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finkel

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RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg99720#msg99720
« on: June 24, 2010, 12:56:58 am »
I've experimented with many versions of this deck, and settled on this one:
Code: [Select]
5lk 5lk 5lk 6rn 6rn 6rn 6rn 6rn 6rn 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 808 808 808 808 808 808 808 80e 80e 80e 80i 80i 80i 80i 80iNOTE: I've been playing with one less shard and one more tower, and I think it works slightly better over all (I was getting the feeling over ~100 games that I didn't have enough towers).

Personal Preference:
-You can add a miracle, luciferin (don't upgrade - with only 7-8 towers, you can't risk getting stuck with no towers because of automulligan seeing luciferin as a zero-cost card), and/or quantum tower
-You can take out up to 2 shards of gratitude, but you need at least 4 to have a decent chance at winning against most of the gods, though Scorpio and Morte will be a LOT harder (with any less than 4 they're pretty much impossible)
-You can play with 4 hopes/electrocuters, but I find that 3 of each works best. 4 clogs up your hand, and you need them both equally quickly in almost all situations, so having more of one just makes it less consistent overall.

Necessary upgrades:
-Rays of Light and Shards. You need at LEAST 10 upgrades for this deck to work properly. Without the rays or shards, it's simply not viable to farm with this deck. I suppose you could win against some gods without shards, but I wouldn't recommend trying.
-Fractals, and UNUPGRADED hopes. An awful lot of the time, I have exactly enough quanta to play these crucial cards. Upgrading the hopes or not upgrading fractals will actually drop your winning percentage quite a lot.
-Dragons. Against gods such as Ferox and Elidinis, that extra damage is crucial.

Basic Strategy: Keep one ray in your hand at all times against gods with fire storm. Against most gods, get your hope shield up and accumulate light quanta until you can spam dragons and kill your opponent in one or two turns. This doesn't always work, however, as detailed below.

Easy Gods:
Destiny, Divine Glory, Fire Queen, Incarnate, Miracle, Osiris, Paradox, Seism, Chaos  Lord

Strategy Notes: Against Destiny, Fire Queen, Incarnate, and Osiris, an early electrocuter is crucial. You need to lobotomize Destiny's fate eggs, Fire Queen's firefly queens and flying eagle's eyes, Incarnate's bloodsuckers and retroviruses, and Osiris's Pharaohs and any Scarabs that get out.

Breakdown:
Divine Glory: focus on getting out 8 rays of light and a hope as quickly as possible while playing as few shards of gratitude as possible (yes, as few). Once that's set, you can relax. You're *completely* safe from receiving any more damage. Wait until you have 3-4 shards in your hand and 1-2 electrocuters (try to wait for 2). Then play all your shards and an electrocuter. Divine Glory will explode your electrocuter and hopefully only 1 or possibly 2 if any of your shards. Play another electrocuter your next turn. This will let you get an elemental mastery a lot of the time.

Incarnate: EDIT: If you have two fractals on-hand, wait until incarnate's field is void of retros, then play as many rays as necessary for them to fill his field with skellies upon death. In my experience, it's only worth trying if he has 3 graveyards. Once he plagues you, play another fractal on your rays, and laugh as his field fills up with skellies. You only need 4 rays to reduce his damage to a crawl with your hope.Electrocute all the retroviruses and bloodsuckers if you have enough health to survive long enough to play hope with 6 rays of light out before dying, otherwise just fractal+play the rays of light after lobotomizing the viruses. Another option is to play 2 rays at a time and let him use his retroviruses, filling his board with skeletons that can't hurt you (or 4 rays if he plays an eclipse, though at that point it's somewhat harder to pull this off), so he can't play 2-3 viruses in one turn. If you draw and have the light quanta to play (after the hope) a dragon early in the game, doing so will buy you more time to lobotomize the bloodsuckers. Light dragons have 12 health to go through, which makes them great at absorbing damage (3 shockwaves, 4 snipes, or several turns of blooduckage). Sometimes, unavoidably, he'll play 2 viruses at once. Lobotomize one, and get ready to empty your hand and fractal+play 6 rays your next turn. Because of this annoyance, I recommend only playing 6 rays at a time, especially after a fractal, where you're vulnerable for 2-3 turns before you have enough quanta for an emergency fractal.

Miracle: Get your hope up (pun intended) and as many rays as you can as quickly as possible. He'll start dropping light dragons and pegusi very quickly, so you have to be ready for it. Lobotomizing the pegusi will limit their damage, especially if he blesses them, but usually at least in the beginning the dragons are a bigger problem. Once you're dug in with your hope and rays of light, build up your rays until you're safely blocking (almost) all damage, then wait until you're at least another two turns way from killing him, you don't want to risk this. Now fractal+spam light dragons, killing him in one turn. If you screw this up, he'll play miracles until you deck out.

Osiris: If he gets going with the pharaohs+scarabs before you can get an electrocuter out, just quit. You can't win. Sometimes he'll get a pharaoh out on his second turn, so you'll just have to cross your fingers. Lobotomize all the pharaohs first, then the scarabs if there are any. He'll often precog once or twice and play two or even three pharaohs in one turn. Don't panic, just lobotomize them and wait until you've taken care of all the scarabs and pharaohs (again, lobotomize the pharaohs first) before fractaling a ray and getting back on top again.

Paradox: Make sure your shield is at 12 before you play a dragon, because he can and will parallel universe spam your dragons. If you can, lobotomize all his rays so he can't play lots of improved blessings. This guy is ridiculously easy, I've only lost once or twice in all the times I've faced him.

Seism: Also coincidentally very easy. Play one tower at a time, and any rays and shards you have. Try to empty your hand. If you have 2+ electrocuters/hopes, discard for a few turns to start off, don't worry, he doesn't build damage up very quickly. Once you have 13 rays out, fractal spam dragons. Easy. Except that he quicksands all your towers, making building up the quanta slow. Fortunately, he'll rewind your rays of light, giving you the extra turns necessary to get a mastery against him. My dragons were the last two cards of my deck and I still beat him with elemental mastery because he rewinded 3 of my dragons.

Chaos  Lord: 2 explosions and steals, so playing an electrocuter is a risk (he has quantum towers, so he can use it against you if he steals it). Without it, he may draw unstoppables or generate huge creatures (such as a dragon with dive) and break through your shield, but the vast majority of the time, just getting around 15 rays out and then starting on the dragons works fine. The timing works out so that around the time he starts mutating lots of creaturse you should be draining his quanta if he has a diss field or health if he doesn't. Never play an electrocuter without trying to lure any steals with shards of gratitude. Remember, an electrocuter is very bad news to your deck.


Medium Gods:
Chaos Lord, Dark Matter, Dream Catcher, Elidinis, Ferox, Gemini, Morte, Neptune, Obliterator, Scorpio

Strategy notes: Against gods with permanent control, play your shards for several turns before your electrocuter to weed out their steals and explosions. Once the electrocuter's out, the next steal/explosion they draw will target it, and an electrocuter is bad news for this deck (a luciferin/luciferase will remedy this problem, but you'll have to play it at the last possible moment to get the most use out of it. If you have a light nymph, definitely include it in this deck, possibly replacing a dragon).

Breakdown:
Chaos Lord: 2 explosions, 2 steals. If you can lure out one of his steals, chances are good you can survive the rest of the match without seeing the other. The electrocuter will take care of his druids and mutations, limiting his damage output to stacking chaos powers on his strongest creature. This can get scary, however, when a mutation turns a lobotomized druid into a light dragon, and chaos powers buff it to 30 attack. Don't fret, though, fractaling your rays two or three times and waiting until you can fractal a dragon works fine against him even without an electrocuter. He'll mutate your dragons, but he can't kill them, so he can only drop your damage, not stop it. Play your dragons earlier against him than other gods, because his shield will take a few turns to drain.

Dark Matter: No permanent control, so play your electrocuter as early as possible. Don't play any rays until you have enough quanta to fractal them. This is a toss-up, since sometimes he'll come out with an early gravity nymph before you can get an electrocuter out (or be left with enough quanta to use it), and other times he'll link black holes in between playing creatures, and you're completely disabled until he pummels you. Your savior against Dark matter are towers, and lots of them. Try to keep your quanta supply above 3, so that he can't black hole all of it. Discard extra hopes/electrocuters if you have to discard, or play a ray if you have 2+ in your hand. Once you get your electrocuter out and fractal a ray, you just have to hope you can survive for another two or three turns until you have enough light quanta to play a hope, and then you're home free. He has 8 gravity forces and no other creature control, and only 2 unstoppables. Lobotomize his chargers and anything he plays his unstoppables on, and fall back on your general strategy. Buff up your hope, then spam dragons.

Dream Catcher: Doesn't look too bad on paper, but in practice he's harder than the easy ones. An electrocuter is helpful, but since butterfly effect can be used the turn it's played, your electrocuter will be zapped before you can zap the butterfly effected creatures, so count on your shards dissapearing very quickly. An early discord is almost death, but he's slow to build up damage. Try to fractal a ray of light as quickly as possible and play one tower your first turn, and the rest the next (to weed on a quicksand if he drew it). Your goal here is to generate as much quanta as possible so that when the inevitable discord drops, you can produce enough quanta so that after a few turns it's effects are mitigated and you can fractal a ray+play a hope and stop it from hitting you. Once your hope's out, fractaling your rays once is usually enough, since he only has 8 creature control cards. Sometimes he'll use butterfly effect to destroy all of your towers, and combined with the effects of your shards

Elidinis: No creature control beyond congeals, no permanent control. Electrocuter is essential against his Ulitharids, forest specters, and early puffer fish. Your biggest challenge here is out-damaging his 10 feral bonds. The key to this is to get 10-13 (13 is ideal) rays out as soon as possible, and fractal a dragon at your nearest opportunity, ideally playing 2-3 and then one every turn. If you can start playing dragons before he gets too many bonds+creatures out, you can beat him into submission and overcome his healing. If he gets too many bonds+creatures out and you're late with the dragons, you'll never be able to accumulate enough damage to beat him.

Ferox: Just like Elidinis, but 2 more bonds, and 6 more creatures. Ferox is extremely difficult, but I'm putting him as medium because the strategy is very straightforward and it's just a question of speed. The key here is to discard for a couple turns if necessary. Drop any electrocuters, extra hopes, extra dragons, etc. that you have so that you get the most rays out of your fractals. Play dragons as soon as you have 10-13 (don't play more than 13 or 14, since you need as many dragons as possible against his bonds and shield), and keep playing them. Cross your fingers and lay down the damage. If you can't overcome his healing early on, you can't win.

Gemini: An early electrocuter on his part is death to you. You need an early electrocuter and phase shield with 8-10 rays out against him. Lobotomize the spiders he plays unstoppable on, and make sure your shield is as 12 before you play dragons. The big challenge here is his phase shields. He has 8, and you have no way of dealing with them other than waiting them out. In light of this, try to get your shield to 12 as soon as possible and start playing dragons to force him to start playing shields as early as you can. He can and will chain them until you deck out if he draws enough. He will draw an electrocuter at some point in almost every match, so be ready for it. Your only counter is playing more rays, so if he starts lobotomizing them while chaining shields, he can easily drop your shield too low and pummel you to death while sitting pretty. Another strategy of his is to play unstoppable on a dragon and spam Twin Universes on it, killing you in a couple turns. Just hope he doesn't. You should win around half the time against Gemini, though the games will often swing wildly in his or your favor (a couple times he was a cakewalk, a couple I was completely pwned by an early electrocuter). A light nymph or luciferin would help you tremendously against him (but would only help against a couple other gods that have steals in addition, so I don't carry a luciferin).

Neptune: Focus on fractaling a ray as soon as possible. Your goal is to force the AI to play inundation early on, preventing it from building up water quanta and dropping dragons, of which it has 4. Dragons are terrible news, since once inundation hits, you'll only have 7 creature slots to work with, and shockwaves and eagle's eye will be making life difficult for you. The worst of it is that he will congeal your dragons and then kill your rays, instead of focusing all of his efforts on your dragons (smart bugger). Since your rays tend to rapidly disappear, I've found that playing and keeping 7 rays out as long as possible (unless you're nearing deckout - remember that permafrost shield and octopi will congeal your dragons while shockwaves and eagle's eye kill them) before spamming dragons works well. The strategy here is to replace your rays as he kills them with dragons once you can't play any more rays (have only 1 fractal left and no more rays - against all gods you should only fractal dragons once). If you're lucky, your dragons won't all be frozen (an electrocuter, if you can slip one in between fractals, will take care of the octopi), and he'll focus the shockwaves and snipes on dragons, allowing you to keep a couple rays for a while longer as you try to finish him off. Decking out is a real danger here, but also not being able to fractal a ray early to force an inundation will severely limit your chances. For this reason, you can try discarding any extra hopes and electrocuters for the first 1-2 turns so that you can get the most out of your fractal. Remember those shockwaves? He'll hit you with a lot of them every time as soon as your rays pop up, so you'll have to fractal twice to get that inundation, which means you can't blow :aether on playing/using an electrocuter, so I usually discard it if I draw it first turn against him, so I don't have to play it and drain :aether or keep it in my hand and get 1 less ray from fractal.

Obliterator: In theory, he's fairly easy, but he's hardly a cakewalk because he can often rush you to death before you can get control of the board. If he draws enough creatures, unstoppables, and/or gravity forces, he can get rid of your rays and pile on the damage, playing momentum to get past however meager a shield you get up, and kill you before you have a chance to lobotomize the creatures with momentum and fractal your rays to boost your hope. Don't worry about keeping a ray in your hand since he only has 10 gravity forces in a big deck. Worry about that pulverizer getting out before you can lobotomize the momentumed creatures. If it does, you're in trouble. He'll play more and more unstoppables and there will be nothing you can do about it. He's like Seism with extra pinch. Forces kill your rays instead of just rewinding them, which also means that you don't get more turns, though you also don't need them since your towers are (pretty) safe except for that pesky pesky pulverizer (which seism can't use). The unstoppables make the match a toss-up if he doesn't play many of them before the pulverizer or plays his pulverizer early on.

Scorpio: With 6 shards he's usually more on the easy side, but most games will end with you well below 100 health, so it's very much a question of surviving long enough to kill him as opposed to completing shutting him out with hope. An early electrocuter is very helpful, especially if you're having trouble getting that hope up (no fractals, hope, towers, or rays). The hope will help mostly against the puffer fish, though the electrocuter is a must against physalia and to a lesser degree ultharids. Keep in mind that he has 2 dragons, so usually it's better to electrocuter the physalia first and play just enough rays to keep your hope at 2 to stop puffer fish. DO NOT play a dragon prematurely against Scorpio. He'll twin universe it. Now for the poison. If he gets that arsenic out early, get your hope to 4 PRONTO. That 1 extra unpreventable damage a turn can make or break you. Your basic strategy is to get your hope up, lobotomize physalias and then ultharids, and then focus on fractaling+playing more rays and finally spamming dragons. When you should start playing dragons depends on how much poison (and any dragons he's gotten out) he's gotten on you, your current health, and how many rays you have (and to a lesser degree how many you have left to draw in your deck). If you're play 4 shards, try to start playing dragons as soon as you have the board under control: electrocuted all the physalia and ultharids - ignore puffer fish once your hope's up and at 2 - get them after the physalias before the ultharids if you can't get that hope up because poison sucks big time, which is why he has a purify (don't play your deck with one - the only two gods it would help against are very beatable without it, and it will just take up space in your deck).

Hard Gods:
Scorpio, Morte, Decay, Eternal Phoenix, Graviton, Hermes,

Strategy Notes:

Breakdown:

*TO BE CONTINUED!*
I'm currently filling in many of the gods now that I have access to a computer and internet. I went camping shortly after starting this thread, and have had very very limited access to a computer and internet since - sorry for the big delay. I have good enough connection now through my cellphone (for free with verizon on weekends and after 9:00 pm) to work on this. This is a work in progress, and I will continually add tips to gods and in general for this deck. If they're of huge help, I'll type "EDIT:" and add it at the end of the breakdown for that particular god.

Please add your own suggestions/tips/strategies in the comments.

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg99731#msg99731
« Reply #1 on: June 24, 2010, 01:22:16 am »
My personal preference is to have 4 upgraded Hopes and a Miracle, so then I only take 2 SoG's.  But you are right about the poison.  Scorpio and Morte are very hard.

Regarding Destiny and Osiris I find they like to Rewind your dragons over and over, so I just fill the board with RoLs to save time and then Fractal the dragons within 2 or 3 turns of killing those FGs.

I also wanted to include this comment from Nume because I started playing Eternal Phoenix again due to this helpful tip:

Yeah EP can still win, but RoL/hope is th e only deck I run for FGs that actually can win more than lose against him. The key to getting him to fractal your RoLs from my experience is to try to get 2 out and dont play anymore till he fractals them. If you can get enough aether to fractal before him you can easily keep them that way, and he wont fire storm till you have 3. Once he fractals your RoLs you can play 3 at a time to get him to use his fire storms until he doesnt use anymore, then play more (dont have to worry about keeping one at that point bc you can fractal off of his). And yes if he gets 2 dragons it can be tough, but at least in the majority of the games i've played him he seems to fill his side with RoLs very quickly and doesnt get more than 1-2 dragons, which is beatable. You will still of course lose sometimes when you dont get a good draw or he gets tons of dragons or whatever, but yeah thats true of almost any fg.

Offline GG

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg99833#msg99833
« Reply #2 on: June 24, 2010, 06:57:11 am »
i can write the final part of this big looking guide.


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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg99969#msg99969
« Reply #3 on: June 24, 2010, 01:54:11 pm »
This is sorta redundent, its our what 3rd? rol/hope/fractal thread???

Regardless, you should note to lobo the pharoahs before the scarabs in Osiris. He plays 2 pharoahs, you lobo one, he uses scarab, lobo the other, then lobo the scarab. Just 1 out and he cant eat your RoLs. Seems obvious, but some people will get freaked out thinking that they need to stop the scarabs from eating the RoLs.
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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg99972#msg99972
« Reply #4 on: June 24, 2010, 02:03:47 pm »
Gravitron an early lobo is crucial as well. If you get that, then you are set. All you have to do is lobo his creatures, and he only has 2 fire storms. So as long as you play accordingly, and dont put out any more RoL's than you need, you should be good. As long as he doesnt explode your lobo anyways.
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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100031#msg100031
« Reply #5 on: June 24, 2010, 03:41:45 pm »
i agree that the post is really a repeat of what's already posted up.

i mean, the decks may look different by a few shards or a luciferin or whatever.

but the strategy is the same anyways. why bother mentioning it all over again?
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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100046#msg100046
« Reply #6 on: June 24, 2010, 04:01:45 pm »
I didn't see any threads with a strategy for each god, just myriads of tips in comments.

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100116#msg100116
« Reply #7 on: June 24, 2010, 05:24:16 pm »
I didn't see any threads with a strategy for each god, just myriads of tips in comments.
Best/Easiest
If you play against these, you are lucky.

Divine Glory
His strongest creature attacks for 8 damage only, so even one fractal can often be enough to stop him. Due to his miracles, you need to play a large number of dragons in one turn though, otherwise you risk decking out.

Miracle
Same, but he can play a bit larger creatures, so more rays are necessary. An early dragon rush might cause a loss.

Destiny
By far the easiest. No big creatures, and no shields or healing. Fractaling rays endlessly until you have 23 of them is enough to win. Lobotomizing eggs and druids is useful if you can.

Good
These are also easy if you know what you are doing.

Seism
Play all your rays ASAP, he has no creature control. too many early shriekers can kill you fast, but if you manage to get at least 10+ rays out, you are safe and victory is guaranteed. Best to play exactly 13 rays because his larges creature is the time dragon with 13 atk. These games are unfortunately somewhat slow, but you can't lose them if you survive the early game.

Rainbow
He can and will kill a lot of rays, so this is where you have to fractal them at least 3, sometimes even 4 times. He also has miracles, so a well timed fractaled dragon is also necessary. These games are long, and mistakes usually cost you the game, but once you learn how to do it, winning is almost guaranteed.
The only thing that can be trouble is if he plays an early growing creature you can't lobo.

Incarnate
Electrocutor is your friend here, as his viruses are trouble. Still winnable without one, because his creatures don't attack for more than 6, so holding back your rays in case of a virus is often enough to handle the situation. Rays are enough for damage without dragons as he only has bone walls.

Paradox
Another one where Electrocutor is important, but not absolutely necessary.
While Electrocutor is not such high priority that at others, without one, blessed creatures can get excessively large, and then be cloned. Lobotomizing his rays denies his light quanta because he has no light towers at all, so doing so can prevent blessings, miracles, and sometimes even mirror shield. The blessings are the important here, if he can play those uncontrolled, you can easily find yourself facing 4-5 25/25 ray of lights or deja vus.
Overall, with Elec, your win is 100%, without one, you'll probably lose a game or two out of every 5-6 you play.

Electrocutor necessary
You will likely encounter trouble if you don't have an Electrocutor in time against these gods.

Fire Queen
As long as you can lobo her Queens and prevent token generation, she has no fire quanta, and her Ferals don't heal for much. Winning is very easy.
Without lobo, it is quite risky however, with a full 23 creatures, she can heal for way too much, and can kill you with fire lances too. If she has a queen out before you draw your first Elec, quit.

Elidnis
Growing creatures, and lobotomizing creatures here, so you need to get rid of those abilities in time. If you do, it isn't too difficult to win. Having both dragons in the last 5-10 cards can be trouble though, as he has some feral bonds.

Osiris
You need your Electrocutor asap here. If he already has over one creature with an ability by the time you play your elec, you might as well give up because those pharaohs will generate more scarabs, and then he plays more pharaohs too. Basically, you need to play one at at turn 2-3 at latest.

Risky
Play these if your starting hand is better than usual, has many towers, at least a ray, and fractal or hope.

Chaos Lord
Early discord, or powerful mutated creatures can kill you.
If neither of those happen, you'll most likely win, but the dissipation shield makes that a pretty slow victory.
I usually play this match, because losing happens quick, but winning is slow, and there are a lot of risks, so skipping is probably better.
By all means, give up if discord comes out before your shield+fractal, unless he has no creatures whatsoever.
If both dragons are down in the last 5-10 cards, you are in big trouble.
Mutated creatures can also be a problem if your don't have an elec, and if it gets stolen, that is also a big trouble in itself because it will be used against you.

Decay
Even if you are fast enough to bypass his quanta denial lock, and make him play fractals on your rays instead of his pests, syphon life will kill some of your not-that many dragons, dusk will slow them down even more, and he'll gain life from those syphons too. Even worse, he might direct them at you and just kill your outright. Chance to win seems too low for the amount of time invested, but the good chance of winning cards, that are also all useful (pest,syphon life, steal, fractal, electrocutor, all good cards) might make this worth a try if you have a very good start. Don't hesitate to quit if you are low on life, or he has a lot of quanta, and you are slow at doing damage, because he will finish you off with syphon life.


Difficult
While winning is possible, the chance is not good, sometimes very low, or a lot of time can get wasted. Skip these, unless you really want a challenge.

Obliterator
Too many creatures with momentum here, and his pulverizer can destroy your only way of removing that momentum ability. Not worth the time, the chance of victory is very minimal. Only possible if he has no pulverizer, you have elec, and a great starting hand.

Gemini
He can chain a large number of phase shields, so not only will you waste your time, you might deck out and not win anything at the end.
Add the fact that he can momentum his creatures, and even clone them, and that he can lobotomize your rays, so by the time his shields run out, you are also dead (or have no space left for dragons to do damage), this is probably the most time-wasting god to play.
Your victory mainly depends on the number of phase shields he draws.

Morte
While holding back your rays can bypass his plagues, with only one shard, his poison, and excess damage from ivory dragons (you can't play all the rays due to plagues) can easily kill you. Deck variants with more shards can get much better win rates here, but it is better to skip with this one I think.

Dark Matter
Without an early electrocutor, you have no chance here, but even if you do have one, he can play too many 7 atk creatures before you get your shield out. He also has a lot of momentum, and blessings, so some damage can go through your shield, and kill you before you win.
Winning against him is possible, but way too rare to count on it.

Eternal Phoenix
You are guaranteed to die after a firestorm because of his ruby dragons, and ha also has tons of explosions to destroy your pillars, slowing you down.
While not impossible, you'll only win if he has a slow start and never draws a firestorm after the midgame.

Dream Cathcher
He is like Chaos Lord, but worse. A lot more quanta denial here, if he plays Discord, you are guaranteed to lose, same for Quicksand, and even without those, pests, and black holes slow you down. Butterfly effect can also destroy your pillars. I've won like 2 games out of 10-15 so far...

Neptune
With only 7 slots, that are needed for your rays, and dragons dieing after attacking once, adding the fact that most of those 7 rays will be frozen, you just can't put out enough damage in time, especially through a permafrost shield. Decking out is far too likely to bother playing here.

Impossible (or nearly so)
Skip all of these by all means.

Octane
Half of his deck are unstable gases. Those kill all your rays while also bypass your shield and do damage to you. This one is impossible.

Hermes
Firestorms can kill your rays, he has direct damage to kill you even if you have your shield up, and his growing creatures will eventually hit through anyway. Don't even bother.He can even blow up your pillars, too.

Graviton
Momentum, Otyughs eating your rays, growing creatures, and to top it off, firestorm and explosions that destroy your electrocutor. Oh, and even more momentum, including Titans, which you can't lobotomize.

Scorpio
There is too much poison here for only one shard. 4+ shard variants can have a reasonable win rate here, this one however can't even hope to win.

Ferox
All of his decks are creatures, and feral bonds. Even if you get the optimal draw, he is likely to outheal your damage. Early rush can also kill you if you aren't fast enough, but healing the major problem. If you fractal too many rays, you won't have enough slots left for dragons, and if you don't, it takes too long to play those dragons.


Overall:
"Playable" gods : 10
Better to skip, or impossible : 14

I'm not that happy with this being the fastest way of farming...when I have to skip over half of the opponents...

finkel

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100339#msg100339
« Reply #8 on: June 24, 2010, 09:22:17 pm »
A lot of those gods are listed as being unnecessarily difficult, and he leaves out a LOT of key strategies that make the games MUCH easier, such as playing one tower at a time against seism.

Malduk

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100465#msg100465
« Reply #9 on: June 25, 2010, 12:26:03 am »
There is lots of info missing, but while I'm here, let me just share a different experience when fighting Eternal Pheonix.

I also thought for a long time that making him fractal my RoLs is a good strategy. But its not. It is quite easy (especially with upgraded Hopes) to maintain shield at 4. If he fractals his Pheonix, you can delay Dragons for a turn or two as he'll spend his quanta on those. When you have shield at 4, it makes zero difference to you if field is filled with Pheonixes or RoLs as long as there are no dragons out.

Of course, if you're having a bad draw with no Hope in your hand, buying some time with him fractaling RoLs is a good strat.


Note to all noobs reading this thread: "easy gods" will kill you again and again simply by outrushing you. RoL/Hope deck has a major problem in having to draw EVERYTHING to work. You can draw Lobo against Osiris in time, and keep him from spaming Scarabs, but if you dont draw Hope, you're dead. Same thing if opposite thing happens. Same holds true for fractals, dragons etc...

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100563#msg100563
« Reply #10 on: June 25, 2010, 03:35:24 am »
A lot of those gods are listed as being unnecessarily difficult, and he leaves out a LOT of key strategies that make the games MUCH easier, such as playing one tower at a time against seism.
Its because he is talking specifically about speed. Slowrolling pillars is a general strategy against seism. Nothing specific to any 1 deck
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twinsbuster

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Re: RoL+Fractal+Hope Strategy guide! https://elementscommunity.org/forum/index.php?topic=8602.msg100605#msg100605
« Reply #11 on: June 25, 2010, 05:30:20 am »
i agree that the post is really a repeat of what's already posted up.

i mean, the decks may look different by a few shards or a luciferin or whatever.

but the strategy is the same anyways. why bother mentioning it all over again?
Over and over
Over and over
Over and over...

I have enough on this topic
please del this spam topic

 

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