get the same draw power (1 turn late, what's the difference if we have the sundial delay tuen?)
not sure, since precog makes it possible to take a look in the opponents hand to avoid nasty rewinds
nice deck but I think it's a bit high on aether, it will probably have trouble with bh too
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Offline bucky1andonly

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg438241#msg438241
« Reply #5 on: December 13, 2011, 05:07:49 pm »
well they will rewind whether or not you see them, so i would agree sundials are a better choice.  also, accelerations would be better than overdrives.  they actually get in an extra hit or two, i forget, and deal the same damage in the same amount of time because of the extra hits, plus they are cheaper to cast.  what this means is, you can lose 2 of the towers and add in 2 more sundials as well, since everything is a bit cheaper.

This is my voodoo deck that is similar to this one
http://elementscommunity.org/forum/index.php/topic,25244.msg344243.html#msg344243
It is a combination of 2 decks, which makes it kill quite a bit faster.

jimmykay

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg438290#msg438290
« Reply #6 on: December 13, 2011, 08:00:18 pm »
I like it, it looks a lot like what I was trying to do with my deck here
http://elementscommunity.org/forum/index.php/topic,34321.0.html


lmao427

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg438299#msg438299
« Reply #7 on: December 13, 2011, 08:26:00 pm »
I would change the precogs for Sundials, as dolls can charge up in a sundial turn + we get the same draw power (1 turn late, what's the difference if we have the sundial delay tuen?)
the thing about sundials is that it takes a turn of waiting for you to be able to draw.

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Re: extremespowed vodoos https://elementscommunity.org/forum/index.php?topic=34650.msg452673#msg452673
« Reply #8 on: January 25, 2012, 04:38:51 pm »
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You're using 6 elements (one of which just to generate more quanta), and that makes an insane amount of quanta go wasted. Adrenaline also is not quite as good for Overdriven creatures. Even if it can get a boost or two more down on the first turn, it then quickly becomes a wasted card. Rage Elixirs would both offensively and defensively overshadow epinephrines. To get that quanta balance better, you should use a mix of both. The amount of card required to keep the deck from faildrawing constantly nullifies any effort to spread things better, so the only alternative is sacrifing some of those precogs. You just can't give up Supernovas, and any pend variation would be a complete fail. Adding a Steel Golem adds some istant damage and a decent Overdrive alternative target. The Archangel is quite badass, too, and it can heal what overdrive does. It's also an airborne creature to bypass wings. About bypassing shields, you completely lack pc. Adding a Steal in place of a Voodoo may help. Or a Butterfly Effect. Voodoo dolls are good targets for BE. You also are generating a lot of entropy quanta that go wasted, so I really suggest BE. At this point you have :water, :death and :air quanta unused. You can use a slot for a card from these elements, or adding an Aether Pillar. A lot of things work.

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