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Deck Ideas => Post Deck Ideas Here => Rainbow Decks => Topic started by: Lluis83 on May 28, 2010, 10:56:41 pm

Title: Nymph's Paradise 4.0 v1.25
Post by: Lluis83 on May 28, 2010, 10:56:41 pm
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.


                               Nymph 3.0

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Deck import code : [Select]
5if 5if 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u8 6ug 6ug 77i 7ak 7ba 7ba 7ba 7ba 7ba 7ba 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7qu 7qu 7to 80d 80d 80d 80d 80h 80h 80h 80h 81q 81q 81q 8ps



 After 1.25, the 3 aether towers are changed for 3 aether pendulums. The deck still works well.


The playnotes and strategy of  this version are on next page of the post!


http://elementsstatistics.comxa.com/getstatistics.php?dv=3679679227











Nimph 2.



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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6ug 6ug 74b 77f 77f 7ak 7ba 7ba 7ba 7ba 7ba 7ba 7gp 7gv 7gv 7ng 7q5 7q5 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 7to 80d 80d 80d 80h 80h 80h 80h 8ps




Changes:




               Since the main weakness of the deck was early rushes, added 6 sundials to deal with.

               I put out the gravity nimph and the death nimph, because they don't coordinate so well with the rest of cards.


            I took out 1 hourglasses, with entropy mark, with 6 hourglasses sometimes you have two in hand and you only can use one.


          I quit the two improved steals, because the need of space.

          Also added 1 elite oty. Most of games you can win without eating a creature, but it can help sometimes.



   Here the link to the Stats : http://elementsstatistics.comxa.com/getstatistics.php?dv=940102054

  I have played 46 games, with 24 wins and 22 loses. Almost every game win is EM, and the games lost are usually by early rushes or bad draws, so fast loses. I haven't decket out, but against Elidnis I won with 0 cards in the deckpile.






I am currently using this deck to grind FG.



The strategy is simple, is a bit slow-starter, but if you can establish then you can lock the opponent in many ways.



Some shards of readiness will be cool for the deck. If I had a Aether Nimph, I also will use it. I am thinking to add an Elite Anubis or two, and quit two quintaessences, but I am not sure, because you need to quint fast to avoid being rushed.



 Any suggestion or criticism is welcome.





Title: Re: Nymph's Paradise
Post by: xdude on May 29, 2010, 06:57:17 am
Dammit, you're so lucky  ???
Title: Re: Nymph's Paradise
Post by: jmizzle7 on May 29, 2010, 07:17:29 am
I'm not sure how often you rely on Purple Nymph, but Liquid Shadow has brilliant synergy with the Antimatter effect. Food for thought.

Also... *cue terrible 90s rap song parody*
Title: Re: Nymph's Paradise
Post by: breach on May 29, 2010, 09:00:15 am
very expensive and not easy to make. do you have a budget/slim version of the deck?
Title: Re: Nymph's Paradise
Post by: nongnocchien on May 29, 2010, 12:01:13 pm
That was a good idea. But according to his ability to win with this Decks are relatively low with only 60 Decks, because Damage relatively small. You may bring up to 6 "Electrum Hourgh" I felt vulnerable and lost too many early on. Real admiration for some of your nymph. :o
Title: Re: Nymph's Paradise
Post by: Lluis83 on May 29, 2010, 12:18:02 pm
I'm not sure how often you rely on Purple Nymph, but Liquid Shadow has brilliant synergy with the Antimatter effect. Food for thought.

Also... *cue terrible 90s rap song parody*
Yes , I use the Dark Nimph with antimatered creatures for damage.  I also have notice that gravity nimph and  death nimph don't suit in the deck, gravity is useless against duo-color decks, and if you have the purple nimphs, you don't need death nimph because the oppnent creatures don't annoy you.
Title: Re: Nymph's Paradise
Post by: Lluis83 on May 29, 2010, 12:21:01 pm
That was a good idea. But according to his ability to win with this Decks are relatively low with only 60 Decks, because Damage relatively small. You may bring up to 6 "Electrum Hourgh" I felt vulnerable and lost too many early on. Real admiration for some of your nymph. :o

When I lost, is usually an early  rush, the air nimph can make a gas bomb each turn, and dark nimph combined with purple nimphs, does a lot of damage, and most important, the opponent doesn't use miracle, because you explode all gas in the same turn and the IA doesn't calculate well the damage of his own creatures.
Title: Re: Nymph's Paradise
Post by: Lluis83 on May 29, 2010, 12:28:35 pm
very expensive and not easy to make. do you have a budget/slim version of the deck?

It is not the best deck out there. It wins  around 35-40% against FG, against some gods is very effective but it lacks the consistence that others large decks have. It's only that is fun to play.


 I did a trio color,30 card entropy-darkness,with aether mark and quintaessences, with the two purple nimphs and the dark nimph and some liquid shadow. Usually in turn three I had a quinted purple nimphs but if I deck out a lot of times, only can win if I draw the Dark Nimph early, the wining % was about 20%, and it was very inconsisten, you can win a game very easy and then lose the next three. I think it's better the nimph version by rainingblood that rely on nymph tear, it's more consistent.
Title: Re: Nymph's Paradise
Post by: yaladilae on May 29, 2010, 03:48:04 pm
I did a trio color,30 card entropy-darkness,with aether mark and quintaessences, with the two purple nimphs and the dark nimph and some liquid shadow. Usually in turn three I had a quinted purple nimphs but if I deck out a lot of times, only can win if I draw the Dark Nimph early, the wining % was about 20%, and it was very inconsisten, you can win a game very easy and then lose the next three. I think it's better the nimph version by rainingblood that rely on nymph tear, it's more consistent.
Add a few liquid shadow spell, balanace the towers, push it to 32 cards
Use werewolf / fractal for extra damage if you need
8 aether quanta from mark is not hard, then if you balance your dark tower right, you have about 3 antimatter things hitting himself while 8 or 9 6|6 out to assisnt your cut down

Something along that line anyway...
Title: Re: Nymph's Paradise
Post by: Quantum Divinity on May 29, 2010, 09:02:51 pm
Air Nymph seems to be the key way to winning at the end if things are successful. Guess you only play it along with Quinessence? unless of course it's some non-hostile FG like Divine Glory?
Title: 1
Post by: thekillergame on May 29, 2010, 10:06:26 pm
Air Nymph seems to be the key way to winning at the end if things are successful. Guess you only play it along with Quinessence? unless of course it's some non-hostile FG like Divine Glory?
NON-HOSTILE!? he blows up al your pernaments but he's NON-HOSTILE!? :P
Title: Re: 1
Post by: MrBlonde on May 30, 2010, 08:30:30 am
Air Nymph seems to be the key way to winning at the end if things are successful. Guess you only play it along with Quinessence? unless of course it's some non-hostile FG like Divine Glory?
NON-HOSTILE!? he blows up al your pernaments but he's NON-HOSTILE!? :P
And last time i checked those Eagle Eyes certainly aren't peaceful.
Title: Re: Nymph's Paradise
Post by: Hobnob5000 on May 30, 2010, 09:06:49 am
Where he says "Non-Hostile" I think he's referring to creature control. DG has no creature control whatsoever.
Title: Re: Nymph's Paradise
Post by: Lluis83 on May 30, 2010, 09:42:35 am
Air Nymph seems to be the key way to winning at the end if things are successful. Guess you only play it along with Quinessence? unless of course it's some non-hostile FG like Divine Glory?
You also win with Dark Nimph, when every creature antimatered, when it's vampirized, it deals damage to his owner.


And yes, usually the creatures are only played with quint. That's why there are 4 quints.
Title: Re: Nymph's Paradise
Post by: thekillergame on May 30, 2010, 10:49:34 am
Where he says "Non-Hostile" I think he's referring to creature control. DG has no creature control whatsoever.
i know :P
Title: Re: Nymph's Paradise 2.0! New Version Improved with Stats.
Post by: breach on June 03, 2010, 09:06:06 am
with so many Time and Aether needy cards, is it not a good idea to add 2-3 time and aether towers?
next up, I think you could slim and enforce the deck by kicking out phase's, less towers and SOG's,
1 less Quint, Otyugh and so on... perhaps take it entirely to another direction.
Title: Re: Nymph's Paradise 2.0! New Version Improved with Stats.
Post by: Lluis83 on June 03, 2010, 09:37:44 am
with so many Time and Aether needy cards, is it not a good idea to add 2-3 time and aether towers?
next up, I think you could slim and enforce the deck by kicking out phase's, less towers and SOG's,
1 less Quint, Otyugh and so on... perhaps take it entirely to another direction.


I have tried to add time towers, when you draw one time tower and hourglasses, it speeds all, but, the problem is having one tower and no hourglasses.Maybe needs more testing. I need a lot of entropy quanta to fuel purple nimphs.


About sliming the deck, yes it can be done, and if I have enought time I will try new versions. Then I will need to put one Eternity to avoid deck out.



Thanks for the feedback and good luck! :)
Title: Re: Nymph's Paradise 2.0! New Version Improved with Stats.
Post by: Scaramanga on June 03, 2010, 11:51:31 am
Cool deck!

I can understand that its working really well.

I have a nyph FG too.

I havent played with it much but I havent lost a single game yet :P

This is what I use

(http://helltgivre.free.fr/elements/?mark=4sj&deck=500z96qqz66qqz66rnz66u3z274b74f74o77f77sz27gvz37q5z67q9z380dz380h)

500 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 74b 74b 74f 74o 77f 77s 7gv 7gv 7q5 7q5 7q5 7q9 7q9 7q9 7q9 7q9 7q9 80d 80d 80d 80h 80h 80h
Title: Re: Nymph's Paradise 2.0! New Version Improved with Stats.
Post by: Lluis83 on June 03, 2010, 02:09:19 pm
Cool deck!

I can understand that its working really well.

I have a nyph FG too.

I havent played with it much but I havent lost a single game yet :P



Thanks very much :)
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 61%
Post by: Lluis83 on June 08, 2010, 07:32:23 am
The new version.



Code: [Select]
5if 5if 5if 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6rq 6rq 6u8 6ug 6ug 77i 7ak 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7to 808 808 808 80d 80d 80d 80d 80h 80h 80h 80h





 Link to stats: http://elementsstatistics.comxa.com/getstatistics.php?dv=3679679227


 The only good that cannot be beaten by this deck is Divine Glory. (Unless he doesn't draw fire towers until the end and you can deck out him, it is not impossible but isn't usually.


Now only there are 3 nymphs. (2 purple and 1 dark) The dark nymph is only for damage. Also added an eternity and changed pulvy for butterfly effect. Added mind flashers. They are very useful combined with purple nimph. And also can be butterflied. Mind flashers stop growing creatures, momentum creatures, venom, mutation and improved mutation. It's fast than a oty. You don't really need to devore creatures because you are going to antimatter all of them.

The dark nymph is not really necessary but it makes the game end soon. Can be changed by one growing creature if you don't have it.

The jade shield is very helpful against a lot of goods. As you really only can be bothered by small creatures, the big ones are the first to be antimattered.

The three aethers towers allows to quintaessence fastest or to play phase shields until you get control of the board.

 
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 61%
Post by: miniwally on June 08, 2010, 07:57:12 pm
Seems like I'll need another purple nymph and another SoR
Title: Re: Nymph's Paradise 3.0 v1.23 Tested
Post by: Lluis83 on June 09, 2010, 05:09:08 am



After 100 games played I have won 58 and lost 42. This is pretty good for a rainbow deck that doesn't uses oty, elite queen, fallen druid, rain of fire and all of this typical stuff.

 There is only one autoquit, Divine Glory. The rest can be done, but hermes is very difficult as eternal phoenix, because they have a lot of creatures and permanent control.

God by god.

Chaos Lord:1 win 2 lost. The loses comes to first turn incredible mutants on his side. I think on the long run the results against this deck will improve.

Dark Matter:1 win 1 lost. With mind flashers, you have some possibilities, as you only need to put one mind flasher quinted to stop his gravity nimph's and his momentum creatures. In a typical rainbow, you have to put an oty, and cast rain of fire, which is much more difficult to attain.


Decay:1 win 0 lost: With jade shield and a lot of quantum towers this good is not difficult.

Destiny 3 wins 1 lost: The lost come from a very bad hand, no shields and hourglasses on first 20 cards. You can put one Mind Flasher without quintaessence in early game, he is not going to rewind if there is only this creature, and then fate eggs are like a joke :)

Divine Glory:0 wins 7 lost Nothing to antimatter and permanent destruction, makes it impossible.


Dream Catcher 1 win 2 lost. If you can play Jade Shield before your HP at too low, you are going to win despite his quintaessence butterflied creatures.

Elidnis 5 wins 2 lost: You only have to be careful with forest spirit. Lobotomize or vampirize it before he cast quintaessence and you'll have a quiet game:) If he can quintaeesence and forest spirit, you 'll have to hurry before he goes more than 40 attack. Another option is to destroy water towers and then he can't grow it anymore.

Eternal Phoenix:1 win 5 lost:Difficult god with this deck. He is fast and have permanent control

Ferox 4 wins 1 lost. Easy god.

Fire Queen 5 wins 1 lost. The lost came from Eternity being last card. Only make sure to play Jade Shield when he have a lot of fire quanta.

Gemini 4 wins 0 lost. Mind flasher make him a joke, also perfect creatures to antimatter.

Graviton 0 wins 3 lost. Difficult god.

Hermes 0 win 5 lost. He have rushed me in every game. Also difficult with this deck.

Incarnate 2 wins 0 lost. You only need one purple nymph to win, his vampires will kill himself:)

Miracle 6 wins 1 lost. He doesn't calculate debuff damage,and don't play miracles. so the games are very fast.

Morte 4 wins 0 lost. Just lobotimize his rays of light, and he will not play miracles. Mind flasher really makes well against his creatures.

Neptune 4 wins 0 lost.

Obliterator 2 wins 3 lost. One lost comes by a badplay from me. Perfect creatures to antimatter.

Octane 2 wins 3 lost. If you can play jade shield, or purple nimph, or butterflied mind flasher before he kills you, then you are going to win.


Osiris 5 wins 0 lost.

Paradox 3 wins 0 lost: Lobotimize his rays of light and then he is harmless. Also, is good to put your nymps without quintaessence, because he will play Twin Universe on him and he can't use it. The same for Gemini.

Rainbow. 0 wins 2 lost.

Scorpio 1 win 1 lost. Mind flasher is great against venom creatures.

Seism 3 wins 2 lost. Big creatures to antimatter makes him easier.


Title: Re: Nymph's Paradise 3.0 v1.23 Tested
Post by: Lluis83 on June 09, 2010, 05:15:56 am
Seems like I'll need another purple nymph and another SoR

I think that with one purple nymph the deck can work. Sometimes you have plenty of time to draw all your deck, and other times he is in the 30 first cards. Usually you only have one in board, I put two because if Purple Nymph is one of the last cards, it will make your game more difficult.


Also I tested before the deck with 3 Sors, but you have hands very clogged very often, and it is not really 3 of them. When you play dark nymps, is in the endgame, when you have plenty of quantum. Only one Sor is really needed to be played because if not entropy quanta is an issue. Two Sors it is for having more chances to have one ready when you need it.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested
Post by: miniwally on June 09, 2010, 03:48:51 pm
Just noticed the Air nymph and I don't have one of those either. Is one of those needed?
Title: Re: Nymph's Paradise 3.0 v1.23 Tested
Post by: Lluis83 on June 09, 2010, 06:38:38 pm
Just noticed the Air nymph and I don't have one of those either. Is one of those needed?

No, the air nymph is in the version 2. In the version 3 there is no air nymph. I think it's better the version 3, it's more consistent. Version 2 is faster against some gods, but the version without air nymphs is better overall.

The version 3 is in the bottom. When you open the post, the first that you see is version 2.
 The version 1 was deleted because it was not good enought.

So far in the last version I have played 125 games against FG, with 73 wins and 52 games lost (58 %) .Aproximately 95% of games win were EM and it is a little faster than typical time-rainbow with 60 cards.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 58% in 125 games.
Post by: Lluis83 on June 11, 2010, 09:11:19 pm
After 200 games, I have win 119 and lost 81 games. That is a 59'55 over all the gods. Some gods like divine glory are impossible, and others like hermes and rainbow are very hard. They are suggested autoquits. Without counting this gods and playing all the others it is a 68'2 % of games won.


(http://i800.photobucket.com/albums/yy285/lluis83/Rainbow1.jpg)
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: GG on June 12, 2010, 12:40:26 am
i basically have all the cards to build this deck, except the nymphs.

psh. nymphs are easy to get. what do I have to worry about?  ::)
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: miniwally on June 12, 2010, 02:22:34 pm
How do you get enough damage to kill the FG's?
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: Lluis83 on June 12, 2010, 03:53:32 pm
How do you get enough damage to kill the FG's?
With the dark nymph. Every antimattered creatures that you cast vampirize on it, deals damage to his owner. For instance, miracle, when have a 12/12, you antimatter the dragon and then liquid shadow, an every turn does 12 damage to him, evading his own shields!


The games are generally like this.

1.Stall with 6 Shards of Gratitude


2.When are you near to die, or before if he can destroy shields, play one sundial each turn, usually then you have one or two hourglasses in play.


3,After the sundials, you have  4 phase shields to win more time.


4. Meanwhile, you have played one quinted purple nimph or one mind flasher.


5. Begin to antimatter all his creatures.


6. Usually before you have finished all your shields, you have more than 7 or 8 creatures antimattered.


7.You play dark nymph, and cast liquid shadow, on every creature, at this point the game last few turns. Only elidnis is boring, he have feral bonds, taht you have to destroy, have healing. The gods with miracle doesn't use it because IA doesn't know to calculate the damage of antimatered creatures.



 Against some gods it is slighty diferent. For instance, against Dream Catcher, they don't have heavy hitters, you only have to manage to play jade shield, and slowly kill him. Same for decay. For Osiris, it is best to play first dark nymph, because when you vampirize one pharaoh, next turn he eats him, so you kill one creature each turn this way, you can deck out him, or kill him when he have 5-10 card left if you have draw your creatures early.

Against Eternal Phoenix, you only have to stall, if you can stop initial rush, you will win because he doesn't have shields.


Against Incarnate, he have vampires, so you only need one purple nymph, and for every vampire, he does 6 damage per turn, and you kill him without having to break thought his bonewalls, so it's faster.


Against Octane, sometimes you deck out him, others you kill him.


Against Rainbow, only solution is to deck out him.

Against Seism and Obliterator, he have big creatures, once you have the dark nymph, the game finish early.

Against Paradox, you have to let him grow one creature to kill him fast, or kill him slowly if you are afraid of TUes.

Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: miniwally on June 12, 2010, 04:13:35 pm
I'm starting to get the feeling I shouldn't have replaced jade shield with permafrost.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: Lluis83 on June 12, 2010, 04:59:53 pm
I'm starting to get the feeling I shouldn't have replaced jade shield with permafrost.

Well, Permafrost Shield is a very good shield, but for this deck, the creatures are controled by purple nymphs and mind phasers, and you are quite vulnerable to spell damage, and also it gives you a lot of tranquility to know that your shields is not going to be destroyed, stolen. With 6 sundials, 6 shards of gratitude, you can afford the difference of creature control that you loss with Jade Shield in comparation with Permafrost. Also, mind flashers are water and I don't have nothing that cost life quanta, if I draw it early, it is more easy to play than a permafrost having mind flashers. One a more direct aproach deck with Otys, maybe Permafrost is best option,but in a deck like this, sometimes you have the lock done fast and others, you are not able to do it until the end, and, for instance, jade shield avoid losing against fire queen by firelances and let you take your time until you have full control of the board.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: miniwally on June 12, 2010, 05:03:26 pm
I think I'm going to add some creatures (otyugh, elite queen) as it seems like otherwise I'll be trying to deck gods out instead.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: Lluis83 on June 12, 2010, 06:06:24 pm
Well, against Osiris is very common to win by deckout, not only in this deck.  The same against Rainbow, you have to put all in defense, if not, you are going to be crushed. Oty's and Queen are very good cards, but the don't fit well to the main idea of the deck. Sometimes if you only add good cards that add diferent ideas, the deck loses consistency. The strong point of the deck is that have a lot of stall and the creatures, including the damaging one, are useful to survive, so if you can combine the first step of stop initial FG with the winning condition it means a very consisten deck, I also invite you, if you have the cards, to play a dozen of games with the deck, and the you can tell if it suits your playstile or not.

The good thing of the deck is that almost every win game is EM, and winning 59/60% of games it means a lot of electrum and score. I have been playing this deck for the  last two weeks, and I had 150.000 of score and now I have like 187.000 points, so it is a very good the for score.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: miniwally on June 12, 2010, 06:07:21 pm
Well, against Osiris is very common to win by deckout, not only in this deck.  The same against Rainbow, you have to put all in defense, if not, you are going to be crushed. Oty's and Queen are very good cards, but the don't fit well to the main idea of the deck. Sometimes if you only add good cards that add diferent ideas, the deck loses consistency. The strong point of the deck is that have a lot of stall and the creatures, including the damaging one, are useful to survive, so if you can combine the first step of stop initial FG with the winning condition it means a very consisten deck, I also invite you, if you have the cards, to play a dozen of games with the deck, and the you can tell if it suits your playstile or not.

The good thing of the deck is that almost every win game is EM, and winning 59/60% of games it means a lot of electrum and score. I have been playing this deck for the  last two weeks, and I had 150.000 of score and now I have like 187.000 points, so it is a very good the for score.
The problem with that is that it's not fast enough compared to some variants so isn't worthwhile.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: Lluis83 on June 12, 2010, 06:39:58 pm
[
[/quote]

The problem with that is that it's not fast enough compared to some variants so isn't worthwhile.
[/quote]


Well, I don't know other variants, but one day playing with this deck, selling only the cards that I have more than 6, I win like 20.000-30.000 electrums every day, now I have 90.000 electrum, and three days ago I had 20.000 and I only have played with this deck.
Title: Re: Nymph's Paradise 3.0 v1.23 Tested 59'5 % in 200 games
Post by: miniwally on June 12, 2010, 08:32:40 pm
I'm mainly on about Puppychows deck tbh.
blarg: