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Seravy

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Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg46155#msg46155
« on: March 31, 2010, 04:12:32 pm »
This is the deck I'm using for false god farming. The goal is to maximize the chance of the winning games where longer amount of time is invested, while getting losses quickly, without spending time on them.
The nature of false gods make fast victories nearly impossible, so this strategy seems the best to me to get the most out of the time spent.
The deck isn't anything new or unusual, and you have probably seen tons of similar ones, unfortunately this is still the only good deck for farming gods.

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A quick breakdown on strategy card-by card :

6x Electrum Hourglasses.
These are the soul of the deck. The only reasonable way to counteract the card advantage a god gets is by drawing even more than them ourselves. The deck won't work too well if these are not upgraded, but it can most likely still be easier gods.
6x Sundial (upgraded)
Each of these give you a free turn and a free card draw. Upgraded ones are the best because they don't cost any time quantum
4x Phase Shields
The second most important after hourglasses, these provide three free turns each. Hourglasses and weapons have a higher priority when the AI is selecting what to destroy, so you can feel safe when using them most of the time.
The core strategy involves stalling the opponent with these and sundials, while having a hourglass or two out and drawing extra cards. With a single hourglass, you can draw up to 42 cards during the turns gained by these and sundials, but you are guaranteed to draw a second one sooner or later, so basically, you can draw your entire deck before the god can start hitting you again once you start playing them.
4x Shard of Gratitude
Another key component. They have a low cost, so you can play them early, and they give you additional turns versus early creatures, so you'll need to play your shields and dials later, letting you win even if you don't draw your first hourglass fast enough. It's also the only thing you can do against non-creature damage : heal it back. Also improves you chance for masterities.
Feral Bond
I'm not entirely sure if this is still necessary, a fifth shard might actually be better, but it helps a LOT against gods that put 25+ poison counters on you. It can heal you 23 per turn in late game when you have the maximum number of creatures. Also a great comeback card if you have graveyard+firestorm.
Edit : It is necessary. I've just lost an otherwise won match because I removed it from the deck and got over 20 poison counters. Keep it.
3x Elite Otyugh
This is what will stabilize the board for you and get rid of the opponent's creatures. Against gods who can't target it, play ASAP, without quintessence, otherwise wait until you have a quint, unless you have a spare copy.
Fallen Druid
Your way of creating large enough creatures to cut through those dissipation or diamond shields. It also helps against problematic creatures the Otyugh can't handle, and if you are lucky enough, will give you creatures with awesome abilities like devour, steal or destroy. It's often overkill though, so one is enough.
Graveyard
Part of the usual combo, gives you skeletons that can be mutated by druid or used to kill the opponent directly. Also makes Feral Bond better.
Bone Wall
This is for late game, AFTER you used up your other shields and cleared the board. It can help you to get masterities or against large/immaterial creatures you can't kill. With 3 Otyugh on the table and graveyard+queen, you'll likely be able to generate 6 or even more new walls and never take a hit ever. The best time to play it is immediately before playing firestorm and stabilizing the board. Don't use it early game unless you are about to die.
Pulverizer
To get rid of shields, graveyards, feral bonds, hourglasses, or if the god has a bad draw, his pillars. A key card against octane and the gods that play boneyards, and I think I'll include a second copy. The nerf of an additional gravity quantum hurts, unfortunately as you need those for your otyughs as well. Maybe a single gravity pillar or two might be a good idea?
Eternity
This is against decking out. If the opponent has some nasty shield and you can't destroy it, you must use it on your creatures to prevent running out of cards. It is also useful as creature control, especially if you didn't draw hourglasses and have extra unused time quanta. Its less important in this version but I'd still keep it, losing by decking out is the greatest waste of time possible. If you have it in your hand, you can also draw more aggressively,  until you get the needed card, even if it is the last one in the deck, you won't lose. If you don't have it before you go below 10 cards remaining, stop drawing because if it is the last card, you'll lose.
Protect Artifact
Has two uses, one is to play it on eternity. Gods with strong shields can often destroy eternity, so it is a must to have one of this. Against Seism, play it on your towers instead.
Elite Queen
This and Graveyard are the two cards that give you your main offense. You'd want your second quint on either this or druid depending on the opponent and situation.
Improved Steal
A backup in case you don't draw Pulverizer in time or don't have enough gravity quanta.  If you already played eternity, of have a phase shield out, playing this on a shield or weapon might be bad for you, so a second Pulverizer or an Explosion might be better, I'm not sure. Taking cards like Trident, Lobotomizer or Eagle Eye early can help a lot.

Strategy for each god :
Destiny (EASY)
He starts relative slow. Using quint on your otyugh is recommended because it can mutate them or remove them with eternity.
Scorpio (MEDIUM)
Using your shields/sundials early, around 50-60 life is the key here. Avoid hits from puffer fishes and kill Physalis if you can with firestorm. You'll need a quinted otyugh, as he can lobotomize and freeze using his creatures. Shards will help counteract damage from poison, just don't let it go above 15 in the early game.
Obliterator (MEDIUM)
If he gets a pulverizer in the early game and you can't destroy it, you'll lose. Otherwise, you have your usual chances. Quint on the Otyugh and either the druid or the queen is necessary.
Elidnis (EASY)
No permanent control, so no need to worry. My only loss came from not drawing a hourglass and getting overrun by creatures due to lack of draw power for more shields. Against untargetable creatures, bone wall is your friend, I was able to hold up over 100 damage worth of untargetable creatures using it.
Chaos Lord (EASY)
He has some permanent control. If your only hourglass gets stolen in the early game, quit, otherwise play. Unless he gets some very lucky mutations, he plays small, weak creatures, so even without a hourglass, the shards and shields can buy you enough time to win. He won't mutate your otyughs until they grow so you can play them without quint if necessary, but keep a second copy in your hand. Don't play the Queen without protection, unless you don't plan on using it, it will get mutated. If you can't destroy the dissipation shield, the game might be long, you a protect artifacted enternity is a must to keep available.
Gemini (Medium)
Firestorms can handle Phase Recluses well if there are many. His larger creatures are slow to hit the playing field so no need to worry. By that time, you'll have phase shields or bone wall on. Be careful though, he can play 4-5 copies of your (or his own) larges creature, putting 50-60 damage on the table in a single turn. If his hand is full of cards, keep your shields up. He has no healing so will lose before your shields run out. Momentumed creatures can be a problem so keep those firestorms for those if you can.
Miracle (Easy)
Large dragons might be a problem so use your eternity or druid on them. Otherwise, this god is easy. No creature or permanent control of any kind so quints and protect is unnecessary, don't waste precious aether quantum on it.
Seism (Medium)
If you get a protect artifact early, it's not too difficult. He can't use the ability of pulverizer, so no permanent control. Play no more than one tower at a time, he'll waste earthquakes one them. If he runs out of those, then you can play the remaining pillars. Aether and time quantum is the key here, if you can generate enough for the shields and drawing you'll win, otherwise lose.
Incarnate (Easy)
Get rid of the graveyards before killing his creatures, or have a spare firestorm on the skeletons after eating his normal creatures. He can't do that much damage, unless you are giving him skeletons by killing his creatures when he has 2-4 graveyards out.
Paradox (Easy)
No permanent control...he can play a ton of creatures, but 2 firewalls, and 18 free turns without taking attacks are more than enough to deal with that. He can't heal himself or deal with large swarms of creatures, so you might even find yourself winning before you kill off his creatures or your shields run out.
Octane (Hard)
Pulverizer is your best friend here. The key of the match is drawing hourglasses early. If you can always keep at least one out, he won't destroy important permanents like shards, shields, or pulverizer. Without early hourglasses, you might as well give up.
Morte (Easy-Medium)
You'll definitely need a quint on your otyugh here, and an early arsenic with no answers might get you a bit too high on poison, but otherwise not much of a problem.
Fire Queen (Easy)
The only way to lose here is by not drawing a hourglass for a long time, and running out of shields before you draw your first otyugh+quint combo.
Fire Storms are great here, especially after playing graveyard and bone wall.
Ferox (Easy)
Weakest god, unless he plays a lot of strong creatures early and you have a bad draw or no hourglass, you'll win.
Hermes (Probably hard, only played him twice, won both)
Hourglasses are the key here, if you have them, your other permanents are safe. Fire storms are great against his creatures if you can play them in time before their toughness is pumped too high. You might want to play your protect artifact on a hourglass if you draw it early.

Recommended Auto-Quit :

Graviton (VERY HARD)
His creatures have momentum, so shields won't buy you that much time. He also has creature control, meaning you need a quint on the otyugh, all of his creatures are 5+ toughness, so you need firestorm before you can eat them up, and he has permanent control, so your hourglass or shield might get destroyed early.
Winnable but the expected win ratio is way below 50%, probably near 25.

