This series is for Option II for Phase I of the Trials.
My favorite element is Water. I believe that Water is an element of control, with the ability to control the field with a variety of creatures, spells, and permanents. In the real world, water is a substance powerful enough to cut through rock, massive enough to cover the majority of the earth, yet intricate enough to support life as we know it. This series is dedicated to this amazing "element", Water, to help it survive as a Mono-deck and sometimes as a Duo-deck in Elements as well as proving that
I have the potential to become the Master of Water.Click on the images below to discuss each individual card.
I. Creatures
II. Spells
III. Permanents
IV. Synergies Between the Cards
V. Deck Using These Cards
I. Creatures
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http://elementscommunity.org/forum/index.php/topic,10479.0.html)
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http://elementscommunity.org/forum/index.php/topic,10480.0.html)
II. Spells
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http://elementscommunity.org/forum/index.php/topic,10488.0.html)
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http://elementscommunity.org/forum/index.php/topic,10490.0.html)
III. Permanents
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http://elementscommunity.org/forum/index.php/topic,10491.0.html)
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http://elementscommunity.org/forum/index.php/topic,10489.0.html)
IV. Synergies Between the Cards
First of all, as you can obviously see, Guppy can activate an ability that can turn it into an Electric Eel, allowing you to get an Electric Eel while saving quanta. Since Guppies can't be Fractalled since it can't be targeted, and Electric Eel|Thunder Eel can't be Fractalled effectively because of high cost, the only way to achieve 12 eels effectively is by putting 6 Guppies and 6 Electric/Thunder Eels in a deck. After all the Guppies have used Bioshock, you can get a maximum of a 96% chance for each enemy creature to lose 1 hp. That's similar to a Fire Shield, but can only be pulled off effectively using a mix of these two cards.
The aether cost for Bio Shock, however, may turn away Mono-Water players wanting to use Guppy. Not a problem! Using Catalyst/Improved Catalyst, that player can summon 3 Guppies, wait a turn, then BAM! when they use Catalyst, those Guppies can turn into Electric Eels for free during that turn. Besides existing Water cards and Guppy, Catalyst also has a bit of synergy with the Tundra Tower/Arctic Tower. With a few of those out, you can freeze and damage a few creatures for free. After using Tundra/Artic Tower's ability, you can proceed to use Sleet/Hail to further damage these frozen creatures, or simply allow the frozen creatures to boost the effectiveness of your Glaciers. This makes a nice synergy between Tundra/Artic Tower and Sleet/Hail or Glacier.
V. Deck Using These Cards
Mark of Air
x15 Water Tower
x2 Permafrost Shield
x6 Guppy (upgraded)
x4 Thunder Eel
x4 Improved Catalyst
x3 Arctic Tower
x2 Hail
x3 Glacier (upgraded)
x2 Shockwave (upgraded)
This may slow and large for a deck with rush-type elements, but it's got plenty of CC and even some permanent control. Mark of Air is for the Arctic Towers - Shockwave was just something that could use up some of that quanta as well.