Hello . My name is BunKeR , and I am a control player .
Unupped Gravitybow Hover over cards for details, click for permalink
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The unupped list runs at about 86% win rate and the upped at 94.66% .
EDIT : This deck currently has the highest unupped AND 2nd highest upped win rate vs Bronze in the
"Decks Used Against Arena with Stats 1.32" thread. It also made the "Community-recommended Decks" vs "Bronze and Silver Arenas" in two places
unupped here and
upped here .
Credit to Vangelios for his absolutely impressive performance in BL 3/2012 with
"SoFo 4 in1" chronicled here
"Decks of a Champion" (it's the 4th deck down). Congrats on his 1st place finish . I ran a similar list to 4th place at the same event . That story is detailed here
"My Battle League Story" (it's the 2nd deck down).
My goal here is to bring it up to date in 1.32 and submit my testing results and stats .
I'm also going to apply some deck building rules I've come to follow to the Gravitybow . The 10 Rules I use came from the MtG Advanced Strategy Guide written by Mark Justice[an old pro player] back in 1998 . Its interesting to note that although the rules were not originally written for this system I'm adapting them to this game since the general ideas of power , efficiency and balance easily apply to this game and can be applied to any deck within this game to analyze idea's and fluidity further .
1 : Use good cards
2 : Balance your Quantums
3 : Be able to kill creatures
4 : Do not be vulnerable to 1 PC card
5 : Apply early pressure - or be able to cope with it
6 : Do not be vulnerable to to a single Permanent
7 : So not suffer the mid-game crisis
8 : Be prepared for whatever gives your deck problems
9 : Practice , practice , practice
10 : Know your role
Lets begin .
1 : Use good cardsSimple right ? Up to the 1.32 version all you really heard about was the power of Shard of Focus They only slowed down the card , and they didn't functionally change it . The Nerf This Card SoFo thread was 53 pages long .
Fifty Three pages .
The overwhelming opinion was certainly that it was the most overpowered card in the game . The combo of Gravity Pull on this card could not be ignored . Everything else in the deck would have to support this two card combo that provided repeatable Permanent Control , effectively negated a good amount damage every round and also could play Black Hole to both gain more hp's or to deny the opponent during a mid or late game turn . With SoFo pulling straight gravity quantums now a days the old timing of turn 1 Nova into SoFo are long past . Supporting 4 copies becomes difficult so I had to roll back to 3 copies instead . I'm not sure if Dry Spell belongs in the deck but it's an idea I'm planning on testing .
2 : Balance your QuantumsThe Quanta Index for Gravity 6.32 , not counting the Black Holes that you may end up with . All the remaining elements are somewhere between 0.71 - 1.43 sans Fire . Fire is at 1.79 . In play terms the support cards give you time to play out a SoFo , which if you can keep alive and active you give you more time to set up threats and deal with opposing threats . I've tested -1 Nova +1 Quantum Pillar but it wasn't as impressive as the super fast 2x Nova draw . Running 6 each of Nova and Pillar meant that I would see approximately 2.8 sources in the opening hand if I went first or 3.2 sources in the opening hand if I drew first . Maybe increasing the availability of Gravity Quantums would be a good idea but I'm out of ideas and would be very open to help balancing the QI .
3 : Be able to kill creaturesA large majority of deck beat you using creatures . The deck boasts a very heavy compliment of 8 Creature Control cards ! That's 26.6% of the deck devoted to this idea . 5 hard CC cards and 3 more situational CC cards are present in the list . Lightning , Reverse Time , 2x Shockwave and Rage Potion directly remove threats , while Mindflayer gives us more flexibility in choosing what threats can remain . Gravity Pull can be used to remove creatures in emergency situations but it is best left to the SoFo unless the situation is indeed that dire .
Back before 1.32 I had Otyugh in the deck over the current Sanctuary . Back then people played a lot of turn 1 SoFo and I wanted as many outs to that play as i could get .
4 : Do not be vulnerable to 1 PC cardThere is nothing more frustrating than setting up a diabolical plan that is hard countered by a single Steal or Deflagration . The deck is Nova powered , and only carries 3 non Quantum generating cards . Arsenic , Vampire Stiletto and Sanctuary are your perms . Your "shield" is actually a creature with a buff and an ability so our main goal here isn't affected by PC . 6 Quantum Pillars are the only real issue here , as a single Earthquake is going to be devastating to our defensive progress if we walk into a 3 for 1 card trade . It's is safe to say we are Deflagration or Steal safe tho .
5 : Apply early pressure - or be able to cope with itOk , CLEARLY this deck is nether meant nor actually beats opponents quickly . As such it needs to be able to alter the flow of a game using control . Slowing the opponents quanta , removing key components of their table , PC , CC , Quantum Denial and even Sanctuary protection provide time . Time provides cards . Cards provide answers and options and honestly , sanity . Besides the fact that this deck has a high CC bank , the SoFo+GP combo itself negates most pressure during the midgame . Removal slows early game pressure , and get this deck into the deep middle or late game where its multiple options shine.
6 : Do not be vulnerable to to a single PermanentIt has always surprised me when a deck can not answer a Thorn Carapace or Dimensional Shield chain . There are permanents in this game . There are Shields and Weapons and other things like Mindgate that are very unique . Ignoring that means losing to that . If you can't deal with it and you knew that card existed then we cant expect to beat it if we see it . Sometimes you can get away with that [coughmonoaethercough] . I prefer to err on the side of caution and be able to remove a perm thats beating me somehow .
7 : So not suffer the mid-game crisisThe mid-game is where the coolest things in games start to happen for me . I like it when I'm out of my opening book preparation in Chess and have to really start thinking and I like it when someone actually pulls off the Firefly Queen ~> Rustler dance . Most decks , if left unchecked , really start to go crazy in the mid-game if they can completely set up their plan . The plan here is to remove their cards while setting up our combo and threats . When we mess with their plan , we are also executing out plan . It's pretty hard to lose when you have a defensive combo out that destroys their stuff and negates their threats . It's normal to see that combo happen .
8 : Be prepared for whatever gives your deck problemsI'm being very realistic here . There are some serious hard counters to this deck out there . Believe me I've played this in Battle League a lot and learned that . Mono Aether with SoW , Immortals and Lightnings are a serious problem . Against those decks you need to get damage down as soon as possible , hope they chose to run Psion over Immortal and pray they aren't holding that Lightning =| . Flying Titans was used to hard counter me as was Mono Aether SoW . It's also hard to manage burst damage . For this deck an early Lobotomizer or Owl's Eye before we get SoFo out is painful . We have the option of holding back 2 SoFo to play at once . It'll mean walking into a Lightning/Shockwave and getting absolutely hosed tho . I've mostly seen 2 Weapons in a deck that used them and we use 3 SoFo's here . The odds are on our side . Even still an early Lobo/OE is very hard to overcome .
9 : Practice , practice , practiceYay Stats !!!
In Battle League I played Gravitybow to a 69% win rate . I played it 42% of the time .
It's stats against Bronze League after 50 games is an 86% win rate and an average TTW of 13 . It EMed 12% of the time .
I remember the very first time I was thrown to the ground in Judo . I was so out of class and the other guys at the dojo were kind of showing off . I practiced and practiced and learned everything I could and went and tried it out a month later .
Man , was that ground still hard .
My point is that there is no substitute for an experienced , calm and aware mindset other than practice . Practice against everything you can . The more information you have about how a game will unfold before it actually unfolds is information that the opponent may not have , which COULD be an advantage . Every advantage counts . Even a 1% sway advantage in an open field will mean you have a 51% to 49% advantage . What if that's all you needed to do , was not play that extra Nova so you could recover from their Black Hole later .
There are a lot of different cards in Rainbow decks , and as such there are a higher number if different synergies in this a Gravitybow . SoFO+GP or Rage Potion . Sometimes the correct play is actually playing Lightning on your own SoFo just to destroy 1 more thing , effectively using a Shockwave to destroy a perm . Maybe it's letting them kill all your win conditions just so you can land SoFo+GP and deck them with Reverse Time . One thing about this deck is that it is very unforgiving . It will grab an advantage and push it . Using removal and SoFo to force an almost prison style situation at times .