Dark Matter (NEAR IMPOSSIBLE)
You'll need extreme good luck to win this one, so don't start it. It drains a lot of quantum, has creature control, and if you can't kill his gravity nymph early, you lose. Drawing otyugh, quint, lots of pillars, and having enough luck to get the needed quantums before he plays a black hole is unlikely.
Chance to win is like 2-3% at most.

Rainbow (VERY HARD-IMPOSSIBLE)
If you draw a lot of hourglasses and a pulverizer to destory his ones, you might win, otherwise, no chance. Also takes a lot of time as he plays miracles even if you do win.

About 5-10% chance, probably, I almost never play these matches. I won the only one I played in the past week.

Divine Glory (HARDEST)
Tons of permanent removal, unkillable creatures, and miracles, so you have no hope of beating him before he beats you. Stay away from him.
Chance for victory is very low, and to make it worse, it takes a long time before you lose. Not recommended.

My overall result so far :
46 wins, 37 of them Masterity.
10 Losses.
Games not played, and games against gods listed as Auto-Quit are NOT INCLUDED, not even the winning games. Most of the losses happened in the first one minute of the game.

Basically, you'll have the same 82% win, 66% masterity ratio ONLY IF
-You don't start playing against Graviton, Divine Glory, Rainbow and Dark Matter.
-You don't start playing extremely bad hands with only one or zero towers.
-You know how to play the deck properly.

As the cost of 30/abandoned game is minimal compared to the 120 electrum won per masterity, and the 1100+ electrum per winning spin resulting in an upgraded card, not playing those games is the BEST way to do it. Your time is far more precious than 30 electrum.

Playing this deck over a longer period of time is BORING AS HELL, so please improve the game so the same chance of victory is possible with other decks, or nerf the gods.
Also, nerfing the cards players used frequently was a HORRIBLE idea. It makes even FEWER decks worth playing now.

Cards I tried and don't recommend :
Permafrost shield...is great but you can't afford taking the damage if the god has too many creatures out. Not taking damage for 18 turns is simply better
Fire shield...same as above, you kill his creatures, but die in the process.
Electrocutor...You need your aether for phase shields in the early game, and this is only useful then. You also need the weapon slot for eternity and pulverizer.
« Last Edit: June 14, 2012, 06:46:03 am by willng3 »

Offline xdude

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg46166#msg46166
« Reply #1 on: March 31, 2010, 04:20:49 pm »
Permafrost blocks 47% of all the incoming damage only through freezing, so if you include the damage reduction you can easily clock over 60% of the total damage coming at you.
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Seravy

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg46179#msg46179
« Reply #2 on: March 31, 2010, 04:39:43 pm »
Yes, but 100% is better than 60% isn't it?
If you take zero damage for 18 turns (4 phase shields and 6 sundials) and still couldn't set up a large bone wall and couldn't control the opponent's creatures...then you really messed up something, or don't have a hourglass (in this case you won't last 18 turns anyway).
Permafrost shield is better if you don't have a hourglass, but that will only happen in the early game, and 7 water quantum is a LOT in the early game. It's also more risky to use, sure there is near 50% chance that the creature gets frozen, but if the opponent has 2-3 big dragons out, and they not get frozen immediately, you can lose.
You definitely have to take the damage at least once after playing the shield, and once or even twice more for creatures not getting frozen right then. By playing a phase shield, you are safe immediately.
I think permafrost shield would be much better with more healing capacity, so you can afford the damage. A deck with 6 SoG, 3-4 ferals, more creature spam, and 3-4 permafrosts might work pretty well, but in a eck like that, I'd use a shield that kills creatures, like the new one that causes poison, or fire buckler.
The question is, can you ALWAYS afford taking 10-50 additional damage after playing the shield? My answer to that is "You don't have to if you use phase shields".

I'd love to see a deck built around permafrost shield though, I like that card. The advantage of freezing nasty creatures like untargetables or ones with annoying abilites is great, just as is being able to ignore anything with 2 or less attack.

Clathius

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg46197#msg46197
« Reply #3 on: March 31, 2010, 05:21:06 pm »

You should check out the thread on Puppy's deck.   It took me a bit, but I have now come around to permafrost.  In fact, I am at the point where I just run permafrosts and sundials.   If you switch to mark of entropy and add supernovas, getting early game quantum is not hard at all.   

