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Offline laelinTopic starter

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SerenBow https://elementscommunity.org/forum/index.php?topic=59662.msg1206657#msg1206657
« on: September 21, 2015, 08:15:32 pm »
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So I thought to myself, what are the weaknesses of my favorite shard, the shard of serendipity? I came up with these weaknesses.

1. Expensive: Needing 3 quanta of one element to then need more quanta of that same element plus plenty of quanta for other elements is hard to fund. Especially with the time restraint of your opponent trying to kill you; which brings me to the next weakness.

2. Time: After using the card it might still be a few turns before you can use the cards it provides. If you don't get cards that help you in that particular fight then you have to use another SoSer just to have another chance of drawing what will help you; which means more time and more quanta. Which coincidentally brings me to the last weakness.

3. Consistency:
Do I have to explain this one? We're talking about the entropy element here; I mean really people.

Solutions: First off, supernova, plain and simple. It gives you so much burst quanta that it is responsible for more deck creations than any other card aside from maybe nova. It's so good that it has received multiple nerfs and people still want to nerf it; it's basically the Irelia of ETCG. But back to my point, supernova gives you the burst quanta that both helps with the cost of SoSer and the shards lack of speed as well. Besides supernova, get a lot of towers. You will need both entropy towers for supernova and SoSer, and quantum towers for everything else.

Secondly, Consistency and time can become two birds you kill with one stone, they kind of have to be if you want to fit all this in a 30 card deck. In fact becoming more consistent will help your speed out because you wont have to wait on cards as much. I should also point out that running 6 SoSer is important because they're about chance which always evens out to an average once enough trials have been tested or essientially, the more you have the greater the chance they'll give you something good. Outside of just this deck, I find that you need at least 4 to receive a useable synergy out of them and 3 if you need them to synergize with your other cards if your already running an extensive rainbow deck.

(secondly continued). Filling the rest of your deck after SoSer, towers and Supernovas with 6 cards that all roughly do the same thing will mean you have 6 cards that you can count on. Don't try and fill these 6 slots with the same card like 6 elite otyughs because you will only be able to play 1 of them in the time you need to with your quanta restraints. Now if you can ensure that that one card does everything you need before you play you SoSer's then its fine, for instance 3 elite otyugh's and 3 SoF can work even though they all use the same quanta because you can decide whether you need cc or pc. I decided to make up for my loss of speed with cards that slow my opponent down by utilizing their shutdown threat level when they're in play. Basically cards that will slow an opponents deck down by forcing them to deal with that said card before they can play his or her cards.

My Six Cards


Ulitharid: one of the best abilities in ETCG. 3 damage is noticeable and 4 life is really nice. also its ability is easy to fund since it is of a different element than the ulitharid.

Turtle Shield: Naturally if I want to slow my opponent down no other shield single handedly is as effective as the turtle shield over the course of an entire game. the Turtle shield also has a hidden ability most don't think about, it lobotomizes the entire enemies field for one turn, every other turn, because of this it compliments Ulitharid very nicely.

Pulverizer: If I have a shield I should probably have a weapon. Pulvy is often times considered the best weapon in the game and for good reason, infinite pc is clutch in a lot of games.

Shard of Focus: as a compliment to pulvy this bad boy not only gets 3 uses of pc, is nearly impossible to kill after its initial play and can be butterfly effected for more pc usage, but it also has a nifty slowing effect that comes from a free black hole which might just save your life.

Bloodsucker: though fragile it can go unnoticed by teams waiting for something bigger to cc, not often, and allow for it to apply a ticking clock to all of your opponents creatures. also 3 damage is nice too.

Retro-virus:
the obvious compliment to bloodsucker as it can effect a whole field for a one time plague usage. as a side note one might cast butterfly effect on it for more pc.

You will notice I picked cards that needed to be played before their abilities could be used so that my opponent would have to react to them. stopper cards are nice but your opponent doesn't mentally slow down because you might have one of many different pc or cc cards. Also my cards all have compliments to themselves meaning that I can count on their abilities from not just one of them incase they get taken down or I don't draw them. Another possible combo would be Elite Otyugh and Maxwell's demon, but I thought they might cost too much. Of course you don't have to have cards that directly compliment each other because they do roughly the same thing I just like the consistency. I also picked cards that could be played after only two uses of supernova so that I could pressure my opponent as soon as possible. By the time my opponent has recovered from my first couple of turns normally I have gotten to use 3 or 4 SoSer and I can make that turn into a win.

TL:DR, to run Serenbows you need plenty of quanta of not just entropy but all types, therefore use Supernova and plenty of towers. Fill the rest of your deck with cards you can count on to either speed your deck up or, in my case, slow your opponent down and add a stable base to build off of with the cards you receive from your shards.

Please comment and tell what you would change in my deck or what other variation you would run in SerenBow?

A fickle mind's fiend's foe is his friend; As is the enemy of his villain. But a fickle mind's fiend is his ego; And it's foe is the feeling of being alone.

Offline godofdeath500

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Re: SerenBow https://elementscommunity.org/forum/index.php?topic=59662.msg1206660#msg1206660
« Reply #1 on: September 21, 2015, 08:25:26 pm »
Right off the bat, I like your style. Lengthy, but precise. That being said, this is a really nice variant of various "fun" Serenbows. The card selection is nice, and it seems effective, I'll have to add it to my list of things to try out.
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Offline TiankPL

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Re: SerenBow https://elementscommunity.org/forum/index.php?topic=59662.msg1206663#msg1206663
« Reply #2 on: September 21, 2015, 09:08:56 pm »
I like your post, because recently I was thinking about making SoSe based deck more effective (since as you wrote, it always lacks Entropy and more of other quanta). For this deck I would add at least 2 more QT (maybe even 3), remove all Amethyst Towers and add Sundials instead. So it would be 7-8 QT and 5-4 Sundials and rest without changes. More QT should give more quanta needed to support generated cards and Sundials should give you enough time to gain needed quanta. Also, drawing some extra cards would be useful. Without Amethyst Towers it could lack Entropy quanta though... But with SoSe there's always risk, isn't it? ;)

I like your 6 cards choice, however I would use at least one more shield, like Wings or Gravity Shield, to hold back some damage, but that's just me ;)
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Offline godofdeath500

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Re: SerenBow https://elementscommunity.org/forum/index.php?topic=59662.msg1206664#msg1206664
« Reply #3 on: September 21, 2015, 09:13:40 pm »
I like your post, because recently I was thinking about making SoSe based deck more effective (since as you wrote, it always lacks Entropy and more of other quanta). For this deck I would add at least 2 more QT (maybe even 3), remove all Amethyst Towers and add Sundials instead. So it would be 7-8 QT and 5-4 Sundials and rest without changes. More QT should give more quanta needed to support generated cards and Sundials should give you enough time to gain needed quanta. Also, drawing some extra cards would be useful. Without Amethyst Towers it could lack Entropy quanta though... But with SoSe there's always risk, isn't it? ;)

I like your 6 cards choice, however I would use at least one more shield, like Wings or Gravity Shield, to hold back some damage, but that's just me ;)

I would tend to agree with the second shield, but Wings lasts only five turns, and Gravity is HIGHLY situation-based.. And you could get either from the shards, so shields aren't really the issue.  On sundials, stalling isn't totally a problem, but you might want to add some definite healing. I'd keep the Amethyst towers, though perhaps reduce the number to 4 or 5.
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Offline laelinTopic starter

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Re: SerenBow https://elementscommunity.org/forum/index.php?topic=59662.msg1206749#msg1206749
« Reply #4 on: September 22, 2015, 03:01:38 pm »
I listened to ya'lls suggestions and this is what ive come up with.
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.

I definitely agree with the point on quantum towers. I was getting so boggled down with thinking I needed so many entropy towers to play a supernova on turn 1 that I didn't realize it wasn't necessary if I just had more quantum towers. Also I wanted healing in it before but couldn't fit it in, however now I have more room because of the adjusted tower quantities. Lastly I like sundials but I feel as though they can serve little purpose in a deck that already has 30 cards. I am essentially reducing the chances of drawing any individual card but increasing the chance of drawing cards. Their stall mechanic is nice but I find their more useful as a niche or in a deck that has more than 30 cards already.
A fickle mind's fiend's foe is his friend; As is the enemy of his villain. But a fickle mind's fiend is his ego; And it's foe is the feeling of being alone.

 

anything
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