Well, be careful not to say "this deck is bad" only because you got 3-4 bad draws in a row...I didn't intend to say it's bad. Actually I like it quite a bit. I was merely comparing it to it's 35 cards variant.
I added slim deck to the top post.. here are some answers to concerns posted:Your math is wrong for the odds to draw an hourglass by card 10.
About shards.
I would place up to 3 shards into the fatty deck... first shard instead of feral bond, second instead of quint (one of three), third instead of hourglass or phase shield.... I don't own shards, so I can't comment/test this, but if someone can do it and post stats, I would most welcome it!!!
Fat vs Slim
The reason I added 3 sundials is because they are essentially free shields.. since mark is time, you can use it to keep yourself alive for one turn (which will allow you to draw 3-4 cards, hopefully something that might save you).. I DO NOT play sundials just to draw an extra card, since that's a waste of sundial most of the time, I would suggest you HOLD ON to them until the enemy has lots of creatures.
I advocate 4 glasses (even add it as 36th card to the slim version) since by 10th card (7+3 draws, when you are guaranteed to have 3 time quanta unless you played a dial) you have a 70% of getting an hourglass vs a 58% for fat deck and 75% instead of 65% for the slim deck... But the faster you get your first hourglass, the faster your get your second one, and once you have two-three hourglasses, you can win absolutely most games...
Also, with 40 cards there is less chance of eternity getting stuck at the bottom and an extra quint allows you to play creatures faster (since I don't have to wait as long to get a quint) and it allows you a little more flexibility with what you protect (since druid + one oty absolutely have to get quinted almost in all games where enemy has creature control... which is most games)
Again, I want to get hard stats, so please, post your losses/wins/elemental masteries
I agree with invalmian that 4 Hourglasses are a must for this deck:How do you feel about that 2nd Eternity in your deck?
Drawing quickly is the decks major strength.
Moreover, Hourglasses are a prime target for explosions so since you will mostly be able to afford them due to mark of time it's no biggie playing them either way. It will just save your FB or Graveyard from certain destruction.
Also, I wouldnt take out any phase shields. They are a major survival asset of this deck and will often give you the time you need to prepare that RoF, Oty, Graveyard -> Bonewall comeback.
Your math is wrong for the odds to draw an hourglass by card 10.No, ivalmian's maths is correct. I don't know what your calculations are supposed to be, but here's a tutorial on how to solve this kind of problem:
How do you feel about that 2nd Eternity in your deck?No, that "last card in deck" scenario doesnt worry me at all because the statistics are just fine for me: One game in 35-40 games where Eternity comes last and it doesnt even mean that you HAVE to lose because of it is no reason to clog up a deck I think.
With 2 Protect Artifacts, do you simply toss one out early and save the other as emergency? Or is it simply to prevent the "last card is Eternity so you lose" scenario?
It seems on paper to be somewhat redundant, and perhaps an alternate card (sundial x2? poseidon? firestorm x2?), or simply going to a 39 card deck could further sharpen your performance.
(Anubis with 2/4 and scavenger? FQ with 3/2 and dive? Fallen Elf with 1/3 and infect? ... hm ...)None of those will ever actually happen (unless you meant a 7/12 nub, etc), as mutants never have lower stats the their non-mutant forms. Also, I'd say just about any scavenger is useful.
Your math is wrong for the odds to draw an hourglass by card 10.
At card 7 (first turn) there is a 25% chance to have at least 1 hourglass in your hand.
Here is the math:
1 / 40 = .025
hourglass in deck = 4
draws = 7
4 + 7 = 11
11 - 1 = 10 (you must subtract one to save for original card, don't ask why, you just do. You can see why by simplifying the problem to lesser cards.)
.025 * 10 = 25% to have at LEAST 1 hourglass by card 7 (turn 1)
at card 10 (turn 3) the math is:
1 / 40 = .025
hourglass in deck = 4
draws = 10
4 + 10 = 14
14 - 1 = 13
.025 * 13 = 32.5%
To prove the math is right, we can continue to work on....
If there are 4 hourglasses in a 40 card deck, how many draws will it take to get a 100% chance to draw one? The answer is not 36, but 37 draws(think about it for a sec). So using the same math above...
37 + 4 = 41
41 - 1 = 40
.025 * 40 = 100%
Ta da.
I agree with invalmian that 4 Hourglasses are a must for this deck:How do you feel about that 2nd Eternity in your deck?
Drawing quickly is the decks major strength.
Moreover, Hourglasses are a prime target for explosions so since you will mostly be able to afford them due to mark of time it's no biggie playing them either way. It will just save your FB or Graveyard from certain destruction.
Also, I wouldnt take out any phase shields. They are a major survival asset of this deck and will often give you the time you need to prepare that RoF, Oty, Graveyard -> Bonewall comeback.
With 2 Protect Artifacts, do you simply toss one out early and save the other as emergency? Or is it simply to prevent the "last card is Eternity so you lose" scenario?
It seems on paper to be somewhat redundant, and perhaps an alternate card (sundial x2? poseidon? firestorm x2?), or simply going to a 39 card deck could further sharpen your performance.
Scavengers are useful depending on the situation. And are you talking of "most powerful time card".. do you mean time only? I mean, both cost and effect cost? Because anubis would be another good candidate..Yes, I was talking about time-cards only. True that Anubis is pretty good too especially when you could actually afford him due to the mark.
I never actually examine the stats closely except for something like "bighitter?"(Anubis with 2/4 and scavenger? FQ with 3/2 and dive? Fallen Elf with 1/3 and infect? ... hm ...)None of those will ever actually happen (unless you meant a 7/12 nub, etc), as mutants never have lower stats the their non-mutant forms. Also, I'd say just about any scavenger is useful.
Your point still stands of course, it's just the examples that are a bit flawed. =]
I'm not sure I agree with you about eternity being the most powerful time card though, I think that honour goes to the hourglasses.
I haven't tested a 2nd eternity (I only own one, and I don't feel like spending a lot of time in trainer), but I don't think it's a good idea.... While we are mark of time, you will have to spend LOTS of time quanta for your 4 glasses, 3 dials, 1 eternity, and perhaps 20 fast draws.... That's 39 time quanta used there... more than double of any other quanta type in my deck... and then you still have to ensure that when you reach your last card, you have about 10 time quanta in reserve so you can safely use your eternity and not deck out... I understand that eternity is great for offensive use, but I am not sure if you can really afford it...I just discussed this issue with Gemini and he agreed that getting his grav-dragon back all the time and barely being able to afford playing it again and again pretty much awarded me the win. :D
Drawing even faster bets on getting set up asap, using Eternity bets on stalling the AI and slicing off the most stingy edges of his creature layout thus delaying the desperate need to set up quickly.I realize that as well, which is why your modification was added to the top post ;) Once more data is known about my version of the fat setup, we can compare who's is better ;P
Ah yeah, and then there is that "already 7 cards in my hand and no quants to play them"-situation. Here I am always happy to at least rewind some nasty Destroyer or something.
god | win | loose | em |
Fire queen | 3 | 0 | 3 |
Chaos Lord | 0 | 1 | 0 |
miracle | 2 | 0 | 2 |
destiny | 1 | 0 | 1 |
CL: 2/3Wow those are pretty nice stats vs. dg, rain, and hermes -- combined 8-6. I'd be curious if those stand up, maybe I need to alter my deck and stop instant quitting vs them.
FQ: 3/1
Gem: 2/0
Grav: 1/6
Her: 4/1
DG: 2/1
Des: 4/1
Eli: 2/0
Inc: -
Mir: -
Mor: 1/0
Rain: 2/4
Scor: 1/3
Seis: 0/3
Fer: 2/1
Obl: 1/0
Combine with yestrdays 5/6 that's an incredible 11/13 games... although again, I've been very lucky.. I'm sure seism/hermes/graviton would put a dent into these scoresSeism and Graviton are borderline impossible I find, while Hermes seemed to be doing his regular thing and still got boned ... I owed it to the early Eternity though in his case.
Jangoo, I would seriously encourage you to play with my fat deck in its original setup, I find that the dials (when saved up till enemy starts hitting hard) are invaluable... + the extra quint and glass is amazing..
Wow those are pretty nice stats vs. dg, rain, and hermes -- combined 8-6. I'd be curious if those stand up, maybe I need to alter my deck and stop instant quitting vs them.
This decks looks really good versus hard gods, but I'm surprised you lost to FQ and fer.. bad starting hands?I would never just quit for "grinding-efficiency" reasons. At least take a look at the FGs opening moves and check your own draw before quitting. After all, duking it out with Rainbow is fun even you lose mostly.
I'm using a variation of an early version of this deck, the main difference being I took out the supernovas in place of more towers and three shards of gratitude (I have 6). For weapons I play eternity and pulverizer, but Ivalmian, I think you have a good point regarding pulverizer. I think I'll take it out and add a steal :)Makes sense, this is why I opted to put in a 3rd quint in the fat version of the deck... since against exploding gods it's important to keep at least one hourglass :P having three protects usually isn't what i need since more gods have creature control than permanent control... Since you have many shards, I would remove the feral bond... as it is now essentially superfulous (really, it's main goal is to allow you to make em victories... )... I am a little bit concerned about removing all of sn's, so I would have at least two, but remove pulvi + feral....
Regarding protect artifact, I save one for eternity and usually try to play it on my Graveyard so I have a way to get creatures out if I lose/sacrifice my FFQ.
god | win | loose | em |
Fire queen | 3 | 0 | 3 |
Chaos Lord | 0 | 1 | 0 |
miracle | 2 | 0 | 2 |
destiny | 1 | 0 | 1 |
Scorpio | 1 | 0 | 0 (could have been an em, but i forgot to play miracle before killing) |
Graviton | 0 | 1 | 0 |
Morte | 1 | 0 | 1 |
My stats on 10 games, fat deckIf you drop rainbow and divine glory (which is what I advocate)
Gods Wins Losses
Morte 2 0
Hermes 1 1
Elidnis 1 0
DG 0 2
Rainbow 0 1
Seism 1 1
Looks good, hopefully I can get my novas upgraded soon so I can try it out.cthulhu, I would upgrade hourglasses, otys, and fallen elf first, then novas :p
I already have those, that's why I'm upping my novas ;)Looks good, hopefully I can get my novas upgraded soon so I can try it out.cthulhu, I would upgrade hourglasses, otys, and fallen elf first, then novas :p
win loss em % win % em Firequeen 5 0 5 100 100 chaos lord 2 2 1 50 25 miracle 3 0 3 100 100 Destiny 2 0 2 100 100 scorpio 1 2 1 33.33333333 33.33333333 graviton 0 1 0 0 0 morte 3 1 1 75 25 Elidnis 2 1 0 66.66666667 0 Seism 2 1 2 66.66666667 66.66666667 Hermes 2 2 2 50 50 Obliterator 2 0 0 100 0 Average 24 10 17 70.58823529 50 |
Ival, can you post your win/loss % agains DG/rain? Do you keep quitting with them? And are you going to add the new superbeastly fire buckler to your deck now? :)
Fire buckler takes out immo now. DG becomes one of the easiest FG gods now as long as you have one.i see... i might think about including it..
BTW quitting against these 2 gods changes your stats cosiderably 70% without those two is closer to 50-maybe 60%
also, if you include all rainbow and dg as losses then win rate is 60% (70%* 13/15), but I don't think that's fair since you don't spend any time fighting dg/rain so in effect 70% of the games you spend time on you win (which is what matters for farming).Lol, how is that not fair? You spend 30 coins and score-rating on it.
Another data point:I doubt the FG matchup tweaks your draw/shuffle, but I swear sometimes the 'random' mutation results aren't so random.
Deck preformed at 10% win ratio after 10 games (sorry actual stats were deleted w/ no way to recover them).
I realize it was only 10 games, and we can all have 10 game streaks of unluckiness.
Currently unable to believe it will function 50% or better w/ what appears to be poor draws that are unique to me.
I still like the idea, even from the first incarnation of the slimmed down version. It's just not performing.
Several things HAVE to happen for it to work and, though statistically they should, statistics have a way of not always working out how we'd expect.
Still not convinced the FG's don't tweak our draws as well.
Regards,
elfreth
Another data point:Um, are you using the fat version of the deck?
Deck preformed at 10% win ratio after 10 games (sorry actual stats were deleted w/ no way to recover them).
I realize it was only 10 games, and we can all have 10 game streaks of unluckiness.
Currently unable to believe it will function 50% or better w/ what appears to be poor draws that are unique to me.
I still like the idea, even from the first incarnation of the slimmed down version. It's just not performing.
Several things HAVE to happen for it to work and, though statistically they should, statistics have a way of not always working out how we'd expect.
Still not convinced the FG's don't tweak our draws as well.
Regards,
elfreth
The concept of the deck is pretty straight forward, I think I understand how it's suppose to work. That's why I still like it, the concept at least. I've been saying that the prng's screwy for a while...ya, that's screwy, most games i start with 2-3 towers and a shield or dial :P I mean, with 7 shields/dials, you expect that every 5-6 cards you get a shield or dial :P This implies that you can get almost constant coverage (as long as you save up shield/dials from early game)....
Also been saying that I appear to get the worse draws ever. Honestly, there's really nothing I can do if I only see 2 towers in half the deck. Or if I never see a shield before I have 5 life left (course there have been times I've come back from that).
It's not a difficult deck to understand. I just wanted to add another data point for everyone's consideration.
I am surprised you are lucky enough to get that many towers in the starting hand invalmian.This is my exact experience - though when the quantums are available early (e.g. a "good" draw) the deck typically performs well.
If anything, my experience was more like this deck definately lacks quantum supply and I would start with no or just one tower so many times. Also, I would frequently not be able to play my supernovas thus having to discard something.
Ok... after playing a few more games and landing graviton... i'm gonna say that in my mind graviton is joining the ranks of rain/dg in being not worth the fight :PYeah really, I lost to him 10 times and won only 2 times in 12 games.
My upgraded version of ivalmian's Rainbow Deck you can see below. Basically I took the "fat" version and fattened it even more, by adding a Quantum Tower, one Supernova, Shard of Gratitude and Fire Buckler.I am generally against adding SoG into the deck since most people don't own one (including me, I only have SoD), but may be this works well... My only concern is that you will have further trouble drawing creatures/glasses...
By these means I am now constantly at >50% against all gods but Rainbow and Divine Glory. Against the latter I even get to some respectable Numbers (around 40%), as the additions of Shard and Fire Buckler both help very good against DG; especially the latter can nearly all by itself wreak havoc against DG, if drawn early enough. But Fire Buckler sure is against many fast gods like Hermes and Fire Queen a good addition, as it can both easily decimate the numbers of attackers in huge numbers and help acquiring Bone Walls and let Otygh get a faster shot against Firefly Queens and Gravitons own Otyghs and other fat-bottomed creatures.
Actually with some help via Jmizzle I have 4 sog in my deck and am over 60% closer to 70%. Without theme it be hard to win. They won´t get targeted right away. They are simply low on the list of prioritys for the AIi am not saying they are bad, I'm just saying most people don't have that many... also, with this deck you get 60% without SoG, so I agree that adding will probably boost that percentage..
I really need shards!! People, put um some shard farm t50s!!again, i think for my deck, playing without SoG is just fine :)
Right now i'm testing the 'fat' variant, the only change is swapping the 3 sundials for 3 SoGs.Well, I can certainly believe that.. I think SoGs are good rares, not essential for this deck, but they ARE good!
So far, the results appear better (for me anyway).
Tested this and I also experienced too few quantum towers. I had success after addign several towers. Its a waste of card to have only a couple towers early on and end up discarding. In my experience the no tower hands are not worth playing, even against easy gods. Sure you can play it out and might win sometimes, but its far better to quit, lose the 30 coins, and try again to get a higher probability chance of winning.This deck wins at least 40- 50% even with no towers in the first 2 turns... seriously...
In order to maximize gains per hour, we should prioritize losing fast or winning with a high probability in games that we play out. Ignoring the hard false gods by immediately quitting is beneficial to gains per hour. In fact, I think it makes sense to build the deck in order to maximize win % against the easy/medium difficulty gods, and completely ignore the hard ones. Generally we should beat the easy gods by having enough towers, and getting some card draw (having hourglass), since if we draw extra cards, we will draw into whatever else we need.
I find that it doesnt win that much with no initial towers, when I've tried to play those starts I just end up wasting time and getting killed before I can get going - or being in too big of a hole.ok, i'll think about additional towers... if i make a new (modified) fat deck, are there people willing to get stats on it (i'm not about to run 60 more games :P)? Ofc.. i will do some preliminary testing before I post it... but yeah.. I need someone to do 20-30 games and record how they do against various gods...
If we were entropy mark with 6 supernovas, then we might survive without towers, since after 2 turns you can just play the supernovas - but we arent.
The deck is clearly great, I just feel it gets a higher percentage of winnable draws with a bit more towers.
ok, i'll think about additional towers... if i make a new (modified) fat deck, are there people willing to get stats on it (i'm not about to run 60 more games :P)? Ofc.. i will do some preliminary testing before I post it... but yeah.. I need someone to do 20-30 games and record how they do against various gods...You will find statistics from my games here:
I look forward to seeing the testing results!yes, but this is an addition, not a replacement. Also, it will be the only card that uses water quanta.. which means that by mid game the shield is free...
I got 3 more shards of gratitude grinidng T50 last night, thankfully.
Not sure what to think of permafrost shield. Its more expensive than phase shield and doesnt stop all the damage. If only it froze them all the time!
Yes, I like the use of the water quanta in some way.Ok, so the 35 card deck will not have sundials but will rather focus on getting lots of hourglasses quickly... The only reason to use a sundial (i think) is because you didn't draw a shield yet... so in my ideal game I would use (bone wall 1/phase shield 1) -> (phase shield 2/permafrost) -> (if need be bone wall 2).
Whyen do you tend to play out the ice shield?
Generally my progression has been Sundials->Phase Shields->Bonewall, essentially stalling for a while until I can set up a bonewall play with rain of fire/otyugh backup to keep it alive for a long time.
Permafrost shield is probably better when combined with the shards than without them. With the shards its ok to take some damage each turn just not a ton. Permafrost is good at making that happen wihle sticking around indefinitely.
I tried playing without Sundials last night and had a couple losses to Fire Queen and Ferox where I couldnt draw enough defense, that I felt I shouldnt have lost with sundials in there. But maybe I just need to shirnk the deck further and get all my shards upgraded so I can use them.
The win ratio for this deck(s) is actually MUCH lower. I was skeptical about the win ratios, so I talked to Ivan about the win ratios, and he said he excluded divine glory, rainbow, and graviton. That means the ACTUAL win ratio is MUCH lower. Another thing he mentioned, was the fact that he only played about 60 games. Let's see...that averages out to.....5 games per false god. Misleading results, indeed.um.. 60 games is more stats than most decks have.. and i ask for more... i also explicitly say that ignore those gods.. even in the title i say "almost all"... the winning ratio if you include ALL gods is like 55% (according to compilation of statistics by me, jangoo, and yoyobro )
60 games is definitely not "more stats than most decks have". The stats ARE forged if you don't include ALL the false gods, and I have no idea how you get 55% from the games he loses against Rainbow, Divine Glory, and Graviton. Let's do this the hard way...his win/loss ratio to false gods is currently 27:13. He loses to Rainbow, Divine Glory, and Graviton about 80% of the time. Let's assume he plays 5 games against them (average number of games played against each false god). He wins three games, and loses twelve games....27+3=30, 13+12=25. New win ratio, is 30:25. Hmmm... seems a LOT lower than that 67.5% he had before.Um..
-hiss
Ivalmian, I like your deck better than PuppyChows. I played about 10 games with each of your initial decks, (thin and fat), and like the fat version better. Then I decided to modify it a bit and collect some stats with a few shards thrown in.Ok, thanks, did you try my extra fat deck? I have a feeling it MAY be better than the regular fat one :P
After testing 50 games, I am starting to think that my shard variant is not even as good as your non-shard variant. More speculation on why later.
I made the following changes to your fat deck:Note: I left the FB in. It is a mistake to take this out.
- Add 3x SoG
- Remove 1 Sundial
- Remove 1 Phase Shield
- Remove 1 Super Nova
I think removing the SN was the right move. They choke you initial hand when you are waiting for entropy quanta. Still a good card, but I think it runs better 1 SN lighter. Removing both the SD and the Phase Shield may have been a mistake. Most of my deaths are due to getting overwhelmed early, and I think the extra SD would help this.... also help me draw to that first hourglass faster. I think I am OK with taking out the Phase Shield... with your setup, I can usually draw to it by the time I need it, and leaning on it is a huge risk against those explosion oriented gods.
Important!! Keep the FB in. SoGs do not give you life until AFTER the battle. This means that you do not finish with EM nearly as often as the FB since it gives you life DURING the battle. The FB is responsible for a very high percentage of my wins coming with Elemental Mastery.
Granted, I did not play with your original fat deck, but I have followed this thread. Here are differences I am noticing with the SoGs:I will keep playing it and collecting stats for this thread, but the initial results are starting to make it look like your non-SoG deck is better. After I hit 100 games, I may make a minor switch and take out another SN to put back in a Sundial. I think it may be better this way.
- Increased win rate against Scorpio & Morte (SoGs help this a lot to counteract poison)
- Decreased win rate against Ferox, Miracle, and Chaos Lord, and Gemini.... the initial rush is the reason. Another SD would possibly give me that 1 extra turn needed to get that fireball/bonewall up, or whatever.
- Siesm is probably a tiny bit harder due to having 1 less Super Nova, but I doubt this is a big difference
- Rainbow, DG, and Gravitron do not get any easier. I agree with you that its not worth the time.
Here are the statistics. (http://elementsstatistics.comxa.com/getstatistics.php?dv=3147126446)
Elemental Mastery: 15
Wins: 6
Losses: 29
Win Rate: 0.42
Details are in the link.
That looks pretty good to me. Quintessence is definitely the "hip" card at the moment. It's on top of my "needs a nerf" list.haha.. may be 1 quanta more expensive, but definitely not a big nerf! Anyways, I think with the nymphs getting out, there will be a whole new type of fg grinders... although it strongly depends how rare the nymphs will be...
Ok, thanks, did you try my extra fat deck? I have a feeling it MAY be better than the regular fat one :PNo I did not try it. I will stick with what I have because switching all the time makes it harder to get valid statistics. I'll continue to gather and report on the SoG variant I am using, at least until I hit 100 games. On you extra fat deck, I would be interested in the stats, but I like the looks of the 40 card version better. The bigger the deck, the harder it is to match up quints w/ creatures, the slower it is to get an immortal Oty out, slower to your boneyard, etc. Perhaps my impression will be wrong.
On another note, one other change I made in my SoG variant that I forgot to mention in previous post (will edit it next) is to put a non-upped boneyard instead of the graveyard. Its cheaper & therefore faster, and your deck simply does not rely on skeleton damage. Instead they are there to prevent deck out and also to get improved. Typically, if I survive to the boneyard/oty setup, then the game is mine regardless of skeleton damage.It's a common perception that Boneyards are more useful than Graveyards against FGs.
Thoughts?
Ok, I understand, I also like smaller decks, which is why my first attempt at this deck was only 35 cards :P From the 15 games I've recorded so far, I think the extra fatty plays a little bit easier than the 40 card deck.. I find that I very often get 3-4 hourglasses by turn 10 which makes me unstoppable.. Also, I don't htink quinting is a problem since you still have the same number of quints/creatures... and extra shields let you wait a little bit longer... (but not much longer since hourglasses still allow you to go through deck in ~15-20 turns).QuoteOk, thanks, did you try my extra fat deck? I have a feeling it MAY be better than the regular fat one :PNo I did not try it. I will stick with what I have because switching all the time makes it harder to get valid statistics. I'll continue to gather and report on the SoG variant I am using, at least until I hit 100 games. On you extra fat deck, I would be interested in the stats, but I like the looks of the 40 card version better. The bigger the deck, the harder it is to match up quints w/ creatures, the slower it is to get an immortal Oty out, slower to your boneyard, etc. Perhaps my impression will be wrong.
On another note, one other change I made in my SoG variant that I forgot to mention in previous post (will edit it next) is to put a non-upped boneyard instead of the graveyard. Its cheaper & therefore faster, and your deck simply does not rely on skeleton damage. Instead they are there to prevent deck out and also to get improved. Typically, if I survive to the boneyard/oty setup, then the game is mine regardless of skeleton damage.
Thoughts?
Another line of thought:I think with SoGs miracle might be not as needed (remember though, I want to make a deck that works shardless).. I think in the shardless variety, miracle is CRITICAL against poison gods (often time the healing doesn't start to counter the poison until end-game, although less important with extra fattty deck since there is a purify, and most poison is from early game).. also, miracle allows em victories which would not have happened otherwise (again, with extra healing from SoG, might be irrelevant).... With my extra fatty deck, so far ALMOST ALL of my wins were EMs, and I think at least half of the EMs were because I played a miracle... Anyways, these are my thoughts :p
Are you guys using the Miracle enough to have in the deck? I have to say that in the SoG variant I am still playing, I have only used it twice now in the 60 recorded games. When I lose, I am losing way before I have the 12 light quanta to use it, and when I win, I get the bonewall defense setup such that I do not need to use it. There are a couple critical turns it can buy you for sure, but I am just not hitting it very often.
The other use of course is to play right before the end to get an EM victory. I have used it a couple times in this manner. I am just starting to consider that its not worth having, at least in the SoG variant I am playing. I have not made any decisions yet, but I am thinking of removing it after the 100 game mark in place of either a permafrost shield, another SD, or possibly a Forest Specter (an immortal FS is a great place to put water quanta into). However, I then have a bunch of useless light quanta, and I do so hate to waste ;)
Thoughts?
Here's my 10 games w/ the extra-fat (+4 SoGs):
divine glory 0 2
rainbow 0 1
ferox 0 1
incarnate 1 0 (eclipse)
fire queen 1 1
scorpio 1 0
seism 0 1
hermes 0 1 (no idea what I lost too, at 22 life at the beginning of his turn I was suddenly dead)
So, bout par for the course @ 30%. I'll try the original w/o the SoGs but they've been critical every game so far and I've had no QT issues (thank goodness). But to be fair I'll give it 10 w/o the SoGs. Then depending on which performs best, I'll move on toward 50 or more games.
PS. I'm a Permafrost convert now...that thing has been crucial in every win so far!
e
Here is the updated statistics (http://elementsstatistics.comxa.com/getstatistics.php?dv=3147126446) for 100 games on the 40 card SoG variant I am using.Nice vreely, seems 23 of the losses were from DG/rain/graviton... so without them you get 52%...
The Summary:
Elemental Mastery: 33 (rate 0.33)
Wins: 8
Losses: 59
Win Rate: 0.41
Follow link above for full stats.
In the 100 games I only lost 1 of them to a deck out due to Eternity being the last card.
I am going to try a slight variant next where I add back in a SD and maybe a Permafrost shield, then convert back the the upped graveyard.
On a side note: Anybody else seeing the newer gods at a lower frequency as I am?
(no idea what I lost too, at 22 life at the beginning of his turn I was suddenly dead)He used a fireball on you with lots of fire quantum. Happens to me ocasionally. Next time you'll know ;p
which is why it's important to use miracle when fighting hermes whenever you're below 30hp... cause then he can just kill ya..(no idea what I lost too, at 22 life at the beginning of his turn I was suddenly dead)He used a fireball on you with lots of fire quantum. Happens to me ocasionally. Next time you'll know ;p
I would strongly suggest you try the shardless extra fat (or regular fat) deck though, as I think the deck in its current state is not really shard friendly :pI think you are right that a shardless version is better, and now you have the stats to back it up.
This deck is good but I think the PuppyChow deck is better, it gets control faster. It doesnt spend as much time just stalling and drawing, so the game takes less time to finish. Seems better for coins gained per hour.I have to agree on this, I did try this deck compared to PuppyChow's, and I just got better results with his.
Ok guys.Ok.. i think i might adopt this as the standard version of my deck :P
Here are some concluding statistics from my latest version of this deck. (see attachment)
*Note. These are fresh statistics and do not include any of those I posted above.
82 games (played out ALL the gods)
47 games won -> 57,3% overall win-rate
35 games lost
36 games won with mastery -> 76,6% mastery-rate
15 cards won -> 18,3% card win-rate
CL 7/3
FQ 2/2
Gem 1/4
Gra 2/6
Her 1/6
DG 2/1
Des 3/0
Eli 1/0
Inc 4/1
Mir 5/1
Mor 4/2
Rai 2/3
Sco 2/2
Sei 4/2
Fer 4/0
Obl 1/2
Par 1/0
It's funny how luck seemed to strike totally differently this time.
E.g., while winning hands down every time against Gemini in the last series, in this one he killed me quick and nasty most of the time. On the other hand, in this series I got kind of lucky with Seism where he would kill me mostly in the last series.
----
Concerning Divine Glory:
I am not sure if quitting him right away is a good idea with this deck.
I guess it depends if one really wants to take that RL-time-effiency-oriented stance or whether one just wants to play have fun and try ones luck. Either way, this deck is probably as good as it gets agains Glory since setting up asap is the only possible strategy if you dont want to include firewalls in your deck.
A note on the SoGs:
I also find that SoGs aren't really a top-notch investment against the FGs.
They mostly come up with too much dmg in their first turns already and in the very most cases one would better have an extra shield (or QT to pay for one) ready than some puny 10HP healing generated by two SoGs.
However, the AIs incentive for exploding permanents seems to be pretty high for SoGs, so having one or two in the deck to indirectly protect the more valuable permanents such as shields, FBs and graveyards isn't too bad:
weapons > hourglasses > SoGs > shields > anything else , seems to be the basic formula here
PuppyChows deck didn't work too well for me either:
Even though I liked the Perma-shield it still didn't help much getting off the ground against most gods, the main reason being simply that it doesn't include Quints and Protects.
Once adding those cards to the deck, it became too big to live up to its original promise of being fast which could then only be countered by adding more hourglasses again which would then lead to a totally different deck again, that ran short of time-quanta. So I figure, I might as well play this one. ;-)
I have stats for 50 games currently on a new variant that uses more sundials The deck plays much better I think, and the stats bear it out. Its still not winning at the rate that Jangoo's variant is though, so perhaps I'll switch over to his for 50 games and see how it plays out. I do like the attached version better though.Ok, keep up the good work! I would think that miracle is a must (or nearly so).. and alfatoxin sounds like a pretty good idea... I also tested the permafrost vs no-permaforst and it seems that the no-permafrost version does play a bit better :p
With an overall win rate of 0.48, here are the detailed statistics. (http://elementsstatistics.comxa.com/getstatistics.php?dv=2872398504)
Notes:I like how it is playing so far, but statistically its not matching up to Jangoo's version.
- Added a 2nd Feral Bond and I thin it helps the deck. After I took out the SoGs, I wanted to replace the life point generation. A 2nd FB means I can draw it earlier, and also, having 2 in play is not a bad thing at all.
- Playing with 4 Sundials now. I think this is key. It really helps me stay alive past the early rushes. They also help me stay alive on Obliterator, Gemini, Elidris, and Gravitron since they stall the momentum creatures until I can kill them. I think it is key to be able to beat Gravitron more, and the SDs allow this. Reason: He is one of the high rate matchups. Skipping Divine Glory is not throwing away nearly as many games as skipping Gravitron.
- Added Aflatoxin. I'll target a skeleton, a firefly, or sometime even my druid. It just helps fill my side of the board with things for the Oty's to eat. They power the FBs much earlier for life, and they also power the bone wall. Once when playing Scorpio, after stealing his permafrost shield, I targeted his Physalis and let his side of the board fill up with things that could not hurt me and were an endless meal supply for my Otys. Primary issue is waiting for the death quanta, but I think I am going to keep it in.
- I did decide to try without the Miracle. So far, I have not missed it, but I may add this back in. I think the 2nd FB with the Aflatoxin does a better job for life generation, and is much more versatile.
hm.. i put jangoo's variant into the top post ;DYAAY!
Haven't had much time to play lately:
Here's my first 6 games w/ the Jangoo variant...
ivalmian jangoo variant:
destiny 1 0 (em)
hermes 1 0 (em)
divine glory 0 1 (almost....sigh)
miracle 2 0
rainbow 0 1 (20 effing cards w/o an hourglass/oty/phase shield/sundial)
fire queen 1 0 (no qt in draw)
Very promising! Both losses could be considered close. Would've been my first win vs DG. And I'm pretty sure my draw qualified as BAD vs Rainbow.
Ha hahahaha :D
Chalk it all up to lady luck smiling on me for a few games, I'm sure it will go back to "normal" soon ;)
After 15 games:
ivalmian jangoo variant:
destiny 3 0 (em)
hermes 1 1 (em)(wow, dead in 4 turns)
divine glory 0 1 (almost....sigh)
miracle 2 0
rainbow 1 1 (20 effing cards w/o an hourglass/oty/phase shield)(em)
fire queen 1 0 (no qt in draw)
paradox 1 0 (em&3cards)
scorpio 2 0
chaos lord 1 0 (crazy game, had to force him to deck-out)
80%
I'm afraid to keep playing...I'm due for a "market-correction" ;)
Clearly this is skewed, as I've been fortunate to be presented w/ FG's other than Seism/DG/Graviton. I think there may also be some that I forgot to record. Wins and losses though, so hopefully they're a wash.
I have added a single card though, which was critical to both wins vs. Scorpio. That would be purify. Figured it was more than worth it to have the one water quanta purify and increase the deck to 41 cards than to lose because of 20 poison before you can ever get your own deck goin.
I finally hit 100 games. Here are the updated statistics. (http://elementsstatistics.comxa.com/getstatistics.php?dv=2872398504)hm.. it seems you're a little quanta starved since you took out both sns and added only 1 qt..
I managed a 0.48 win rate, which is pretty good since my 2 most frequent opponents were Gravitron and Rainbow (23 games against these two). All but 6 of the wins were with Elemental Mastery.
Notes:I like how the deck is playing, and other than the 1 card modification I mentioned above, I am going to keep playing with this variant. I know its not one of Ivalmian's official variants, but the attached deck is my variant of choice. I'll call it the "Vreely Life Variant", due to having another FB, and more defense with the extra SDs. I'll show it here without the Aflatoxin.
- The deck is clearly better for me with more sundials and a 2nd FB. I will forever have them in.
- The Aflatoxin was a toy for me, but not worth it. Often I did not have the death quanta to fuel it.
- Only in 1 game would I have needed a miracle to stay alive while also having the light quanta to use it. It also would have had to be in my hand at the time. I do not miss taking this out of the deck.
- The Rainbow deck is about staying alive in the early game. Once you turn the corner, you will win with EM. For that reason I favor the extra SD defense, and extra FB. This combo beats out SoGs easily, and the stats I have prove it (compare to my earlier SoG deck).
- 12 of my losses I attributed to not getting enough towers out quick enough. Because of this I will be removing the Aflatoxin for another tower.
- Other options for that slot are the Arctic Squid, another SD, a Permafrost shield, Antimatter, Purify, SoG, or the Miracle.
I did play 80 games with Jangoo's variant and either I am not as good of a player, or I am a bit more unlucky. I pulled off a 45 percent win rate with it.
Deck shown below. Its really 39+1, where the 1 can be your flavor of the day (permafrost, squid, miracle, SD, Antimatter, SoG, Purify, etc.). Put it in place of one of the QTs shown below.
- 10 QTs and 2 SNs are your standard equipment and yielded you a fourth of your losses?To your first point. You're right. Only reason I waited is so I could get 100 games of pure statistics without the extra QT. Its not as bad as it looks because the SDs are non-cards as they replace themselves mostly. So think 10 QTs and 2 SNs for a 36 card deck. Having said that, its clearly the better play to use the 11th QT, and I am carrying forward stats with this setup after 100 games.
Sure you dont want to use the 11th tower as standard equip then?
- Why unupped sundials? If you even took out the Miracle you could go for upped ones and shoot freely with your time-supply!
On the SDs. Are you finding yourself able to draw (thereby replacing the card)? un-upped it is 1 time + 1 light to replace itself and stall for a turn. With a time mark, that seems easier to me than waiting for 2 light. As it is, I have to wait for the 1 light sometimes. To be fair, I have not tried it. Does it work better for you upped? Perhaps I will experiment.Well yes, getting a measly two light quanta really isnt a big deal.
Ivalmian's deck with 3 changesThanks for the stats.
(http://flodes.free.fr/elements/RD40.jpg)
Stats
(http://flodes.free.fr/elements/statsRD40.jpg)
Resum
- Quantum Tower 10 is too little. I did 42 games with 0 or 1 pillars at the beginning.
- 42% of won (that's 10% better than my first 100 games)
- I'm still lucky earnings card because I'm almost at 43%.
Another update:heh, nice, I'm still a little bit surprised that you can live well without the improved miracle (and get the high number of EMs), but perhaps that's how it's meant to be... i'll try to play with your variant and perhaps I will supplant jangoo's version with your in the top post :p
From my previous deck, I upped the sundial's, and added a QT in place of the Aflatoxin. The deck is amazingly better.
Win Rate: 0.59 !!!
Elemental Mastery: 0.49
11 more wins out of 100 than my previous rev. Granted, this is only 100 games, but it sure feels right. Here are some other notes from this play through:Here are the detailed stats. (http://elementsstatistics.comxa.com/getstatistics.php?dv=2872398504) I did not reset the stats after my aflatoxin/non-upped SD variant, so the accurate stats need to subtract out 100 games (48 wins / 52 losses).
- Its impossible to quantify for sure, but of the 11 extra wins, I am going to say 7 of them came from upping the sundials. This is huge. Especially without Miracle, the white quanta is just not critical. Even though I did have quite a few more draws where I could not replace the SD, its so critical to save the early game time quanta to generate more draws, get a 2nd hourglass out, or start rewinding with the Eternity a turn earlier. Thank you Jangoo for pressing this. You are unequivically right about this.
- 4 of the extra wins I attributed to adding the extra QT. It does help generate better earlier draws. The ratio throughout all 100 games felt much better.
- A note on Gravitron: With this rev, do not give up on him! He is one of the most seen FGs, so do not throw in the towel. I am winning 4 out of 11 against him (36%) due to the increased SDs. You still have to get lucky to beat him, but its not freakish luck on the order of Divine Glory. There are 3 ways this deck can deal with him. First, the Fireball + Immortal Oty. Second, stealing the grav shield, then druid down the first couple Oty snacks. Third, rewind his momentum guys and slow him down. None of these 3 things is all that spectacular, but with the card draw mechanism of the deck, it is possible to hit on one or 2 of them early enough to get the life flowing.
- Improved Miracle: There were 3 games out of this set of 100 where I had the quanta and could have saved my life IF I had a Miracle in hand. 2 of these 3, a purify would have also done the trick. In all cases it is impossible to say whether it would have netted a future win. Since the window for needing this card is in the first 20 draws, it means that only 1.5% of the time this card is useful to this deck, and even at that I still could have lost. I am not saying this is a bad card, but I am saying that this deck does not need it.
- Hermes is my bane. I feel like I should be able to beat him, but out of 200 games so far, I don't have a single win. With his 12 explosions, he is a much worse opponent for me. I have yet to even be close.
- It still grates at me that the last 1 or 2 hourglasses are usually dead draws. However, I do not think the deck can afford to lose one. Its just too critical to get one out consistently early.
- Out of 200 games now, I have only had 2 deck outs due to Eternity being the final card. This is not surprising since 1 in 40 draws have it as the last card, half those games are losses before the end, of the other half, only some of them need to draw to the end. If that 1% or less bothers you so much, then add a rewind, but you sacrifice part of the power of this deck... the efficiency.
59% over 100 games. Who would have known upped SDs would make that much of a difference. Jangoo is a genius ;)
heh, nice, I'm still a little bit surprised that you can live well without the improved miracle (and get the high number of EMs), but perhaps that's how it's meant to be... i'll try to play with your variant and perhaps I will supplant jangoo's version with your in the top post :pElemental Mastery does not need the Miracle. If you survive the early game and get your defense setup, the double FB will get you back to 100 life. Against Fire Queen or Elidnis I often steal a 3rd FB. Sometimes, I have played a late game SD to actually block my own attack to give another turn to get up to the 100.
I certainly like that you don't use SoGs :p
heh, nice, I'm still a little bit surprised that you can live well without the improved miracle (and get the high number of EMs), but perhaps that's how it's meant to be... i'll try to play with your variant and perhaps I will supplant jangoo's version with your in the top post :pElemental Mastery does not need the Miracle. If you survive the early game and get your defense setup, the double FB will get you back to 100 life. Against Fire Queen or Elidnis I often steal a 3rd FB. Sometimes, I have played a late game SD to actually block my own attack to give another turn to get up to the 100.
I certainly like that you don't use SoGs :p
No question, I probably could have got a couple more EM victories with the Miracle, but only a couple. The price being a card held in hand possibly blocking a draw I need to stay alive early.
heh, nice, I'm still a little bit surprised that you can live well without the improved miracle (and get the high number of EMs), but perhaps that's how it's meant to be... i'll try to play with your variant and perhaps I will supplant jangoo's version with your in the top post :pLet's not get carried away here. :D
My personal summary: Either way is good.The summary is really short :))
heh, nice, I'm still a little bit surprised that you can live well without the improved miracle (and get the high number of EMs), but perhaps that's how it's meant to be... i'll try to play with your variant and perhaps I will supplant jangoo's version with your in the top post :pLet's not get carried away here. :D
I am actually playing with no miracle, 2 FBs and 3 SDs at the moment.
While against Scorpio, Morte (and sometimes any other god) I sure lack the complete refresh of the Miracle in early-midgame it generally seems to work just as fine and provides a little more security for the unlikely event that one FB gets destroyed or stolen.
However, adding in those extra SDs seems to be mandatory because you wont have anything else to buy you those 2-6 extra turns an early Miracle buys you, the reward being to be able to draw freely with those sundials cause you dont need the light-quanta.
On the con side, I sometimes painfully feel the lack of life-quants and the second FB strains this even more, causing plenty of situations where I have to choose between the FB and a mutation/ another firefly.
My personal summary: Either way is good.
What's the rationale behind 2 x Enchant Artifact? I use 1 myself to guarantee that Eternity sticks when needed and it's also great against Seism. However, it's a dead card against quite a few FGs and sometimes situational even against those that do use permanent control. For example, I might hold off on playing eternity because I want to steal the FG's weapon first.
I can see the advantage of being able to get Eternity out earlier if so desired, however, between high Time quanta costs in the early game and the lack of urgency, I find waiting for the one Protect Artifact in my deck to turn up is usually ok. I'm curious to know why you guys thought 2 was better?
I see the pros with these decks, but the smaller the deck is, the more thinking you have to put into actually playing the game. With a larger deck, you have more tries, one mistake with a 30 card deck could lead to your demise. (losing). I unlike most people, like to stay safe with a larger deck.
yup.. the improved miracle really turned out to be quite useless :P (Surprisingly so) while making my dials upped removed the whole "should i draw a card in hopes of phase shield or put a sundial" conversation...
Thats the version I am using right now too Ivalmian, except: +1 SoG, -1SD.
I actually started making friends with the sundials again.
They are still reasonably powerful and I can really feel the extra breathing room ... as opposed to always being on the wire because you will have to draw that darn 2nd phase shield next turn or else face death.
BTW,, here is the deck i'm running right now.. I think this is very much what vreely ran for his 59% stats (i am not keeping stats atm)... vreely, please correct if this is not what you're running.Yep, thats exactly right. I finished with 181 games before things flipped to 1.19. I think that gives enough games to have valid stats, and here is the final update for 1.18 stats.
(http://img407.imageshack.us/img407/4606/currentdeck.jpg)
haha... same here! Top post updated!BTW,, here is the deck i'm running right now.. I think this is very much what vreely ran for his 59% stats (i am not keeping stats atm)... vreely, please correct if this is not what you're running.Yep, thats exactly right. I finished with 181 games before things flipped to 1.19. I think that gives enough games to have valid stats, and here is the final update for 1.18 stats.
(http://img407.imageshack.us/img407/4606/currentdeck.jpg)
Games: 181
Win Rate: 0.59
Elemental Mastery Rate: 0.50
Cards Won: 43 (0.24 per game)
Easiest God (min 10 games): Fire Queen (0.96 win rate)
Hardest Gods (min 10 games): Divine Glory, Dark Matter, Hermes (winless)
Gravitron win Rate: 0.32 (See he is beatable!!)
Notes:
I still had a few of games where I needed some earlier QTs. I am not sure if its worth dropping a SD for another QT. I doubt it. However, it may benefit from just adding a QT and making it a 41 card deck. I am hesitant to go over 40 though, cuz the picture is nice and square right now ;)
So just for the heck of it, I am going to run 100 games with a 12 QT / 3 SD version of the deck. I am not expecting any difference that is outside of a normal margin of statistical error.heh.. good luck! i too don't think it would change stats too much :p
However, even without relevant stats yet, I am already not liking it as much. I already lost to a Fire Queen rush, and that NEVER happened in the 4 SD version(s) I tested throughout 281 games (24 FQ games). We'll see. Maybe it was just freakish bad luck. I'll carry out a 100 game test with the prediction that it will land between 56% - 59%.
Bah! I just lost to another FQ rush. That is 2 now in 6 FQ games. Maybe that 4th SD is much more critical than I originally thought.well, 2 game doesn't make or break stats.. i think in my original fat deck i had lik 3 sundials, and i beat firequeen 5 out of 5 games with EM... I think you might be having some bad luck... where I find the extra sundial is VERY needy is gemini and seism however...
edit: Simple mathemagic with tower draws in first roundYour math is wrong.. :)
For 11towers in 40cards, assume all cards are drawn randomly in first round (which should be)
Probability of getting no tower = 0.0837
Probability of getting exactly 1 tower =0.2803
Probability of 0/1 towers = 0.364, thats 364 games in 1000 games
correct me if i am wrong
Errm, no. CelestrialDreamer's maths is spot on. With 8 cards drawn it's 5.58% chance of no towers.edit: Simple mathemagic with tower draws in first roundYour math is wrong.. :)
For 11towers in 40cards, assume all cards are drawn randomly in first round (which should be)
Probability of getting no tower = 0.0837
Probability of getting exactly 1 tower =0.2803
Probability of 0/1 towers = 0.364, thats 364 games in 1000 games
correct me if i am wrong
For 7 cards (starting hand) probability of getting 0 towers is 0.0403... for first turn (8 cards) it's 0.0216
So after your first draw you have only 2% chance of not having towers... which is ok :P
Probability of getting one tower in first 7 cards is 0.0720015...
Huh? we got 29 non-tower and 11 tower, a total of 40cardssorry, I guess i calculated for 12 towers in 41 cards by accident :P (this is what i am trying now)
P(no tower with 7 card) = 29x28x27x26x25x24x23/40/39/38/37/36/35/34=0.0837
I completed my 100 game test with only 3 Sundials. It is my version from the first post minus a SD with a 12th QT added. I'm not even going to show it here because it is much, much worse.ok.. i've been trying a 41 card version with 12 qt and I don't think THAT gave an improvement either... the 4sd no miracle version seems to be by far the best...
Statistically over 100 games, it did not even come close, clocking in at a win rate of 0.47. Here are the detailed stats. (http://elementsstatistics.comxa.com/getstatistics.php?dv=3028838437)
Conclusion:
If you do not use the Improved Miracle, you had better play with at least 4 Sundials. I died to many more early rushes than I did with my 4 SD version. I was quite surprised to see how important it is when the Miracle is not in the deck.
What ever came from the tests with permafrost shield? What about replacing one sundial with a permafrost?my original 40 card deck with permafrost instead of one of the sundials didn't get much improvement since the high cost of permafrost made it unplayable till mid-game by which time I already have good shielding... I think the sundials are critical as they are what allows your to GET to mid game :)
I'd test it out but my deck is only half upgraded.
To those of you who played this game before the SDs were "nerfed", you are darn lucky. I consider this card critical to the rainbow deck even now. I can only imagine what it was like when it protected for 2 turns and gave 2 draws.Lol, yes you are right.
You have removed all permanent control from the deck? That's brave... but I really think there should be at least one card (Steal, Pulverizer, Druid) that can deal with a permanent. Even if it doesn't affect your win rate that much, it will allow you to win matches much quicker and create greater revenue.i think you can remove steal but removing druid will at LEAST slow you down so much that you won't be able to win enough.. You may try a 41 card deck with dunsial added on top of the 40 card deck... changing steal to octopus might work.. although I dislike the idea...
Vreely:I actually tried about 30 games with only 2 quints. The primary problem is that this is a 40 card deck, Puppy's is less. It is simply too crucial to match a quint and an Oty as soon as possible, and removing a quint tended to create the match too late for when I needed it.
Have you considered running with just 2 Quintessence and then put the Druid back in? Puppy in his thread makes the argument that you can run with just 2 if you are careful about who you use it on depending on the FG you are facing.
You have removed all permanent control from the deck? That's brave... but I really think there should be at least one card (Steal, Pulverizer, Druid) that can deal with a permanent. Even if it doesn't affect your win rate that much, it will allow you to win matches much quicker and create greater revenue.Also speaking to Ivalmian's point although not quoted: Yes. I alluded to this. The deck is much slower without the druid. However, I was going for win rate, not win rate per hour, which is harder to measure. I would concede the point that this deck likely wins less cash per hour as the previous version.
hm.. you should try 5sd with 41 cards.. (it would take me like 2 weeks to do 100 games :) i just don't have the time :( )Vreely:I actually tried about 30 games with only 2 quints. The primary problem is that this is a 40 card deck, Puppy's is less. It is simply too crucial to match a quint and an Oty as soon as possible, and removing a quint tended to create the match too late for when I needed it.
Have you considered running with just 2 Quintessence and then put the Druid back in? Puppy in his thread makes the argument that you can run with just 2 if you are careful about who you use it on depending on the FG you are facing.You have removed all permanent control from the deck? That's brave... but I really think there should be at least one card (Steal, Pulverizer, Druid) that can deal with a permanent. Even if it doesn't affect your win rate that much, it will allow you to win matches much quicker and create greater revenue.Yes. I alluded to this. The deck is much slower without the druid. However, I was going for win rate, not win rate per hour, which is harder to measure. I would concede the point that this deck likely wins less cash per hour as the previous version.
For those keeping stats - could you record the average time it takes you to beat the fg too? It's a little extra work I know, but only takes a few seconds and I think it'd be useful in developing faster rainbows.That would be impossible for me. I play most of my games at work, but rarely do I play a continuous game start to stop without getting interrupted. As you state, the most important stat is cash per hour, but unless you play with a chess clock in front of you, its impossible to do in my situation.
Vreely, just get that freakin 12th Tower in there already!On the 12th tower. I agree. I am not sure what you are suggesting. Adding it into my original deck? This last posted deck has 12 QTs in it (see Change #3 in the notes), and every deck I have tried since that one has had 12 QTs.
My version of the deck is running on 12 Towers eversince and the liberty this grants in quanta and modding is great.
5 sundials you say? Now if that's the case why dont you finally add the 12th Tower AND a fifth hourglass which will complete the buffer-cards. Embedding that extra Squid and Pulvy thus making it a 44 something deck wont be the problem then.
As for Pulvy: Normally you wouldn't bother to make it fly. You would just Play Pulvy first and keep Eternity until the very end.
Squid + Druid: Have you considered using the Elf instead of th Duid? It is kind of a middle ground between those two. I couldn't stand the fact to have Miracles blessed drags, Hermes' 17/11 Destroyer or even Geminis TUed fleet of 9/30 drags on the other side and not be able to do anything about it ...
Here is a bigger version of the rainbow that has considerable similarities with the Ivalmians deck.I am playing something similar. I suggest removing the Miracle. Miracle and upgraded sundials don't work well together.
Here is a bigger version of the rainbow that has considerable similarities with the Ivalmians deck. Well, some patience is needed to play with this one, since battles tend to be quite long and epic :). I have beaten all gods (except this very new, gaz-god) with this one, but unfortunetely haven't made statistics. Actually steal me be replaced by pulverizer (especially because of this gaz-god), but other components of this deck are in their proper place, in my opinion.(http://www.screenshotdumpster.com/m7Gbd48105/rainbow_thumb.jpg) (http://www.screenshotdumpster.com/view/m7Gbd48105/rainbow)hm.. not sure about that alfatoxin...
With the druid included with Vreely's build, i am currently 117-98 (54.42%) . I will admit i am not one of the better players but in retrospect i was running at about 46-48% with Ivalmian's builds over the last 250-300 games or so (Ivalmian's worked better for me then Jangoo's and PuppyChows builds). So take that for what it's worth. I too am interested to see if Vreely's stats have held up.Seism I do well against even with the 4SD version (current first deck in the first post) but scorpio is definetly a problem..
My most marked improvement with this build is vs. Seism (10-11) and Scorpio (8-14). Before my totals were Seism (16-35) and Scorpio (8-46).
Now that I have this deck fully upgraded and I can compare its performance, I am really having trouble with this deck.Haha.. don't loose hope, I asked zanz and he said draws ARE fully randomized... the thing is, random doesn't mean "not clumped" as you might be having a low probability but random bad clumping :P
Now, it's not the deck but the way it draws. My single most common opening draw is 1 tower which is inconsistent with predicted towers in the opening draw. The next most common is 4 towers. Right now, nearly every other game I am discarding on the second turn.
I have been playing card games long enough to know not to read into these things too easily. Based on the way the deck plays (i.e. clumping of like cards), I am starting starting to no longer believe the deck is fully randomized but that clumping is occurring. My success is directly linked to the amount of towers in my opening draw.
anyways, vreely, are your stats for 5SD version holding up? It goes a little bit against me to remove druid and steal but perhaps you are right...I have not collected anymore stats than my original 100 games on the 5SD version. I do think that adding the 41st card in the form of a Druid as MrBlonde suggests is a good thing. It may change the ratios a bit and probably make the winning percentage a bit lower, but the games you do win will be quicker and you'll take in more money per hour played.
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Very nice post, Vreely. Here's my questions though.The short answer is yes, if not played well, the lack of a druid does slow down the games. If played well, it DOES slow down the games a little bit, but not as bad as you would expect. In practice, the only FG you feel the slowdown is Miracle. It takes longer to burn through his Miracles when he has a Jade Shield out and you are hitting with Fireflies and a big Oty. To mitigate this, use your Pulvy to hit light towers over and over again so maybe you can deny him from being able to play a Miracle chain. Admittedly this does not work all the time.
1. Without Fallen Druid, do games tend go slower? I would imagine it would against FG's with decent shields (shields that completely stop Elite Skeletons). I know that's why Pulvy is there, but what if they destroyed Pulvy or threw out the shield AFTER you've bumped Pulvy off for a protected Eternity? Permafrost shields especially come to mind here.
2. Why the upgraded Sundials, and do you think unupped Sundials would work just as effectively in this deck? Does that one extra time quantum really matter, or is it just your preference? They way I see it, at least unupped SD's get you a free draw for half of the Light cost, and that can really help out in the first few turns.Not many people have followed this thread from the beginning, but we did have a discussion about this about 5 or 6 pages back I think. I used to play without upped sundials but Jangoo convinced me to try them upped. Upping them single-handedly raised my win percentage about 5-7 percent. The reason is simply that the early game time quantum is very precious, and well worth the occasional need to skip the card draw. If you insist on using a Miracle, I would consider using them un-upped, but I am now a firm believer that they are in fact better when upped. All I can say is, if you don't believe me, try it. Those early game extra card draws via the hourglass, or the ability to rewind a turn or 2 earlier is more critical than you realize.
I tried using Vreely's new deck without the druid but after playing a couple extremely long games against Chaos Lord (late late pulvy) and Miracle i couldn't help it... i had to put it back in to make it a 37 card deck. Although it might lose more with the Druid i need it in to keep my sanity.You jinxed me. After I read this, I had an extremely long game with Miracle. She decked out if that tells you anything... ???
I agree the arctic octopus has had the biggest impact to my deck. For the last 250+ games or so with the Octopus it has made certain FG's much much easier. I am 18-1 vs miracle since i put the Octopus in and the one loss was a deckout. Prior to that i was winning 71% of my matchups vs miracle. Also i've been 17-17 vs Scorpio which is probably an even bigger improvement because up to that point i was 6-39 (13.3%). All of my stats used are variants of Ivalmians/Puppychow and maybe a few others smattered in for a few games.that's why druid is I think a must.. even as an additional card... it makes things faster, allows you to win games you would have lost otherwise, and I don't think it make you loose often..
Sorry for jinxing you Asteroth. :D The one long game i had against Chaos Lord was ridiculous. I could see how certain games against Chaos Lord would be impossible to win without the Druid. If you're Pulvy gets destroyed you may never get enough dmg going to cut through the Dis Shield late game. And if your FQ dies or your graveyard gets stolen... good luck. I had my graveyard stolen that game and that really ruined my day.
You certainly could be right Vreely. The only way i guess i'm really gonna be able to find out which is better is to grind out a bunch of games with both (probably 200 a piece). I would hate to use only 100 games because i am getting a bad ratio currently in matchups.I agree with you there. One would think 100 games is a good sample size, but really its not because the ratio of matchups can be drastically different. I think we start to get a better idea once at least 10 games from each FG have been completed, then the normalized win rate (as displayed) will probably be a bit more meaningful for how the deck will perform in the long run. To get 10 games from each, it will probably take 300 games or so. I do plan on sticking with this variant now, so perhaps I'll actually get there. I'll continue to play the 36 card druid-less deck, and you continue with the 36 card + druid. I think over time we'll get a good comparison. It will be interesting.
And I don't see how you guys have wins against Octane. I've NEVER beat him, and I'm using the same deck as Vreely. Maybe you have to get the perfect opening hand... or an early Pulvy, which I never get.In my wins, it was because I had a Pulvy early enough. Not opening hand, but within the first 6 turns or so. Its pretty much required for a chance I think. My losses were because I didn't get the Pulvy in time ;)
It's weird that Mr. Blonde brought up that he has fought quite a few of the hardest FGs, because I have too. The past two or three days have been nothing but Obliterator, Divine Glory, Octane, and Graviton. I honestly thought that maybe the odds of getting these had been changed a bit after yesterday... :oIn my post i actually had a portion that i deleted detailing that ever since Octane has been introduced the ratios for Chaos Lord, Scorpio and Miracles had all been changed for the worse and was wondering if the randomizer had been changed. BUT then i looked at Vreely's stats and when they bore out basically my exact same ratios i have run over the 1000 games prior i just figured it was bad luck.
And I don't see how you guys have wins against Octane. I've NEVER beat him, and I'm using the same deck as Vreely. Maybe you have to get the perfect opening hand... or an early Pulvy, which I never get. On the other hand, I beat Dark Matter twice yesterday thanks to early Otys and tons of towers.Like Vreely responded you have to get your Pulvy up rather early and hope that he doesn't get too many gases out. But at least with this version you have a chance to beat him. Considering Vreely and I are 4-7 vs him so far i think you've just been unlucky.
I might try the added Druid version, because I have had a few games from yesterday go awry due to not having enough "firepower." One game, Elidnis used five or six Twin Universes on a weak Forest Spirit right before I was about to win. This healed him a ton with Feral Bonds, and instantly took down a small bonewall (Phase Dragons and other Immortal creatures had been slowly tearing it down). My point is that I had that game won, but the shield and bonds were too much.I could also see that same problem with Gemini occasionally without a druid. If you don't get an early pulvy and he's allowed to get enough gravity to make dragons and manages to TU a bunch of them (and pray they aren't momentumed) i could see trouble since you can't mutate them down. Even with an arctic your shields will fall if he TU's a dragon 5 times and has 2-3 immortals.
Chaos Lord is the big problem though. What makes Chaos Lord difficult is that he has steals so if you don't get your Pulvy early and protect it i am leery to play it. I'm not sure if Discord is a higher priority then Pulvy so i pretty much won't play it unless i absolutely have to unprotected because if that gets stolen forget about the game. Because of this i think Chaos Lord is the weakest link of the FG's concerning increased time. That dis shield can be a total pain.I agree with you completely that Chaos Lord is a weak link of my build. However, I am learning to deal with him. You do not need an early Pulvy, but you do need it protected. Once you get it protected, the game is quickly yours. If you get it late (only 4 cards left or so), then typically your board is already setup full of fireflies and skeletons and you have a massive bone wall protecting you. Then play the Pulvy, protect it, and next turn knock down his shield and hit him for 80 damage or so. 2 more turns of this and he's dead.
Ah, glad to see it was only bad luck.It's weird that Mr. Blonde brought up that he has fought quite a few of the hardest FGs, because I have too. The past two or three days have been nothing but Obliterator, Divine Glory, Octane, and Graviton. I honestly thought that maybe the odds of getting these had been changed a bit after yesterday... :oIn my post i actually had a portion that i deleted detailing that ever since Octane has been introduced the ratios for Chaos Lord, Scorpio and Miracles had all been changed for the worse and was wondering if the randomizer had been changed. BUT then i looked at Vreely's stats and when they bore out basically my exact same ratios i have run over the 1000 games prior i just figured it was bad luck.
Again, bad luck. Believe me, there are plenty of games where Pulvy is in the bottom half of my deck...And I don't see how you guys have wins against Octane. I've NEVER beat him, and I'm using the same deck as Vreely. Maybe you have to get the perfect opening hand... or an early Pulvy, which I never get. On the other hand, I beat Dark Matter twice yesterday thanks to early Otys and tons of towers.Like Vreely responded you have to get your Pulvy up rather early and hope that he doesn't get too many gases out. But at least with this version you have a chance to beat him. Considering Vreely and I are 4-7 vs him so far i think you've just been unlucky.
I agree with you completely that Chaos Lord is a weak link of my build. However, I am learning to deal with him. You do not need an early Pulvy, but you do need it protected. Once you get it protected, the game is quickly yours. If you get it late (only 4 cards left or so), then typically your board is already setup full of fireflies and skeletons and you have a massive bone wall protecting you. Then play the Pulvy, protect it, and next turn knock down his shield and hit him for 80 damage or so. 2 more turns of this and he's dead.I tend to forget about his Steals from time to time, and he WILL steal that Pulvy. When he does, it's not pretty. Feral Bonds? Forget them. Hourglasses? Nope. Sundials? Yeah right. He'll destroy them all. Earlier, he slowly took down a Bone Wall with my stolen Pulvy and a few creatures. It's a rather annoying fight if he takes it...
Now... you want to talk about Elidnis? I think that is actually my weakest link. I have no answer for a later game Pulvy and a bunch of bonds and immortal creatures that slowly tear down my bone wall while he remains virtually untouchable behind a jade shield and 40 points of healing each turn. So far in the 5 games I have caught against Elidnis, only 1 had a late Pulvy, and in that one I was lucky that he never drew a jade shield before I took him out.With Elidnis, you HAVE to take those Aether towers out, or you will probably lose. Then, you focus on his bonds. This way, he can't summon the dragons, he can't quint the other creatures, and he can't duplicate anything a thousand times in one turn. But like you said, a late Pulvy here can be really bad. This matchup is much easier in other decks I've used that have had Permafrost Shield.
Good post Vreely and thanks for fleshing out your Chaos Lord strategy. Now that you've explained it a bit it doesn't seem as bad now. Knowing that i can throw my Pulvy out with 3-4 cards left seems manageable and those long games should be kept to a minimum. Just need to stay focused during those times (i sometimes go on autopilot and usually do multiple things while playing elements, probably one of my favorite things about this game.. that i can multitask and play).I kept that first paragraph quoted up there because I do the same thing. I multitask and play. Sometimes I come back 30-40 minutes later, and this was mainly what I was referring to about Chaos Lord. I know he has Steal, but I'll come back completely absent-minded and play an unprotected Pulvy. ???
Elidnis..... i didn't even think about how tough he would be especially with a jade shield out.
Astaroth: Yeah you really gotta remember what FG's have what and even how many of each he has. Although i am using better builds then before just knowing your FG's back and forth improves your winrate significantly. Like Vreely mentions you have to protect your Pulvy vs Chaos Lord unless you are pretty sure he doesn't have any more steals or absolutely have to play it.
Okay guess i'm gonna rant and rage a little bit now so if you don't want to hear me whine maybe you should pass on this post. It's been a very difficult tough go lately and i just want to throw my laptop. Just finished 150 games and i have to say... I AM NOT HAPPY. What makes me more frustrated is that i'm not sure if i can blame it on the build, bad luck, or just a mass of bad FG's.LOL, same thing happened to me yesturday.
http://elementsstatistics.comxa.com/getstatistics.php?dv=1491316809
Ouch!
Looking at your 150 game stats, part of it certainly is bad luck. Look at your top 4 opponents (Scorpio, Morte, Seism, Rainbow) compared to me pulling Fire Queen 19 times (just keeps coming up). Also, you have too small a sample size against some of the easier ones. You can easily get 2 more Ferox wins, 2 more Elidnis wins, 2 more Paradox wins, and your normalized rate will go up about 5 or 6 points probably. Paradox certainly should normalize at 85-90% or even higher. Ferox you should be able to land 70% at least.
Yet another possible factor is in play style. I did a poor job of expounding on strategy for each FG, and as I said in the initial writeup, this is a very difficult deck to play well. And example would be the CL strategy I put in a later post. If you were not holding your Pulvy and playing with a PA, I could easily see how your win rate would be lower.I do make mistakes but one i make sure i don't make is to ever play CL unprotected unless i have to. My losses against him seem to be because of my standard way of losing to him. I do love to read about strategy's though and i keep up PuppyChow's excellent writeup in a different tab and frequent yours for tips and reminders as well. Chaos Lord is one of the few that i've been able to handle better along with Octane and Graviton.
Perhaps there are other small little nuances in play that I have picked up on. It comes down to knowing the FGs behavior down to the smallest detail. This deck does live on the edge and I do have to leverage very small factoids I have picked up. For instance, on Gemini, some may now know that keeping his massive dragons frozen will prevent him from duplicating them (not because he can't, because his script won't).It is interesting you would say that Vreely because on multiple times i have had Gemini duplicate his frozen dragons. It is always late game when he does do this though. If he does do it when the dragon is frozen it's when he has 5-6 TU's and i believe it's when they are momentumed as well. This has happened to me twice when i did not have my druid out to mutate them down to size. It's not too big of a deal though since they will all still be frozen but it is in the script to duplicate them, at some point anyhow.
Finally, even over 150 games, I still think my normalized win rate is a bit inflated. In no possible way should I be pulling 62% with Seism. I don't know what unholy pact I made to have pulled my single PA in my first 14 cards in 6 out of 13 games. Then in another 2 games where I didn't get the PA until card 25 or so Seism just happened to not have a quicksand? I fully admit that my win rate on Seism should be closer to 0.40 rather than the 0.62 it shows now. Also, I have only faced Morte 3 times in 150 games. I picked up 2 out of 3 against him, but over 10 games or so I would guess it will be more like 40-50%.Well this does make me feel a little better. Perhaps i really am just getting a bit unlucky. I've pulled my PA twice in my first 10 cards and the one time i had it protected my first turn he had 3 shriekers and a basalt dragon by turn 3 and threw out another one on turn 4. I think elements hates me right now. I am by no means blaming it all on bad luck and matchups though. I am leaning towards your theory on the extra card making that minute hard to quantify difference. It's just really tough to seperate out which is which. Yesterday it just seemed that everything was working against me. Anyways i'll restart again later and hopefully things will even out.
I do have a little feedback on the deck. Several times I found myself waiting around for that first Quint to show up. Maybe swapping out a Phase Shield for a Quint might be better?You could be right about this. If you're willing to test it out over a good number of games, I would be curious. I have certainly had losses to FQ because I had to wait too long for a quint while he was threatening me with an eagles eye. It is something that is a weak point (only 2 quints). I'm just not sure if having only 1 phase shield is worse since getting to your defense is key. Willing to give it a shot?
100,000th view! FTW!well.. 10k.. not quite 100k yet :P
BTW, what are the current stats (and card set) for the best version? I guess I better put it into the top post...My current favorite deck is the one I posted here. (http://elementscommunity.org/forum/index.php/topic,2156.msg35534#msg35534) Although I may split it out into a brand new deck post rather than a variation of your deck since it is fundamentally different (uses Octopus, doesn't use Steal or druid). I'll leave it up to you, either an official variant of yours, or I can make a new topic.
i will add it tomorrow... unless you want to make a new post.BTW, what are the current stats (and card set) for the best version? I guess I better put it into the top post...My current favorite deck is the one I posted here. (http://elementscommunity.org/forum/index.php/topic,2156.msg35534#msg35534) Although I may split it out into a brand new deck post rather than a variation of your deck since it is fundamentally different (uses Octopus, doesn't use Steal or druid). I'll leave it up to you, either an official variant of yours, or I can make a new topic.
From a statistical standpoint, at some point you are going to have to consider that you the player has improved and that some deck improvements are really player improvements.It is a good point, and you are right that I have could have simply just gotten better at playing, although its impossible to measure.
-I personally prefer the 40 card version. I found the 36 card version too variable. I spent some time thinking about the win condition - that is, at what point have you secured a win? I used to think it was getting the walls up. Now I believe it to be once you have the card draw engine going. In essence, the entire deck is 1 giant combo. You need the vast majority of the deck at your disposal in order to win. The way this is accomplished is by getting out the hourglasses. A second or third turn Hourglass is a strong predictor of you winning that game. Once you have 2 hourglasses in play, unless the FG has zerged you bad, you will probably win. It only takes 2-3 turns of drawing 3 cards per turn that the deck just comes together. So that being said, the 40 card version with 4 hour glasses has a higher chance of drawing an early hour glass and also a higher chance of getting 2 hourglasses out.While I do not agree completely that the key of the deck is the getting the draw engine going, you are right about earlier hourglasses always being one of the keys to victory. The draw engine feeds the key of the deck, which is getting both the defensive cards to keep you alive and the quantum to use them. While having an early hourglass is indeed better, there is an opportunity cost of an extra dead hourglass draw after the first two. To me, I like the "feel" of the 36 card version better, but as you point out in your first sentence, it likely just comes down to a preference. If there is a "better" version of the deck, the difference is very marginal. After all, this whole experiment in deck building is NOT about finding the perfect deck, instead it IS about finding the perfect deck for you.
I have faced 13 out of 19 of the gods at least 8 times. Only 9 of 19 have I faced 10 times. For some reason I keep getting Fire Queen pairings (25 games out of 200 at 76%). In other words, 200 games is still not enough to remove relevant statistical skewing, but I am getting closer. At this rate it will take me 400 games just to get 10 matches against Hermes.I'm pretty much in the same boat as you. Getting 10 games from each FG will probably take at least 400 games for me as well (i've played 195). I have Paradox, Elidinis, and Dark Matter at 4 games and Incarnate and Ferox at 6. Ironically as soon as i changed up decks (needed a break) in 13 games i saw Incarnate 3 times. Figures.
Yeah, I'll let you know if I give it another go and replace 1 steal with 1 Quint.Okay guess i'm gonna rant and rage a little bit now so if you don't want to hear me whine maybe you should pass on this post. It's been a very difficult tough go lately and i just want to throw my laptop. Just finished 150 games and i have to say... I AM NOT HAPPY. What makes me more frustrated is that i'm not sure if i can blame it on the build, bad luck, or just a mass of bad FG's.LOL, same thing happened to me yesturday.
http://elementsstatistics.comxa.com/getstatistics.php?dv=1491316809
I usually do pretty well with Vreely's decks, but when I tried the 36 card deck yesturday things went pretty bad (32% win rate). Got mostly hard FGs and when I finally got some easy ones, I got horrible draws. Just goes to show how much luck can play in this game. Some of it might have been due to the deck and or my lack of ability to use it properly, but I think it was just pure bad luck. Maybe the deck is Jinxed... JK
I do have a little feedback on the deck. Several times I found myself waiting around for that first Quint to show up. Maybe swapping out a Phase Shield for a Quint might be better?
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Anyone with more experience that can help me tweak this to be more competitive?Yes: Go to THIS THREAD (http://elementscommunity.org/forum/index.php/topic,25609.0.html) and pick an up to date, competitive deck.