10 : Know your role in the environmentAre you supposed to be pushing damage in this situation ? Do you leave this creature out or kill it right now . Sometimes the correct play will be not killing something , or not playing something . You have to hold back resources in hand . I am of the opinion that cards in opponents hand dictates options available to them . As cards decrease options decrease . It's a resource battle , with life points at stake . A war of cards . If you have an advantage push it . Be mindful of what the possible ways out to your plan are and prepare for them . Are you running through PvP1 ? Sanctuary may not be the best card then . . . as its purpose in the 1st list is to give you time against high HP decks and Poison . Things uncommon in PvP1 . Maybe putting the Otyugh in that spot would be better .
/deepbreath.
The old version is the upped list that myself and a few others ran thru Bronze to grab stats . Combined we ran 284-16 for a 94.66% win rate . Jenkars Mod is the one I currently use and it is below .
Hover over cards for details, click for permalink
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1st 50 run resulted in a record of 49-1 . With a 98% win rate. I did the run myself .
The 1st confirmation run was played by Afdarenty aka MPots , from Kong . He ran 48-2 with a 96% win rate .
Spoiler for his notes:
Result Record TTW Match Notes
Win 1-0 9 vs Gravity/Earth duo, accel armagio momentum
Win 2-0 9 vs Mono dark (with nova(!))
Win 3-0 13 vs mono entropy with six purple nymph, early oty helps
Win 4-0 10 vs mono aether
Win 5-0 8 Spin, EM vs mono life rush
Win 6-0 11 vs firestall with phoenix
Win 7-0 15 vs Grabbow with one pillar start
Win 8-0 10 vs entropy mutation deck
Win 9-0 9 vs mono life rush, two SoFo meant early shut down
Win 10-0 16 Spin, vs mono aether, spent the first eight turns with only mind flayer for damage
Loss 10-1 12 vs mono entropy, well set up then pande rewound three SoFo (One rage
potioned, one GPulled) killed shrieker and mind flayer, and lobo’d opponents two aboms…
Win 11-1 12 death rush with momentum splash, quite close
Win 12-1 11 time gravy, black hole and rewind
Win 13-1 8 Oty > life rush
Win 14-1 9 FFQ deck, stopped before it set up
Win 15-1 9 Spin, outrushed mono death, poison was problematic
Lost 15-2 11 Fire stall, zero creatures in starting hand
Win 16-2 9 Same deck as previous game, only with a standard hand
Win 17-2 10 Fire stall
Win 18-2 10 Life rush
Win 19-2 11 Mono aether
Win 20-2 6 Spin, EM, 150 hp deck, only played two devs and two pends all game
Win 21-2 0 1 hp deck, thunderbolted
Win 22-2 12 Mono time scarab deck without pharaoh, used SoR on scarabs, eaten by oty
Win 23-2 9 grabbow with no grabboids played
Win 24-2 11 Missplay nearly cost me, mono death rush, played arsenic over dagger, no poison counter
Win 25-2 12 Spin, Gravity bow > grabbow
Win 26-2 11 Nova luci hope, nearly lost O_o Early flayer helped
Win 27-2 0 1hp deck, shockwaved
Win 28-2 12 grav/earth deck with nova for graboids
Win 29-2 8 EM, vs grabbow
Win 30-2 9 Spin, EM, rainbow I didn’t see many cards of
Win 31-2 10 EM, grabboid rush
Win 32-2 10 Light stall, SoFo broke it
Win 33-2 12 Death rush, countered by Gpull SoFo and vamp dagger
Win 34-2 10 EM, devtal
Win 35-2 12 Spin, EM, immo rush
Win 36-2 15 Mono aether
Win 37-2 8 Huge random rainbow
Win 38-2 7 Voodoo Rage potion
Win 39-2 14 Nasty antimatter/bonewall/cat deck
Win 40-2 12 Spin, EM, stallbow
Win 41-2 11 Angel/rage potion
Win 42-2 15 Nasty stallbow
Win 43-2 11 Grabbow
Win 44-2 19 Firestall
Win 45-2 8 spin, mono entropy rush
Win 46-2 7 Catatitans
Win 47-2 13 Death stall
Win 48-2 10 lightstall
2nd confirmation run by Jenkar
here . He ran 47-3 with an 94% win rate .
3rd confirmation run by Exarp
here . He ran 140-10 with an 93.33% win rate .
Comments ?
EDIT : Updated upped decklist .