In addition, the phase shields complete with  :aether needed for the uber quint/oty combo.   No more sitting there debating if you should drop the phase sheild or play the oty with the quint.   

The superiority of permafrost comes from the fact I have just 2 in my deck.  That's it 2 shields.  What this does is trim down needed cards and makes your deck lean.   The leaner your deck, the better it works over the long run. 

Seravy

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg46221#msg46221
« Reply #4 on: March 31, 2010, 06:14:45 pm »
Quote
If you switch to mark of entropy and add supernovas, getting early game quantum is not hard at all. 
That deck is an entirely different strategy : getting early quantum and stabilizing the field quick. However, to win with that, you need a very good starting hand. I lost a lot of games because I was short on quantum...there isn't much drawing power, only two hourglasses, and not much defense either, only one permafrost. The chance of drawing it in time...is a bit low that way,isn't it? You need to draw like two supernovas if you hope to get the quinted otyugh out, and of course you also need to draw both the oty and the quint as well.
It's a great deck for those who like to take some risks, but I prefer to play it safe and avoid losing games where I've invested a lot of effort.
Of course my deck has its disadvantages as well, while being more stable and consistent, it is also slower and needs a lot more cards, so it is more expensive.

Quote
In addition, the phase shields complete with  :aether needed for the uber quint/oty combo.   No more sitting there debating if you should drop the phase sheild or play the oty with the quint.   
The trick is with this deck size, by the time you draw both the oty and the quint, you'll have enough aether quantum for both. You CAN afford to not play it and sit behind the shields for 6-8 more turns, while drawing lots of towers. However, adding 1-2 aether towers might also be worth considering as it is pretty key importance, I'm yet to try that.

Quote
What this does is trim down needed cards and makes your deck lean.   The leaner your deck, the better it works over the long run.
While this is generally true, more cards mean more options to deal with the opponent. If you have the drawing power to draw your whole deck each game, it's actually an advantage to have more cards. The only cards you absolutely need in the early game are hourglasses and from turn 5-7, sundials or shields. The deck contains enough of both to get that 90% of time.
I've played a 43 card deck at first, but this one performs a lot better.  With the 43 card one, I've often found myself at the last card, being still unable to control the situation, and having lots of hourglasses but nothing to draw with them. I've also decked out twice due to eternity being the last card. With 55 cards, that is less likely, and you have a much better chance you can afford to stop drawing when you have 10-20 cards left too.

As the hourglass has the highest priority for AI targeting, it both serves as a great card advantage while also protecting your pulverizer and shields from destruction. If you have six, you can afford to lose some of them.

Also, after the hourglass nerf and eternity nerf, those cards are even worse for the entropy mark decks.

To summarize, PuppyChow's deck is about maximizing the chance of victory by having a slim deck which provides the best draws, while my deck is about stalling the game and drawing the deck up to the last card to completely eliminate the chance of not drawing what I need.

Note : I like permafrost. This deck however works better with phase shields.

Lluis83

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg62195#msg62195
« Reply #5 on: May 02, 2010, 01:50:13 pm »
This deck works very well, it's my favourite rainbow for grinding FG.

Lluis83

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg73501#msg73501
« Reply #6 on: May 23, 2010, 06:12:51 pm »

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg349546#msg349546
« Reply #7 on: June 11, 2011, 03:02:42 pm »
Gonna saw,this is(in my opinion) the best FG killer,you know the auto-quits and you have good win rate.
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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg349635#msg349635
« Reply #8 on: June 11, 2011, 06:32:55 pm »
 ;D First of all, this deck rocks. and works wonders thanks for posting

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg349751#msg349751
« Reply #9 on: June 11, 2011, 10:34:10 pm »
Gonna saw,this is(in my opinion) the best FG killer,you know the auto-quits and you have good win rate.
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twixy10

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg350442#msg350442
« Reply #10 on: June 13, 2011, 10:42:09 am »
Because the picture doesn´t work:

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6u6 717 71b 74b 74b 74b 77f 77i 7am 7do 7do 7n3 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7t9 80d 80d 80d 80d 80h 80hPersonally I don't really like it.

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Re: Seravy's time rainbow https://elementscommunity.org/forum/index.php?topic=4666.msg350457#msg350457
« Reply #11 on: June 13, 2011, 12:06:19 pm »
No such thing as a necro in deck ideas:
It's better than posting the same deck twice

Although it is sad that noone can change the obsolete deck code to what Twixy has

 

blarg: