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valuka

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg425688#msg425688
« Reply #12 on: November 15, 2011, 08:15:14 am »
Stupid deck idea based on the event card. Surprisingly it works in several times:

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4t4 4t4 4ve 4vj 4vj 5f6 5f6 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5ri 5rk 5rk 5rm 5rm 5rm 5up 6rk 6u3 6u3 6u3 7q2 7q2 7q2 7q2 7q2 8pj


* Edit After a couple tests vs monodark it is really just a fun deck :)

valuka

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg425899#msg425899
« Reply #13 on: November 15, 2011, 08:56:33 pm »
Tested this vs monodark and the  :light stall.

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590 595 595 595 5rg 5rg 5rg 5rg 5rg 5rg 5rm 5rm 5rm 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 6rk 6rk 77g 77g 77g 77g 7q0 7ri 8pm


Against the first one: the devourers and the dusk is so annoing... must have a good draw to win i think i went nearly 10-20 :(

The 2nd one was easy pie for this.

Offline dragonsdemesneTopic starter

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg425978#msg425978
« Reply #14 on: November 16, 2011, 12:28:48 am »
Sorry valuka, but both of those decks are illegal.  For one, the long swords can't be upped (unless they actually exist in our vault, which they don't) and have to be short swords.  Also, we only have 2 fate eggs (4 if we salvage them) and the time/earth duo has one extra upgrade than allowed.  (3+2+2=7, there's 8 there)

The basic idea of the time/earth duo seems solid to me; it just needs to be legalized :D  It might also benefit from earthquake, depending who we play against.  Basilisk Blood is a reasonable substitute for Reverse Time in decks where we can use it.

Offline dragonsdemesneTopic starter

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg425985#msg425985
« Reply #15 on: November 16, 2011, 12:51:28 am »
Couple random ideas we brainstormed today, either in chat or that I thought up at work:

Time/death duo: Nobody knows we can pull this one off, and I was thinking it would work against Team Fire.  The bone walls would be a good way to stop phoenix and golems.  With fire's heavy CC, every time we lose a creature, we'll get two more shields.  It is a good answer to fahrenheit as well, and if they play immorush, they feed our wall as well.  (or slow their rush down)

Time/air duo: We have Wings in the vault, but we haven't used them for several rounds, so people might not realize we have them.  I think the last time we used them, we lost, so people probably think we discarded them.  (which I think we did, but we salvaged them from someone else)  I was thinking that they might work well against Team Death.  Arsenic would be hosed for 5 turns, which is a pretty big deal.  Mummies and spiders are stopped as well; I think only their dragon and poison gets through, and for their dragon, we have RT/eternity/BB.  Even if they played something creatureless like pandebonium, wings chain would still basically hose arsenic for the entire game, given a friendly RNG.  I think wings might work against entropy as well, (hoses discord for one) particularly if they don't use PC.  They do have dragons and maxwells that fly, and have used both in the past, so that's why I think it would work better against death.

Time/aether ghostal: Despite our dismal round 5, we've still got one ghostal in the vault :)  I'm not sure who best to use it against, but it's done very well against most PCless strategies.

Time/dark duo: We've only got 2 nightmares, but we've got a lot of steals, so this could still be a promising deck against decks with lots of permanents.  Nightmare is also really nice against fractal, if we are expecting that.

Time/entropy: We've still got 3 discords, so we can either do a duo with this, or that novabow thing we've done a couple times casting discord off the mark.  We also have pandemoniums that nobody knows we have yet.  I thought this would work against RoL/Hope, but ITR tested it, and it doesn't work.

Time/light: We've still got the light stall, and with 12 sancs in the vault, we could almost make two of them, or at least be less afraid to lose one.  (but we aren't allowed to lose any more games! :p)

Time/gravity: We've got black holes nobody knows about, but how useful that is against anything besides novabow or UW, I don't know.  Pharaoh is an option here, as is gravity shield if we're expecting large creatures.  We also have the option to salvage chargers from water's water/gravity deck.

Then of course there's the possibility of up to 2 novabows, with 12 novas.

Offline ffun

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426050#msg426050
« Reply #16 on: November 16, 2011, 02:56:20 am »
Now I've started loosing a bit more vs air/entropy with exploding times, so I wonder if it might be the best choice (getting an early Eternity is pretty important). I'll keep checking some more choices.

I've also tried a BW death duo, which works against air/entropy, but it fails against air/darkness. The basic problem is how different both decks are (one is full of CC, has no PC and few creatures; the other has PC, few CC and lots of creatures). I'll also try to imagine their other alternatives (maybe a toned down sader air/light duo if they kept those cards and salvage some EE).

Offline inthisroom

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426079#msg426079
« Reply #17 on: November 16, 2011, 04:24:53 am »
I've tested several options vs light, the two previously posted decks (:death and :entropy duos) would be an option only vs mono :light, and even there, a Pharaoh deck of that kind works a lot better, it uses :gravity cards we don't necessarily use elsewhere (the BH's are debatable I suppose, the Momentum also, it was initially there for the Nymph instead of HG before I noticed it was lost...).

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4t4 55q 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5ro 5rs 5rs 5rs 5rs 5rs 5rs 5t2 5t2 5t2 5t2 749 74f 74f 74f 7q5 8pl

The problem is that even this Pharaoh deck doesn't beat RoL/Hope in trainer, we should have a good chance to beat their "creature decks", mono or fractal, but nothing I've tested so far beats RoL/Hope consistently, not even the deck with 4 upped Pandemonium.


valuka

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426147#msg426147
« Reply #18 on: November 16, 2011, 10:58:41 am »
Sorry valuka, but both of those decks are illegal.  For one, the long swords can't be upped (unless they actually exist in our vault, which they don't) and have to be short swords.  Also, we only have 2 fate eggs (4 if we salvage them) and the time/earth duo has one extra upgrade than allowed.  (3+2+2=7, there's 8 there)
I maded just a loud thinking :) and misunderstand the event card. Today i want to build some decks with it.

Offline bjessee

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426215#msg426215
« Reply #19 on: November 16, 2011, 03:53:08 pm »
I tried a Quake-based Earth/Time duo against Fire and it failed miserably against both of their winning decks from last round.  I also tried the Time/Death duo, and it loses to the Firestall, but does win against the ImmoRush (pretty much anything with RT works against this).  The two winning decks are so different with CC and PC in both, I doubt I can make something that handles both well.
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Offline ffun

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426229#msg426229
« Reply #20 on: November 16, 2011, 04:23:27 pm »
If we can save another momentum from our deck, this is working quite well vs :air:

by ffun
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4vj 4vj 4vj 4vj 4vj 4vj 52o 52q 52q 52q 52r 5rk 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5t2 5t2 5t2 5t2 5t2 5t2 61q 71b 74a 74a 8pk


(wondering on upped lighting or BW)

Otherwise, I'm trying to work on an alternative version w/o scorpions:

by ffun
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4vj 4vj 4vj 4vj 4vj 4vj 52o 52o 52o 52o 52q 52q 5rk 5rk 5rp 5rp 5rp 5rp 5rp 5rp 5t2 5t2 5t2 5t2 5t2 5t2 5t2 71a 71b 71b 8pk


Though I'm still tweaking the number of BW, poison and lightnings (if any). Yeah, nova is only fueling the dials and letting drop poison a bit earlier, but otoh it helps a lot against both discord and pests. It's actually working in playtest as well, but I need to test it a ton more.

valuka

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426255#msg426255
« Reply #21 on: November 16, 2011, 05:30:11 pm »
i worked a raindow deck (based on event card) and this is the final version - 2 UPs:

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4t4 4ve 4vj 4vj 4vj 595 5f6 5og 5og 5rg 5rg 5rg 5rg 5rg 5rg 5ri 5rk 5rk 5rn 5ru 5t2 5t2 61q 6u3 6u3 6u3 7qe 7qe 7t9 80a 8pj


it went 23-23 in trainer vs monodark (i edited that to fitting to event card)

Another mono dark ( ~ 5-15 in test :( ):

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4t4 4t4 5rg 5rg 5rg 5rg 5rg 5rg 5t2 5t2 5t2 5t2 5t2 5t2 61q 61q 61q 61q 61q 61q 61t 61t 61t 622 7q5 7q5 7qe 7qe 7qe 7qe 8pu


vs monodark it is very good (not so bad around  70-30%). Without steals. if they got i screwed :(


i tried this in trainer it went 2-1 vs monodark seems promised ( i think it could be used against other element too ):

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4t4 52o 52q 52r 52r 52r 52r 5rk 5rk 5rp 5rp 5rp 5rp 5rp 5rp 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 718 718 718 718 718 8pk


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4t4 4t4 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5uo 5uo 5uv 5uv 5uv 5uv 5uv 606 606 606 606 7t4 7t4 7t4 7tb 7td 7td 7tf 7um 7um 7um 8pt

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4t4 4t4 5uk 5uk 5uk 5ul 5ul 5um 5um 5um 5um 5um 5um 5uo 5uo 5uv 5uv 606 606 606 7t4 7t4 7t4 7td 7td 7tf 7tf 7um 7um 7um 8pt


Offline 10 men

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426377#msg426377
« Reply #22 on: November 16, 2011, 11:06:55 pm »
Here's a deck that would fit into our vault really well atm:
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4t4 4t4 4t4 4t4 5f6 5f6 5f6 5rg 5rg 5rg 5rg 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 7ds 7ds 7ds 7ds 7ds 7q0 7qe 7qe 7ri 7ri 7ri 8po

If anyone can find a deck their opponent might play that would lose to this, you get it! :P
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Offline dragonsdemesneTopic starter

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Re: Round 6: Strategy https://elementscommunity.org/forum/index.php?topic=33717.msg426401#msg426401
« Reply #23 on: November 17, 2011, 12:56:27 am »
The ghostal deck here: http://elementscommunity.org/forum/index.php/topic,33019.0.html

is already proven to wtfpwn firestall, and bripod did some preliminary testing against napalm's immorush and beat it.  Bripod recommends trying to draw out deflags before putting down the permanent you really need.

 

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