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Offline NewbiecakeTopic starter

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Prepare For Trouble And Make It Double~ (PFTAMID) [PvP][Arena] https://elementscommunity.org/forum/index.php?topic=27385.msg348257#msg348257
« on: June 09, 2011, 01:34:40 am »
PFTAMID V.1.4

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5fb 5fb 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74a 77g 77g 7ag 7gq 7jr 7qb 7qb 7qb 7t9 80b 80b 80b 80b 8pu


In construction and testing.

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6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74i 77g 77g 7ag 7dm 7dr 7gq 7jr 7qb 7qb 7qb 7t9 80b 80b 80b 80b 8pu

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6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74i 77g 77g 7dm 7dm 7dr 7gm 7jr 7qb 7qb 7te 80b 80b 80b 80b 8pu

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6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 71e 74a 77g 77g 7ai 7dm 7dm 7dr 7jr 7jv 7qa 80b 80b 80b 80b 8pu

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6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 71e 74a 77g 77g 77g 7ai 7dm 7dm 7dr 7jr 80b 80b 80b 80b 8pu


Intro:
•This is a bursty Rainbow rush, potentially an OTK if you save up cards for a huge combo. It has a TTW as low as 4 or 5, but it is troublesome if you do not draw at least 2 SN to get things going. The Precognitions will help with lowering this possibility.

Tips and strategies:
•Apply this combo if you can to one of your creatures: Chaos Power or Unstoppable it until it has more than 5 HP, Rage Potion it, Dive if it is a Pegasus, then PU as as many times as you can . This combo allows for tons of burst damage.

•Purify can now be used to cure your creature's Poison Counters as well as healing it 2 HP per turn, or be used on the opponent to remove their SoSac status.

•PU on a Diving Pegasus will let it maintain its doubled ATK stat as long as you do not Dive it again. Diving it will double the doubled stat but the ATK will revert back to normal the next turn. HOWEVER, if you PU the double-Dived Pegasus it will again maintain the quadrupled stat until you Dive it again, and so on.
 Example: Turn 1: You summon Pegasus A.
Turn 2: You Dive Pegasus A, it now has 8 attack. You PU Pegasus A, Pegasus B has 8 attack. End turn. Pegasus A reverts back to 4 attack, Pegasus B remains at 8 attack.
Turn 3: You Dive Pegasus B, it now has 16 attack. You PU Pegasus B, Pegasus C has 16 attack. End turn. Pegasus B reverts back to 4 attack. Pegasus C remains at 16 attack.
Turn 4: You chose to not do anything with Pegasus C. End turn. Pegasus C remains at 16 attack.
Turn 5: You Dive Pegasus C, it now has 32 attack. You PU Pegasus C, Pegasus D has 32 attack. End turn. Pegasus C reverts back to 4 attack. Pegasus D remains at 32 attack.
Turn 6: You Dive Pegasus D, it now has 64 attack.
This cycle continues.


Special thanks goes to:
-TheonlyrealBeef for the inspiration of a PU deck.

Also check out my PFTAMID2 (http://elementscommunity.org/forum/index.php/topic,37852.msg507471.html#msg507471), a spinoff of this deck!

Constructive feedbacks are welcome!

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Offline Seraph

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348267#msg348267
« Reply #1 on: June 09, 2011, 01:53:15 am »
for example in your game against incarnate,
after 5 turns, you dealt 2+4+6+8+10= 30 (deathstalker+deathstalker poison+CP)
vs. 8+8+8+8+8=40, (flesh recluse +2 for CP)
so for the most part, flesh recluse is better, for the short intervals it is on the field

alternatively, you could use a scarab for the deathstalker, for minor CC

Offline willng3

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348275#msg348275
« Reply #2 on: June 09, 2011, 02:10:49 am »
Hmm.  The 3 Graboids has me a bit concerned.  You'll need 5 Supernova to play them all if you draw them all and in the early to mid game, that's very difficult to pull off.  Other fun cards to potentially use in place of that 3rd Graboid are Elite Chargers (redundant if Unstoppable is drawn, however), Vampires (keeping you alive/EMing more; incredibly weak against Antimatter, however), and Elite Scarabs (awesome form of CC especially with TUs and buffs like this, but without buffs it won't be doing much).  That's really about the only thing I can think to improve on though; the rest of the deck looks awesome.
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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348281#msg348281
« Reply #3 on: June 09, 2011, 02:33:51 am »
deja vu, or even a dune? (instead of a grab)

Offline Jocko

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348292#msg348292
« Reply #4 on: June 09, 2011, 02:50:36 am »
What's that "progress lost" next to your next button? D:

Offline NewbiecakeTopic starter

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348306#msg348306
« Reply #5 on: June 09, 2011, 03:28:47 am »
Hmm.  The 3 Graboids has me a bit concerned.  You'll need 5 Supernova to play them all if you draw them all and in the early to mid game, that's very difficult to pull off.  Other fun cards to potentially use in place of that 3rd Graboid are Elite Chargers (redundant if Unstoppable is drawn, however), Vampires (keeping you alive/EMing more; incredibly weak against Antimatter, however), and Elite Scarabs (awesome form of CC especially with TUs and buffs like this, but without buffs it won't be doing much).  That's really about the only thing I can think to improve on though; the rest of the deck looks awesome.
for example in your game against incarnate,
after 5 turns, you dealt 2+4+6+8+10= 30 (deathstalker+deathstalker poison+CP)
vs. 8+8+8+8+8=40, (flesh recluse +2 for CP)
so for the most part, flesh recluse is better, for the short intervals it is on the field

alternatively, you could use a scarab for the deathstalker, for minor CC
What's that "progress lost" next to your next button? D:
My internet shuts off at a certain time everyday, therefore I sometimes play Elements offline. :)

The Grabboids are simply to make sure I draw at least 1 to PU. 2 would be even better. I don't expect to get all three out. Scarabs; are they really that good? I never put them in my deck though, and I'm not sure I'll have enough  :gravity to use its ability. I'll think about it though; nice suggestions thanks!
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Offline Seraph

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348320#msg348320
« Reply #6 on: June 09, 2011, 03:46:42 am »
Scarabs are playable off one SN, making it the cheapest creature
also this is a rush deck, so you don't need to eat everything, just slow down other faster rushes.

Offline Terroking

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348325#msg348325
« Reply #7 on: June 09, 2011, 03:55:15 am »
Liquid Shadow would be great here, in my opinion. Could also potentially put a few AMs or Discords to slow down opposing rushed and use excess :entropy (Lycans could be used as well).

Deja Vus are always useful in a buff/TU deck, though not sure if there are quite enough buffs in this one. Rage Pots could be strong as well.
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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348329#msg348329
« Reply #8 on: June 09, 2011, 04:00:20 am »
You just had to use that name didn't you? :P
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Offline willng3

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348333#msg348333
« Reply #9 on: June 09, 2011, 04:05:46 am »
The Grabboids are simply to make sure I draw at least 1 to PU. 2 would be even better. I don't expect to get all three out. Scarabs; are they really that good? I never put them in my deck though, and I'm not sure I'll have enough  :gravity to use its ability. I'll think about it though; nice suggestions thanks!
I figured that was the reason and I suppose that's totally up to playing preference.  For instance, I personally try to reduce my bad draw chance as much as possible because I'm well accustomed to getting fail draws when I need a much better one -_-'
But I can just as easily see the reasoning for increasing draw chance of key cards.  And like I said, I couldn't see much to improve in this deck, so that was about the only suggestion I could provide ^^

As for the Scarab.
I've built a PSNbow built around Scarabs that was insanely fun to play.  The only differences were that:
1) It ran off a :gravity Mark to give it almost never ending "nom" power.
2) It had 4 copies of the Scarabs versus 1 as a possibility for this deck.
3) It did not have TUs.
I think the TUs would provide a very interesting spin to this aspect, but overall Scarabs are meant more for fun play rather than competitive I would say (although as Seraph said, they are very useful for countering opposing rushes, especially other Supernova based rushes).  I've usually found that you only need to use the ability when a threat emerges; otherwise it can be used to keep the opponent from playing creatures he/she doesn't want Devoured.  It's an alternative if nothing else at least.
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Offline Terroking

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348342#msg348342
« Reply #10 on: June 09, 2011, 04:45:23 am »
As for the Scarab.
I've built a PSNbow built around Scarabs that was insanely fun to play.  The only differences were that:
1) It ran off a :gravity Mark to give it almost never ending "nom" power.
2) It had 4 copies of the Scarabs versus 1 as a possibility for this deck.
3) It did not have TUs.
I think the TUs would provide a very interesting spin to this aspect, but overall Scarabs are meant more for fun play rather than competitive I would say (although as Seraph said, they are very useful for countering opposing rushes, especially other Supernova based rushes).  I've usually found that you only need to use the ability when a threat emerges; otherwise it can be used to keep the opponent from playing creatures he/she doesn't want Devoured.  It's an alternative if nothing else at least.
Jen-i actually runs a very good PSN Scarabow in CL, something I've experimented with as well. He has 6 of them, runs a ton of TUs, Aether mark, and a whole ton of buff cards. It's surprisingly strong. The one fatal flaw, though, is the lack of :gravity outside of SNs, which is hard to accommodate for when using TUs. I suppose you could take 2-3 Grav Pends, though.
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Offline NewbiecakeTopic starter

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Re: Prepare For Trouble And Make It Double~! [PvP2][AI3][AI5] https://elementscommunity.org/forum/index.php?topic=27385.msg348518#msg348518
« Reply #11 on: June 09, 2011, 03:33:52 pm »
Scarabs are playable off one SN, making it the cheapest creature
also this is a rush deck, so you don't need to eat everything, just slow down other faster rushes.
As for the Scarab.
I've built a PSNbow built around Scarabs that was insanely fun to play.  The only differences were that:
1) It ran off a :gravity Mark to give it almost never ending "nom" power.
2) It had 4 copies of the Scarabs versus 1 as a possibility for this deck.
3) It did not have TUs.
I think the TUs would provide a very interesting spin to this aspect, but overall Scarabs are meant more for fun play rather than competitive I would say (although as Seraph said, they are very useful for countering opposing rushes, especially other Supernova based rushes).  I've usually found that you only need to use the ability when a threat emerges; otherwise it can be used to keep the opponent from playing creatures he/she doesn't want Devoured.  It's an alternative if nothing else at least.
Jen-i actually runs a very good PSN Scarabow in CL, something I've experimented with as well. He has 6 of them, runs a ton of TUs, Aether mark, and a whole ton of buff cards. It's surprisingly strong. The one fatal flaw, though, if the last of :gravity, which is hard to accommodate for when using TUs. I suppose you could take 2-3 Grav Pends, though.
Buffs as in Blessings, Momentums, and CPs? The problem is that I already have the Peggy for brute force, so no Blessings for me, I can probably fit one in though; I'll need 3 SNs to play both of them. and Scarabs may conflict with the :time quanta my Grabboids already use. I only expect to evolve 2 Grabboids, which limits me to only 1 Scarab in the deck; two Supernovas to fuel 2 evolutions and 1 Scarab isn't too bad.

 Also, I don't intend for this deck to be based off of Scarabs.

Okay, changes:
-1 Deathstalker --> +1 Elite Scarab
-1 Chaos Power --> +1 Improved Blessing (I'm not sure about this one)

If someone could help me test this deck I cannot say how much I appreciate them!
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