Hello . My name is BunKeR , and I am a control player .
:gravityUnupped Gravitybow :gravity
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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" (http://elementscommunity.org/forum/index.php/topic,45840.0.html) thread. It also made the "Community-recommended Decks" vs "Bronze and Silver Arenas" in two places unupped here (http://elementscommunity.org/forum/index.php/topic,38675.msg481352.html#msg481352) and upped here (http://elementscommunity.org/forum/index.php/topic,38675.msg483602.html#msg483602) .
Credit to Vangelios for his absolutely impressive performance in BL 3/2012 with "SoFo 4 in1" (http://elementscommunity.org/forum/index.php/topic,44860.msg1017932.html#msg1017932) chronicled here "Decks of a Champion" (http://elementscommunity.org/forum/index.php/topic,45402.msg1025613.html#msg1025613) (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" (http://elementscommunity.org/forum/index.php/topic,45384.msg1025377.html#msg1025377) (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 cards
Simple 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 Quantums
The 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 creatures
A 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 card
There 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 it
Ok , 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 Permanent
It 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 crisis
The 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 problems
I'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 , practice
Yay 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 environment
Are 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 .
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1st 50 run resulted in a record of 49-1 . With a 98% win rate. I did the run myself .
Result Record TTW Match Notes
win 1-0 9 vs Aether/Dark Vamp Control
win 2-0 8 vs Death/Entropy Bone Stall
win 3-0 8 vs Graboid Rush
win 4-0 7 vs Darkness Steal Control
win 5-0 10 Spin vs Water Control
win 6-0 11 vs Mono Aether Stall
win 7-0 12 vs Air/Light Wing Rush
win 8-0 12 EM vs Time/Life/Grav Scarab Spam
win 9-0 8 vs Tears Rainbow
win 10-0 9 Spin vs Mono Gravity Denial
win 11-0 6 vs Earth/Entropy/Air Denial
win 12-0 14 vs Aether/Fire Control
win 13-0 11 vs Mono Fire Rush
win 14-0 16 vs Mono Dark Control
win 15-0 1 EM Spin vs 1hp Entropy
win 16-0 8 vs Aether/Fire Control
win 17-0 9 vs Gravity Denial
win 18-0 10 vs Gravity/Light Stallbreaker
win 19-0 12 vs Light/Life Rush
win 20-0 11 EM Spin vs Mono Aether Control
win 21-0 11 EM vs Fire Rainbow Control
win 22-0 9 EM vs Air/Fire Control
win 23-0 14 EM vs Rainbow Heal Stall
loss 23-1 8 vs Graboid Rainbow
win 24-1 18 vs Fire Rush
win 25-1 11 vs Graboid Rush
win 26-1 10 vs Mono Dark
win 27-1 10 vs Entro/Death Stall
win 28-1 13 Spin vs Golem/Graboid Rush
win 29-1 11 vs Death/Water Poison
win 30-1 11 vs Entropy/Death PoisonStall
win 31-1 12 vs Death/Air Poison
win 32-1 10 vs Light/Air SoFre Rush
win 33-1 11 EM Spin vs Time/Life Rush
win 34-1 10 vs Mono Aether
win 35-1 11 vs Entropy Rush
win 36-1 13 vs Time Rush
win 37-1 12 vs Mono Fire Rush
win 38-1 8 Spin vs Air/LifeFFQ
win 39-1 13 EM vs Dark Rainbow Control
win 40-1 15 vs Death Poison Stall
win 41-1 8 vs Death Rush
win 42-1 11 vs Firebow Rush
win 43-1 13 EM Spin vs Mono Aether
win 44-1 10 vs Mono Aether
win 45-1 12 vs Mono Aether + Steal
win 46-1 8 EM vs Life/Light Rush
win 47-1 0 EM vs Fire Rush 1hp
win 48-1 15 Spin vs Time Control
win 49-1 24 vs Darkness/Fire Control
The 1st confirmation run was played by Afdarenty aka MPots , from Kong . He ran 48-2 with a 96% win rate .
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 (http://elementscommunity.org/forum/index.php/topic,45840.msg1032273/topicseen.html#msg1032273) . He ran 47-3 with an 94% win rate .
3rd confirmation run by Exarp here (http://elementscommunity.org/forum/index.php/topic,45840.msg1036287/topicseen.html#msg1036287) . He ran 140-10 with an 93.33% win rate .
Comments ?
EDIT : Updated upped decklist .
As I had only 2 SoFos, I stuck an elite otyugh in that spot, and it feels very useful there - as a repeatable CC versus all the included one-shots.
You run 2 Elite Oty's in the upped list ? Or did you put an Elite in the Unupped list ?
I did put an Elite Oty in the unupped list. But here's the semi-upped version I'm running now with great success in silver. Purify has been a saver a few times, and it together with sanctuary and steal gives quite a few EM's; but is probably less quick to do damage than your version.
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P.S. I've got a feeling that in Aether a Quint or Twin universe might be stronger than that Lightning, but haven't tried that.
I just did another 50 run with the same list vs Bronze .
2nd Testing Unupped Gravitybow vs Bronze
45-5 , 16EM , 12.08 average TTW
#w/l Record TTW EM Notes
1w 1-0 16 monoaether Dim SoW
2w 2-0 1 y 1hp FFQ
3w 3-0 17 monofire
4w 4-0 11 accel voodoo
5w 5-0 15 aether dim sanc SPIN
6w 6-0 16 y 1pillar vs monoaether
7w 7-0 11 y fire/life rush
8w 8-0 15 close call vs lycan rush
9w 9-0 14 y fat rainbow
10w 10-0 2 y 12hp Fire SPIN
11w 11-0 19 close call vs Psiontal
12w 12-0 7 Aether Dims
13w 13-0 10 Gravity Time
14w 14-0 17 Immo Phoenix
15l 14-1 crushed by lightnings+mindflayer
16w 15-1 14 close call vs rainbow lycan
17w 16-1 12 monofire
18w 17-1 12 y death rainbow
19l 17-2 1pillar vs wings shockwave
20w 18-2 10 time rainbow
21w 19-2 15 Entro/Water Freeze
22w 20-2 15 y monotime
23w 21-2 9 closecall vs Airbow + shocks
24w 22-2 11 monodark SPIN
25w 23-2 12 close call vs monodeath rush
26w 24-2 13 y +1turn4EM vs entro
27w 25-2 10 y water/life spirits
28w 26-2 9 poisonbow
29w 27-2 18 thunderstorm shockwave SPIN
30l 27-3 psiontal lightnings
31w 28-3 16 y monolife adrenaline
32w 29-3 11 rank11 monodeath
33w 30-3 15 y monogravity nymph
34w 31-3 8 air/light stall
35w 32-3 16 y +1turn4EM death life duo SPIN
36w 33-3 16 close call vs earthrush+rt
37w 34-3 11 aether/dark dims
38w 35-3 14 fire/water steam machine
39w 36-3 11 y aether/nova mindgate
40w 37-3 13 aether dim immortals SPIN
41w 38-3 15 arsen flying bow
42w 39-3 12 grabbow
43w 40-3 11 y monowater tears + QP
44w 41-3 11 y aether dim dragons
45l 41-4 devtal + dims , misplay
46w 42-4 8 airbow shockwave
47w 43-4 2 y 1hp death
48w 44-4 11 fire dragon rush
49w 45-4 12 death plague
50l 45-5 entro rush + chaos
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Made 2 vartiants :D
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Heavy Oty Variant.
Heavy SoFo Variant
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(I think).(I forgot to save the deck.)