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Offline TribalTroubleTopic starter

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SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077793#msg1077793
« on: June 06, 2013, 10:08:48 am »
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I decided to take a whack at this popular strategy. Since I didn't have the shards back when the original was viable, I have no experience of what it previously was capable of. Let's start at the original thread. http://elementscommunity.org/forum/index.php/topic,32373.0.html

Hmm... in testing a deck with Gravity Mark and Nova doesn't work... let's try something similar to the original! Hmm.. lowering the number of shards due to them not being Other anymore means that I have to add more stall. Sundials? Now I need Light mark so I can keep SoD... eventually I came upon this code. Credit goes to MPots for giving small suggestions to improve this like the Blessing, Light mark, etc. some ideas failed, but some led to a fun PvP deck :)


There are multiple variations of this same deck that can be done, a bit more blessing, a bit more SoD, A 6th Dune/Unstoppable etc.

I've gone 30-20 with it in PvP2 matches. 60%
50 games in Plat came out to be 14-36 38%
Warning: RNG hates on the fact that this is a combo-based deck.

Don't use Nova until you need it, otherwise your opponent may drain your quanta and/or Nightmare you, etc. This is most helpful when using SoSaC and Unstoppable. SoSaC will drain quanta needed for Unstoppable, so plan out your SoSaC play, using it only when your gut tells you to.

I've surprised quite a few PvP players with this deck. Few expected it to resurface, and many using rushes just had no idea that I packed SoSaC in here.... or didn't seem to understand SoSaC while having other shards in their decks

Fun ending screenies from my match with Higs! [SO CLOSE]
Spoiler for Hidden:
Just 1 SoD instead of a Dune.. ._.
« Last Edit: June 08, 2013, 01:13:37 pm by TribalTrouble »

Offline dawn to dusk

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077805#msg1077805
« Reply #1 on: June 06, 2013, 11:10:57 am »
Have you tried entropy mark with supernova? It may help get the extra shards

Offline TribalTroubleTopic starter

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077906#msg1077906
« Reply #2 on: June 06, 2013, 07:15:02 pm »
I've tried it multiple times, but it never works nearly as well as this. It would be too slow in my experience. I may have been approaching that version the wrong way, however, and a fresh look is always a great help.

Offline Zso_Zso

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077915#msg1077915
« Reply #3 on: June 06, 2013, 07:49:17 pm »
I have also tried to re-mod it to work after the shard in-element change and this is the version I settled with:

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I did not do such an extensive testing as you did, though, so I'm not sure how it compares. I mostly used it against Gold arena and it worked OK, but not consistent enough to get to the special spin very often, which means well below 75% win-rate there, but more than 50% -- somewhere in between those, sorry did not record exact count.

The key in the death mark is that it is enough to fuel SoSac every other turn.
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Offline Submachine

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077934#msg1077934
« Reply #4 on: June 06, 2013, 08:54:46 pm »
I did not do such an extensive testing as you did, though, so I'm not sure how it compares. I mostly used it against Gold arena and it worked OK, but not consistent enough to get to the special spin very often, which means well below 75% win-rate there, but more than 50% -- somewhere in between those, sorry did not record exact count.

I could test it for you 50 times in Gold Arena. I'm doing a similar project and ideas always come handy. Just tell me if you want me to test it or not.
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Offline Zso_Zso

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077949#msg1077949
« Reply #5 on: June 06, 2013, 10:20:47 pm »
Sure, if you use it, please keep track of the results and post them here.

BTW, I just played 10 games and it went 5-5 on those.
« Last Edit: June 06, 2013, 11:51:48 pm by Zso_Zso »
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Offline Submachine

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077962#msg1077962
« Reply #6 on: June 07, 2013, 12:12:34 am »
Sure, if you use it, please keep track of the results and post them here.

BTW, I just played 10 games and it went 5-5 on those.

Will do.
I will post wins-losses, EMs, special spins, opposing deck strategy and gameplay.
To simplify my job, if you read this before the test ends (in the next 1 hour if everything goes okay), tell me what you don't need out of these.
« Last Edit: June 07, 2013, 12:21:28 am by Submachine »
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Offline TribalTroubleTopic starter

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077965#msg1077965
« Reply #7 on: June 07, 2013, 12:22:22 am »
Sure, if you use it, please keep track of the results and post them here.

BTW, I just played 10 games and it went 5-5 on those.
Same thing happened with my first 10 games with this, but we all know how RNG is.  :P

edit: Ok, after analyzing I have found that the Death Mark version requires high damage from the opponent and a lack of Purify to stall. It is very weak to PC on the Towers. This has higher stalling potential.

the Light Mark version does not require high damage, although it is still weak to PC, moreso due to the Sundials being unprotected permanents. It can survive a Purify or 2 more easily.

edit2: -1 SoD +1 Improved Heal for Z's Death Mark version. You don't always have enough quanta for both SoD and the Heal 'heals' more without a Light Mark anyways.
« Last Edit: June 07, 2013, 10:33:48 am by TribalTrouble »

Offline Submachine

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077982#msg1077982
« Reply #8 on: June 07, 2013, 02:20:54 am »
I stopped testing at the half because I lost too many matches, but I think it was enough for creating a conclusion.

Spoiler for gameplays
Spoiler for Hidden:
1. :darkness :life duo: mito-adrenavamps and bunch of SoV. Late nova. Loss.
2. :water :death duo: physalia + SoP. Late nova. Loss.
3. Mono :fire. Needed one more turn to win. Ran out of SoSac. Loss.
4. Mono :darkness: Pests locked me down after my first SoSac's effect. 1 Vampire neutralized most of the poison. Loss.
5. Mono :air: surprisingly unupped and no shards. Win.
6. Rainbow: not enough damage to fuel SoSac, but enough to bring HP down around 40. Also purify. Loss.
7. :darkness :life duo: healing at its max! Luckily I got the BEST draw ever. Otherwise, I should've lost. Win.
8. Mono :earth: shard golem deck. Quick damage. Ran out of SoSac. Loss.
9. Same as 4th. Loss.
10. :gravity :earth duo: low damage and early scorps. Win.
11. :darkness :death duo: devs locked me down once again. Loss.
12. Rainbow: unexpected damage increase. Put me under 40 HP before using SoSac. Loss.
13. Mono :death: no SoSac. First-turn neurotoxin. Win.
14. Mono :death: no SoSac. Win.
15. Rainbow: sky blitz. Loss.
16. Rainbow: reminded me TadaBow. Discord + BH locked + Discord screwed it. Loss.
17. Mono :darkness: devs and vampires. Loss.
18. Rainbow: low attack power. Win.
19. Ghostmare: nightmare dealt more damage than expected. Loss.
20. Fire Rush. Win. EM.
21. Rainbow: it was close. Win.
22. Mono :water: maybe a rush? Ran out of SoSac. Loss.
23. Rainbow: weird pillarless deck. It was awkward. Win.
24. Rainbow. Win.
25. Mono :death: late SoSac. Loss.

Stats:
10-15 out of 25.
1/10 EM.
No special spin.

Weaknesses:
  • healing
  • quanta denial
  • less than 20 overall enemy damage
  • SoP, purify, sky blitz, etc.
  • has no strengths actually

One thing I noticed:
SoDs are useless. I rarely had enough quanta for that, and when I did, the help was minimal.

As I mentioned, I'm running a project to bring back neurotoxin decks to arena grinding. Here are my results:
1. Neurotoxin+SoSac: the combo became much harder to build in 1.32. Previously seen and tried decks were pretty unstable. I don't recommend it for Higher Arena.
2. Neurotoxin+Miracle: miracle+SoD has a potential to replace SoSac, but 30 card decks hardly produce enough quanta for the miracles in Higher Arena and 30+ card decks mess up the combo.
3. Neurotoxin+Phase Shields: Higher Arena decks use a lot of PC, so the shields go down really fast.
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Offline TribalTroubleTopic starter

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1077995#msg1077995
« Reply #9 on: June 07, 2013, 04:05:19 am »
I get the feeling that you don't play this effectively and make small errors in your play that lead to losses. In all my games I lost to Shard Golem Rushes 0 Times. Sundials and SoSaC destroy that easily.
Quanta denial is a slight weakness, but like I said, you have to use your Nova carefully. Make the most of that Nova, especially when facing Devourers or BH. Holding your :time Tower can help too.
Healing alone is a soft counter really.
Less than 20 overall damage isn't a weakness unless you don't draw your Sundials.  edit: Also, you still block some of the damage when the opponent deals less than 20 damage, thus making SoSaC worth playing.
SoD does have a use in that it saves your HP and heals a large amount and you can counter OTK's with Sundials and SoSaC easily.
Hold onto cards when facing Ghostmare... ._.
« Last Edit: June 07, 2013, 10:20:57 am by TribalTrouble »

Offline Submachine

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1078045#msg1078045
« Reply #10 on: June 07, 2013, 12:25:41 pm »
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4vj 4vj 4vj 4vj 4vj 71a 71u 71u 71u 71u 71u 71u 74a 74a 74a 74a 74a 7km 7km 7q0 7q0 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7qd 7qd 8pk


I did not do such an extensive testing as you did, though, so I'm not sure how it compares. I mostly used it against Gold arena and it worked OK, but not consistent enough to get to the special spin very often, which means well below 75% win-rate there, but more than 50% -- somewhere in between those, sorry did not record exact count.

Nah, I wastesing ZsoZso's deck, not yours :P When I started the test, you already had stats for your original deck.
Do you want me to test also your modified version? :D
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Offline TribalTroubleTopic starter

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Re: SPlat Revisited for PvP2 https://elementscommunity.org/forum/index.php?topic=49710.msg1078162#msg1078162
« Reply #11 on: June 07, 2013, 07:10:28 pm »
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I did not do such an extensive testing as you did, though, so I'm not sure how it compares. I mostly used it against Gold arena and it worked OK, but not consistent enough to get to the special spin very often, which means well below 75% win-rate there, but more than 50% -- somewhere in between those, sorry did not record exact count.

Nah, I wastesing ZsoZso's deck, not yours :P When I started the test, you already had stats for your original deck.
Do you want me to test also your modified version? :D
Oh! I see now... I stupidly posted right before I went to bed... of course I made a mistake. >.>

If you want you can test my version. I think it will do about the same in Gold as Plat since RNG tends to dictate the winrate more than anything.  I will say that I tested ZZ's version in Silver and won every time in the 15 games I played except for the last one.

 

blarg: