Can anyone think of why this deck would be more useful than this system? (http://elementscommunity.org/forum/index.php/topic,6546.0.html)
Seriously, I've played this deck in the trainer for about 3 hours now subbing cards to try different things to see what works and what doesn't, and to be honest with you, I don't like the results at all. I mean, it's more fun to win when you do win with this deck, but most of the time, things just don't work out the way you want to, with the added bonus of taking longer while you're doing it.
The version I would recommend is this one:
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7qb 7qb 7qb 7tg 7tg 7tg 80b 80b 80b 80b 80b
I do not quite see how this is slower than RoL Hope, this deck usually wins in about 8 turns. If used correctly that is. It takes a lot of games to get the hang of all the tricks you can do for different fgs. Learn how they tend to use TU, how much extra damage they tend to use next turn etcetera. Win percentage is about 30-35% after you really get the hang of it.
I'll give that version a try for a few hours, then. I am a little puzzled by the "tricks you can do" comment. This deck is pretty straightforward, and barring what you can clone with TU, and amusing uses of grav pull, there aren't many "tricks" that can be pulled with the few cards to work with here. Honestly though, compared to the
time spent playing success of the rol/hope deck that Seravy came up with, even with the fractal "nerf" recently, I don't see a reason to use this deck instead, other than something fun to toy with from time to time.
I'll try it out, though.
EDIT: I just realized this is the exact version I've been playing the whole time. Heh, I should have looked more closely the first time.