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Sal

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154639#msg154639
« Reply #48 on: September 08, 2010, 05:57:07 pm »
Thanks.

Recheck my heavily edited post with the God-Rundown / latest version on page 4. The overall win% went up quite a bit.Those 2 Mindflayers helped a ton,yupp.

I really can´t reccoment that 35card version as it is since it "fizzles" out way too often.The 40 card version with both Mindflayers currently works out best for me.

The current overall win% should be around 40% now with the occasional "bad draw" and eventual tough god streaks, but the deck is capable of winning  5+ games winningstreaks.

The time spend playing a match is faster than the usual control rainbow while its winrate should be slightly lower. Overall i´m happy with the current result.

Offline jmdtTopic starter

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154647#msg154647
« Reply #49 on: September 08, 2010, 06:11:38 pm »
Thanks.

Recheck my heavily edited post with the God-Rundown / latest version on page 4. The overall win% went up quite a bit.Those 2 Mindflayers helped a ton,yupp.

I really can´t reccoment that 35card version as it is since it "fizzles" out way too often.The 40 card version with both Mindflayers currently works out best for me.
I will edit the breakdown into the first post.  Did you remove the 40 card version of 4.0?  I don't see it anymore.

Sal

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154651#msg154651
« Reply #50 on: September 08, 2010, 06:15:07 pm »
Check  "Edit: -> latest version". it should be at the bottom.

There you go :
Code: [Select]
5if 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6tt 6tt 6tt 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 7ah 7ah 7dl 7dl 7dl 80h 80h 80h 80h

Xelax

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154667#msg154667
« Reply #51 on: September 08, 2010, 06:44:28 pm »
Gemini
Can be very close at times due to his potential Fractal/Spiders. Early Quinted Deamon + Buckler and this is easy. I sometimes opt not to use antimatter on his Spiders to prevent Fractal targets - thats situational though.
http://img826.imageshack.us/i/gemini.png/
Gemini has no Fractals. So feel free to antimatter anything

Sal

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154668#msg154668
« Reply #52 on: September 08, 2010, 06:50:03 pm »
Forgot to edit it out. Someone on chat already mentioned it. I ment twin universe but thanks :)

Some entries already became obsolete (refering to Carapace etc). There are major modifications to the deck almost dayly and likly i overlook some old entries.

Both games against Ferox where just ridiculous. A combination of a bad hand and a fast start from him. One Firefly Queen match was simmilar. Usually those Gods are the easier ones.Well the statistic should even it out sooner or later.
----

started keeping track of the games for a statistic.I know the current sample isn´t nearly enough for a good statistic but i have to start somewhere.It should be more accurate after a couple days, i´m gonna update this for the next few days till there is enough data.


Here are todays results.


Single God
God


Chaos Lord
Dark Matter
Decay
Destiny
Divine Glory
Dream Catcher
Elidnis
Eternal Phoenix
Ferox
Fire Queen
Gemini
Graviton
Hermes
Incarnate
Miracle
Morte
Neptune
Obliterator
Octane
Osiris
Paradox
Rainbow
Scorpio
Seism

Wins


1
1
0
1
0
1
1
0
0
1
0
2
0
0
0
2
0
1
1
0
1
0
0
1

Losses


0
2
1
1
0
2
1
1
2
1
0
1
0
0
0
0
0
1
1
0
0
1
3
0

Average HP left (wins only)


100
100
#DIV/0!
100
#DIV/0!
94
95
#DIV/0!
#DIV/0!
93
#DIV/0!
96
#DIV/0!
#DIV/0!
#DIV/0!
97,5
#DIV/0!
100
6
#DIV/0!
94
#DIV/0!
#DIV/0!
87
Average Cards left (win)


11
0
#DIV/0!
5
#DIV/0!
10
16
#DIV/0!
#DIV/0!
12
#DIV/0!
12
#DIV/0!
#DIV/0!
#DIV/0!
7
#DIV/0!
10
20
#DIV/0!
10
#DIV/0!
#DIV/0!
17
Average Cards left (loss)


#DIV/0!
24,5
18
26
#DIV/0!
26
24
27
14
23
#DIV/0!
25
#DIV/0!
#DIV/0!
#DIV/0!
#DIV/0!
#DIV/0!
13
25
#DIV/0!
#DIV/0!
25
26,67
#DIV/0!
Total Games played


1
3
1
2
0
3
2
1
2
2
0
3
0
0
0
2
0
2
2
0
1
1
3
1
Winratio (%)


100
33,33
0
50
#DIV/0!
33,33
50
0
0
50
#DIV/0!
66,67
#DIV/0!
#DIV/0!
#DIV/0!
100
#DIV/0!
50
50
#DIV/0!
100
0
0
100
Games Won total:14


Games Lost total:18


Games Played total:32


Win ratio :43,75
#DIV/0 = not enough data yet.


Last update: 09.09.2010 03.00

Offline Boingo

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg154965#msg154965
« Reply #53 on: September 09, 2010, 03:21:09 am »
The Mind Flayers are a nice touch.  I went a little different route for some creature control, partly because I wanted more instant creature control as when Dream Catcher decides to whip out some Butterfly Effects to ruin your whole day.  Or when Osiris just won't stop spawning scarabs with his pharaohs.  Since it's already an :entropy based deck, the obvious choice was Fallen Druid's nearly forgotten half-brother, Fallen Elf.

He provides some needed relief from dangerous opposing creatures because he can either kill them instantly, mutate them into something which has a 50/50 chance of being targetable by Maxwell's Demon or he can become a 5/5 abomination which will be targetable next turn (and importantly can't be granted BE.)  This may be FG dependent, and sometimes I don't play him at all, but with 4 quints, I usually reserve 1 for him if I can get it on him timely enough.

Also, added hourglasses to speed the deck since :time was not being used otherwise.  They also serves as permanent bait to preserve the shield.  I have no idea if this deck is optimized but it's probably pretty close.  I'm doubtful it will be as good as playing with mind flayers, but I haven't tested that deck either.

Code: [Select]
4vm 4vm 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6tt 6tt 6tt 6u3 6u3 6u3 6u3 6u3 6u7 77f 77f 7ah 7ah 7dl 7dl 7dl 7q5 7q5 7q5 80h 80h 80h 80hHere's an EM match against Destiny where I got the Elf out turn 2 or 3 and he shut down the opposing threats long enough to get everyone else into play:
Bring back Holy Cow!

Offline jmdtTopic starter

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg155184#msg155184
« Reply #54 on: September 09, 2010, 03:57:29 pm »
I've been trying your version Boingo with +1 spectre and -1 elf with some decent success.  I was delighted that its an insanely evil PvP still in addition to its fg killing prowess.

Sal

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Re: Maxwell's Bloodsucking Carapace https://elementscommunity.org/forum/index.php?topic=10966.msg155217#msg155217
« Reply #55 on: September 09, 2010, 05:07:33 pm »
Preparing new stats for today.Gonna update this again at the end of my session and take a break after this.(played 28 matches so far today)

Deck used:Maxwells Buckler v4.0
Code: [Select]
5if 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6ts 6ts 6tt 6tt 6tt 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 7ah 7ah 7dl 7dl 7dl 80h 80h 80h 80h
God


Chaos Lord
Dark Matter
Decay
Destiny
Divine Glory
Dream Catcher
Elidnis
Eternal Phoenix
Ferox
Fire Queen
Gemini
Graviton
Hermes
Incarnate
Miracle
Morte
Neptune
Obliterator
Octane
Osiris
Paradox
Rainbow
Scorpio
Seism
wins


2
1
0
3
0
1
2
1
1
1
0
4
2
1
0
3
0
1
1
0
3
0
0
1
loss


1
4
1
1
0
3
1
1
2
2
1
3
2
0
0
0
0
1
1
1
0
3
4
0
Avg HP after win


55
100
#DIV/0!
97
#DIV/0!
94
62
22
100
93
#DIV/0!
93
31,5
100
#DIV/0!
97
#DIV/0!
100
6
#DIV/0!
92,67
#DIV/0!
#DIV/0!
87
Avg cards left win


12,5
0
#DIV/0!
8,33
#DIV/0!
10
10,5
3
9
12
#DIV/0!
10,5
15,5
9
#DIV/0!
5
#DIV/0!
10
20
#DIV/0!
13,33
#DIV/0!
#DIV/0!
17
Avg cards left loss


28
24,5
18
26
#DIV/0!
24,67
24
27
27,5
23
27
25,33
26
#DIV/0!
#DIV/0!
#DIV/0!
#DIV/0!
13
25
26
#DIV/0!
24
26,75
#DIV/0!
games played


3
5
1
4
0
4
3
2
3
3
1
7
4
1
0
3
0
2
2
1
3
3
4
1
win ratio


66,67
20
0
75
#DIV/0!
25
66,67
50
33,33
33,33
0
57,14
50
100
#DIV/0!
100
#DIV/0!
50
50
0
100
0
0
100
Total games
 60
Total won games
 28
Total lost games
 32
Total winratio
 46,67%
Last updated
 09.09.10 19.00
Note
 #DIV/0! = insufficient data

Offline jmdtTopic starter

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Re: Maxwell's Silver...Buckler https://elementscommunity.org/forum/index.php?topic=10966.msg157011#msg157011
« Reply #56 on: September 12, 2010, 05:35:47 am »
Updated the 1st post with the version of the deck I've been tinkering with.

Also changed the name to Maxwell's Silver Buckler.

Sal

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Re: Maxwell's Silver...Buckler https://elementscommunity.org/forum/index.php?topic=10966.msg157566#msg157566
« Reply #57 on: September 13, 2010, 12:34:15 am »
I took a small break from working on this as you might noticed.I´m still trying to find ways to optimize this and am wasting quite a lot of Score/E with experiments.

Here is an interesting attempt i recently came up with:

Code: [Select]
5if 5if 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6tt 6tt 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 6u7 6u7 77f 77f 77i 77i 7ah 7ah 7ak 7dl 7dl 7dl 7dl 7k2 80h 80h 80h 80h
Note: There are no shards in there, the shield count is drasticly upped (4 Buckler/1 Jade Shield) and there are 2 Protect Artifact in this.

The deck is usually running on a low Tower count and you really have to draw Novas.
Simmilar to the other version this deck is pretty much designed to run at a low tower count. (earthquakes etc shouldn´t bother you too much).

The Maxwell Deamon count went down due to the Antimatter experiments.In this version you really need your Entropy mana open and usually spend it for Novas / Antimatter before you play your first Deamon.

I´ve tried to keep it very focused so bad draws shouldn´t be as much of a problem as with the other version. (its still unstable if you fail to find Novas due to the low Tower Count and randomness of Quantum Towers).

This is pretty much a anti-permanent control build and highly relying on Antimatter to outheal the damage.
I found that this works out best against a huge chunk of gods while drasticly upping the winrate against the "easy" gods.
Antimattered creatures bypass Shields in case you didn´t know, so they won´t die to your Buckler.

The general idea is to have a few creatures "heal" you while the others kill themselve fast. Usually you won´t die unless you get seriously swarmed with heavy hitting creatures (mass Twin Universe etc).

The Mindflayers do a really good job at preventing the opponents creature to grow too much and are generally a very needed addition to the deck.They are especially needed against Fallen Druids. I would play more or them if i could but playing more than 3 hurts some matchups.


Divine Glory is not winable with this build (not that it was winable with the other one, but there was at least a slim chance).


The Jade Shield is mainly in there against Decay+Dream Catcher (playing this should guarantee a win).This is my current 40th card "test" slot i frequently change.
It doesn´t fit the theme and decreases the focus of the deck so it should be replaced.

The Protect Artifact and especially the upped Mindflayer count help a lot against Osiris/Eternal Phoenix (those matchups where pretty horrible before).

I was trying out upped Vamps as an additional source of healing / raise the EM rate.While the idea is good i rarly wanted to Quint them so they sat in my hand very long and even when i had em out the 4 "heal" almost never saved me anyway.
My theory was that they should apply pressure while healing you.Turns out they are unplayable in large numbers in this deck due to the lack of towers.
Wasted a lot of cash to figure that out :/

I wasn´t exactly sure if i should include Miracle or not. The Tower count is very low but Light Quanta accumulates pretty fast (especially after Novas). I ran 2 for a while and it worked out pretty well.Feel free to replace them.

This version is still work in progress and you should definatly wait before upgrading any cards for this.Toy with the general idea on the trainer, but wait till this version is stable enough to be viable.

Offline Boingo

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Re: Maxwell's Silver...Buckler https://elementscommunity.org/forum/index.php?topic=10966.msg157623#msg157623
« Reply #58 on: September 13, 2010, 02:45:48 am »
Good work, Sal.  I hadn't tried 3 mind flayers--was worried there would be too much competition for :water (growth vs casting mind flayers) and :aether (need to quint the spectres and using the flayers.)  Is there an order you like to play them in?  Mind flayers first or spectres?

I have have also tried to work in the PAs--too many times the shield gets exploded or even worse--stolen.

Are you having any luck with bonewalls yet?  That buckler is your worst enemy once the skeletons start piling up....

Also, how many times do you deck out?  When with 2 spectres, if they come late in the deck, that leaves a lot of ground to cover in just a few turns.
Bring back Holy Cow!

Offline Terroking

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Re: Maxwell's Silver...Buckler https://elementscommunity.org/forum/index.php?topic=10966.msg157637#msg157637
« Reply #59 on: September 13, 2010, 03:16:56 am »
Sal, I would assume you've thought of Steam Machine as an alternative to the Spectres as it'd save you some Water quanta (Except for the initial cost of course, but it's not all that much really) and it's damage does shoot up faster than a Spectre.

I guess it's just preference, but I'd prefer the Machine for a number of reasons, especially how you can play it without quint in many cases.
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