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Offline ZawadxTopic starter

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11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261595#msg1261595
« on: March 30, 2017, 05:21:26 pm »
 TIME TO ENTER THE TRIALS
HAS RUN OUT


:lifebig

Please make sure you've read the Rules very carefully. Also, here are the Phase 1 Rules for information on Phase 1 tasks.

To join these Trials, post in this thread a single post containing the following information:

Spoiler for Requirements:
- Evidence of Score Requirement
- Evidence of Established Account Requirement
- Evidence of PvP Event Participation
OR
- Evidence of PvP Event Achievement

Spoiler for Phase 1:
Spoiler for Task 1:
-Name of Task
-Evidence of completion

Spoiler for Task 2:
-Name of Task
-Evidence of completion

Spoiler for War Bonus:
-Evidence of participation/WMing last war
-If you were a General, and were in the same War team as the element you are trialing for, evidence of your General-ship

Spoiler for Brawl Bonus:
-Evidence of participation/BMing/Voter's Panel position last brawl
-If you were a Boss, evidence of your Boss-ship

Spoiler for Loyalty Bonus:
-Tell us how many times you have participated in Trials for this element before
-Give us evidence of your participation in each of those trials

You can find more information on the Phase 1 tasks in the Phase 1 Rules. Remember, the Requirements to Challenge are:

  • Any ONE from:
    • Winning a Weekly Tournament
    • A top 3 finish in either of the PVP Leagues
    • A top 3 finish in a PVP event
    • Finishing on 1 of the top 3 War teams
    • Becoming a Master of any Element
  • OR ALL of the following:
    • 30,000+ score in Elements
    • 100+ forum posts
    • Joined the forums no less than 3 months ago (at the time of signing up)
    • Participation in at least three separate PVP Events (Leagues, War, Weekly Tournaments, etc.)

Note: In the event more there are more than four challengers for one element, priority will be given first to players with the higher Phase 1 scores and second to a combination of score/post count.


Challengers:
  • mathman101
  • killsdazombies
  • Mr Muffin

Master Willng3 of :life has decision pending.



« Last Edit: April 10, 2017, 03:18:16 pm by Zawadx »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline mathman101

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261599#msg1261599
« Reply #1 on: March 30, 2017, 05:26:23 pm »
Spoiler for Requirements:

PvP Event Participations:
Budokan #4, Three Man Team PvP #7, Double Double, Trinity, and Multiple Tournaments


30,000+ Score 
100+ Posts   
Joined no less than 3 Months ago   
Participation in at least 3 separate PvP Events   


Spoiler for Phase 1:
Spoiler for Task:
Task 1: The Warrior
Spoiler for Evidence of Completion:
I Challenge Thee!!

Spoiler for Task:
Task 3: The Cultured Contender
Spoiler for Evidence of Completion:
Deep within the trees underneath the lush and thick canopy the mighty king of the jungle sat on his throne admiring the last year as he sat unopposed as the ruler of the life realm. He may have looked lazy from lounging around eating berries all day long, but he was still the alpha and could easily face any opposing challenge in his mind.
         It has been a tradition for eons that the ruler of a realm may only be challenged once a year, and now many flock to each of the twelve realms trying to prove themselves as a worthy challenger for the alpha's.
There have been whispers in the forest that there may be a new challenger worthy of dethroning the alpha this year in the realm of life, but anyone daring to say this to the king would be looked upon with a childish laughter as if they had spoken gibberish.
         Challengers far and wide each with a specialized skill come to face the ruler as they try new tactics and strategies to dethrone the current alpha. The 12 alphas all prepared in a different way waiting for the challengers; Life swung through the jungles, Earth mined his many caverns and caves, Fire endured pure flames of blinding heat and pain, and Death just mulled around his graveyard. Each alpha knew only the worthiest of challengers would make it all the way to their secret training spots, and that they would be worth the effort of a battle for the spot of alpha for the year to come.
Three challengers painted green with courage and hope entered the mysterious jungle knowing that only one would make it to the centre where the life alpha waited for them, while the other two would fail and be forced to wait another year before their chance to challenge again. Their eyes were full of that rare intensity that only comes with the feeling of adrenaline pumping your veins full of blood.
         The alpha's may have been seen as an elitist club, but they had all earned their right to be there. They all took the same challenges that every newcomer faces to get to the top, and they proved to their individual realms that they were the best. They were the ones to lead their realms into battle should disputes arise among the citizens or even the realms themselves. Strength, Courage, Knowledge; these were all things that made up a good alpha.
The brush from the trees was thick and hard to see through, branches kept smacking his face as he turned this way and that trying to navigate the dense foliage. He felt this was his year, he would make it to the alpha's practice area so that he could face him in a battle for the title. As he pushed past the last bush, he tripped and got a face full of leaves and pine needles. Standing up, wiping his palms and catching his breath he went to look at where he was now. His first sight was the alpha's nose millimeters away from his own, and the alpha had a devilish grin on his face......"Welcome to the Final Challenge!"

Spoiler for Phase 2 Unlocks:
Elements:
 :fire :water :death :air
Upgrades:
12 Cards (3 must be off-element, 3 must be non pillar/pend perms)

Elements for Opponents:
 :water :gravity

Spoiler for War Bonus:
Warmaster in the most recent War.
Look left for Staff title. or use this
+Same bonus pints as opponent in final battle

Spoiler for Brawl Bonus:

Spoiler for Loyalty Bonus:
4th time trialing for :life
Life Trials 8
Life Trials 9
Life Trials 10
+3 pints
« Last Edit: April 10, 2017, 04:33:27 am by mathman101 »
something....something....something.....

Offline killsdazombies

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261645#msg1261645
« Reply #2 on: March 31, 2017, 01:25:03 am »
First bird gets the worm but second mouse gets the cheese

In, update pending


Spoiler for Requirements:
<--- I was master of life

Spoiler for Phase 1:
Spoiler for Task 1:
The Warrior

... I'm doing that in phase 2, so uh... Thats the evidence

Spoiler for Task 2:
Task Four
The Determined

Weekly Tournament Style Rules

Tall Boys Rule (Upgraded)

Rules: All creatures, and non-pillar/pendulum permanents cast, must cost 5 or more, in either upgraded, or unupgrade form.

FAQ: "What about shards?" Theyre allowed
"What about nymphs?" Also allowed
"Can we use upgrades?" Yes.

Discussion:
Now, its a simple enough rule, but one that is positively crippling to life, while not quite so hindering to others.

Now life works /best/ when it has access to its three power cards, adrenaline, frogs, and chicken. This is to say life finds its most consistent, and often fastest, damage when it can spam frogs. Scorpions are another hearty addition, but this rule blankets them as well.

Other elements however aren't quite as hurt, Earth and Gravity take a decent enough hit in their more rushy decks, but most other deck archtypes are okay. This rule effectively only cripples life.

While this rule hinders lifes favourite way to get it damage out, it still has some tricks and combos that work well with it, that often go underused due to the availability of frogs. My favourite of which is mitosis, which can be combo'd with literally anything to get some ramp out. I would use something like
Hover over cards for details, click for permalink
Deck import code : [Select]
745 745 745 745 745 745 749 749 74c 74c 752 752 7ap 7ap 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 8pl


Additionally, another strategy might be to embrace the highcost powercards that are likely to come your way, and make a SoWReflect deck like this
Hover over cards for details, click for permalink
Deck import code : [Select]
7ak 7ak 7ak 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 80d 80d 80d 80d 80d 80h 80h 80h 80h 80h 80h 816 816 816 816 816 816 8pu

Unfortunatly, you lose access to lobo, so theres a bit of a risk in playing this against something with gravity

Lastly, I'll present my favourite niche deck to mess around with
Hover over cards for details, click for permalink
Deck import code : [Select]
7ak 7ak 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7q0 7q0 7q6 7q6 7q6 7q6 7q6 7q6 7qu 7qu 7qu 7qu 8ps


Spoiler for War Bonus:

Spoiler for Brawl Bonus:
Not a shred

« Last Edit: April 10, 2017, 08:50:47 am by killsdazombies »

Offline rob77dp

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261653#msg1261653
« Reply #3 on: March 31, 2017, 05:10:27 am »
First bird gets the worm but second mouse gets the cheese

In, update pending
And an up-close look at the guts of the first mouse.
Death War #12/TBD TTG Brawl #6/1st Death War #10/9th GP Brawl #5/6th Death War #9/9th MoL Brawl #4/3rd Water War #8/7th DDD Brawl #3/3rd*Death War #7/5th*Death War #6/11th

Offline killsdazombies

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261654#msg1261654
« Reply #4 on: March 31, 2017, 05:13:12 am »
First bird gets the worm but second mouse gets the cheese

In, update pending
And an up-close look at the guts of the first mouse.
It only serves to harden one's resolve, survival of the fittest, its what life is all about ;D

Offline Fippe94

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261666#msg1261666
« Reply #5 on: March 31, 2017, 11:04:50 am »
Maybe in, might change my mind later.
Try Fragments, my card game!

cvengrcnq qbg arg fynfu frperg cnffjbeq
KVVV > KYIVV

Offline Mr Muffin

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Re: 11th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=64323.msg1261686#msg1261686
« Reply #6 on: March 31, 2017, 06:49:28 pm »
Spoiler for Requirements:
Look left, see tournament trophy.

Spoiler for Phase 1:
Spoiler for Task 1:
Task 2: The Fresh Recruits

NAME:
Adapt
ELEMENT:
Life
COST:
4 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains every passive skill except burrow.
NAME:
Evolve
ELEMENT:
Life
COST:
3 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains every passive skill except burrow.

ART:

IDEA:
Mr Muffin
NOTES:
When previously targeted, with Adapt, creature is hit with reverse time/rewind it has a 50% chance to turn into a pharaoh and 50% chance to turn into a random creature including pharaoh. Passive skills survive through nightmare. Swarm is this case applies to number of creatures in your field that have been adapted/evolved.
SERIES:

NAME:
Adaption Nymph
ELEMENT:
Life
COST:
8 :life
TYPE:
Creature
ATK|HP:
5 | 5
TEXT:
:life :life : Adapt
Target creature gains every passive skill except burrow.
NAME:
Evolution Nymph
ELEMENT:
Life
COST:
8 :life
TYPE:
Creature
ATK|HP:
6 | 6
TEXT:
:life :life : Adapt
Target creature gains every passive skill except burrow.

ART:

IDEA:
Mr Muffin
NOTES:
When previously targeted, with Adapt, creature is hit with reverse time/rewind it has a 50% chance to turn into a pharaoh and 50% chance to turn into a random creature including pharaoh. Passive skills survive through nightmare. Swarm is this case applies to number of creatures in your field that have been adapted/evolved.
SERIES:


Spoiler for List of passive skills:
Airborne, devourer, voodoo, swarm, poisonous, ranged, burrow, mummy, undead, obsession, chimera.

Disscusion:

How were these cards balanced? Adapt/Evolve was made by combining the cost of pest and voodoo doll (were probably the most useful passives come from) -1 quantum due to not getting voodoo doll's useful health then +1 for the other passives. Also came out at 4 and 3 quantum because 5/4 would make it cost more than quintessence and adrenaline and I don't think it should cost more than those cards and 3/2 quantum would make the upgraded version too cheap in my opinion. Excluded burrow from passive skills gained because that would give the card a (save shard of wisdom) added quintessence effect making it much stronger and I didn't want it to be that strong plus it would need further thought in balancing. Nymphs stats are simply balanced stats like cockatrice, horned frog, and forest spirit. From looking through all the nymphs, exact stats seem not too important.

Are these cards OP? In my opinion no. While one could have a flying titan with gravity pull and voodoo if you compare it to a VDB deck the combo is weak. That is the only possible OP use I have thought of at this point in time.

Are these cards UP? Depends on your point of view. They are very special buffing cards making them specific purpose cards making them possibly UP for general use but they should be useful when put to proper use such as on a armagio or using the nymphs (and maybe mitosis) to make mono life quantum denial while being resistant to creature control. In conclusion, I doubt they are under powered but do need special attention to be useful.

How can these cards be used by all elements not just life? First of all mono life could use this with mitosis and a few Adaption Nymphs to create a unique army. As for the other elements...

 :entropy Devourer discord and voodoo pandemonium are two possible uses.
 :death Sadly, all I can think of is possibly voodoo aflatoxin. Not all cards work well with all elements I guess. 
 :gravity Armagio with voodoo and devourer black hole are two possible uses.
 :earth Earthquake and devourer (probably inferior to devquake) could possibly be used as means of giving shriekers more health and wings bypass.
 :fire More health through swarm, lava golem wings bypass, and if you can get enough adapted creatures then you could give some extra potent,
through voodoo, rage potions. 
 :water Nothing I can think of here that water could use. Perhaps swarming, shard of patience with the devourer passive.
 :light Voodoo holy light is all I got. Can be done better already by splashing voodoo dolls into mono light.
 :air I see nothing here except firefly queen plus nymph could be decent.
 :time Split deja vu after adapting to get two creature that devourer. Could by used similar to reverse time mummy and skeleton.
 :darkness Darkness already has the best passive skills you get from this so yeah. Obsession lasts through nightmare so nightmare packs a bigger punch with these cards.
 :aether Add nymphs to frogtal and get a different type of frogtal that has creature control resistance, quantum denial, and wings bypass.

Overall it doesn't have that many uses which if further why it is best used in specific purposes like voodoo armagio. These combos may be somewhat weak for general use so to me these cards seem most useful in war.

How will losing adrenaline and green nymph effect the life element in war? I think the most effective way to talk about this is to list the type of war decks I've seen in the past that will no longer be possible. No adrenaline grabbow (yes this is a thing), no adrenastaves, no adrenachargers or adrenachargers with adrenastaves or adrenaline flying titans (all real things I've seen in war), no adrenaline in mono lifes or life based domins, FFQ decks are doomed to go without the great speed boost of adrenaline, no nymph's tears based deck with adrenaline and maybe some adrenastaves, and no adrenaline devourers/vampires. I don't remember specifically seeing the Nymph's Tears or the devourer and/or vampire (probably minor vampire) decks but I'd be surprised if they haven't been used from time to time. Now for some adrenaline synergies I've made a list for that may or may not be super useful but definitely can't be used. Not including all the creatures that hit the sweet spots of adrenaline but have no other (visible by me) synergy. Again going element by element.

 :entropy Flying discord maybe with maxwell's demon.
 :death I don't know.
 :gravity Sapphire/elite chargers and flying titans.
 :earth Grabbow.
 :life Adrenastaves and various life decks could have adrenaline thrown in for their creatures.
 :fire Brimstone Eaters with bolts, fahrenheit, etc.
 :water Pufferfish.
 :light Crusader+jade or druidic staff. Could also have archangels for more damage and has a useful for adrenaline 7 atk.
 :air Firefly Queen, damselfly, or firefly.
 :time Deja vu. Of course much better with elite deja vu.
 :darkness devourer/vampire.
 :aether Phase Recluse, parallel universe, quintessence.

How will gaining my designed card effect life in war? To be brief, (see uses by all elements for more content) this card makes decks resistant to creature control, can make useful combos, for example armagio plus evolve, (again, see uses by all elements for more content) makes decks resistant to wings, and finally makes Adapted/Evolved creatures even more annoying with the devourer passive.

This concludes the discussion.

Spoiler for Task 2:
Task 4: The Determined

-Upgraded cards and Shards are banned.
-Creatures with less than 5 hp are banned.
-Max deck size is 40 cards.
-Dimensional Shield, Earthquake, Trident, Discord, Flying Weapon, and Gravity shield are banned.

Spoiler for List of Allowed Creatures.:
Hover over cards for details, click for permalink
Deck import code : [Select]
4ve 4vf 52h 534 55l 55m 55n 55o 55u 560 56s 58q 58r 59c 5bt 5cg 5fk 5id 5ii 5io 5la 5le 5ls 5of 5oj 5p0 5rm 5rn 5rs 5s4 5ul 5v0 5v8 61v

Q&A

Q: But chimera doesn't always have 5 or more hp.
A: Most of the time it does so I included it. Also with these rules it will almost always have 5 or more hp.

Discussion:

What are the strengths/best cards of life and why are they not strong in this specific case? The best cards of life in my opinion are adrenaline, forest spirit, cockatrice, and horned frog. The strengths of life as a mono are it's fast, has healing, and a bit of poison if desired. The strengths are life in duos are more extensive. Here's a element by element list of some of life's synergies with other elements.

 :entropy : Maxwell's Demon+Adrenaline, Animate Weapon+Discord (preferably upgraded)+adrenaline, and Fallen Elf also good with adrenaline. Here's an elder that demonstrates many entropy life synergies.
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4vf 4vl 4vm 4vm 4vm 4vm 4vo 4vo 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bu 5bu 5bv 5bv 5c0 5c0 5c2 5c4 5c5 5c6 5c7 8pn
 
 :death : Poison+healing, Empathetic Bond+Aflatoxin.
 :gravity : Adrenaline+Elite Chargers, Otyugh+Healing, Armagio+Mitosis+Catapult.
 :earth Adrenaline/Forest Spirit+Grabbow, Titanium/Diamond Shield+Healing or earth stalling+forest scorpion, Thorn Carapace and healing+earth stuff to make a stall.
 :life :Adrenaline+Horned Frog/Forest scorpion (good deal better if scorpion instead of forest scorpion), Thorn Carapace+Healing, Mitosis+Cockatrice/Horned Frog+Empathetic Bond, Druidic Staff+Adrenaline.
 :fire : Life Rush+Deflagration, Fahrenheit and Fire Bolts+Healing firestall.
 :water : Adrenaline+Pufferfish, Forest Spirit+other stuff maybe adrenaline and/or squid, Mitosis+Shard of Patience.
 :light : Thorn Carapace+Sanctuary+Miracle Stall, Crusader (preferably upgraded)+Jade Staff (much better with jade instead of druidic staff)+Adrenaline, Rustler Rush, Mitosis+Ray of Light+Hope+Empathetic Bond and better with Shard of Patience.
 :air : Firefly Queen+Empathetic Bond and/or Adrenaline if desired, Adrenaline+Damselfly, Adrenaline+Shard of Freedom+Airborne stuff, Flying Weapon+Druidic Staff+Adrenaline.
 :time : Shard of Readiness+Mitosis, Adrenaline+Elite (really should be elite) Deja vu.
 :darkness : Adrenaline and/or Mitosis+Devourer+Empathetic Bond, Adrenaline and/or Mitosis+Minor Vampire or Vampire.
 :aether : Parallel Universe+Adrenaline ( horned frog or phase recluse), Adrenaline+Quintessence (horned frog or phase recluse), Druidic Staff/Shard of Gratitude+Dimensional Shield, Giant Frog+Fractal.

Why are these strategies not viable in this meta? Most of the strategies either require upgrades or shards or small creatures to be decent so they aren't viable because they aren't legal with the exception of mitosis armagio which isn't competitive anyway and firefly queen based decks. As for the stalls the creatures allowed in the tournament are generally hard to kill so those stalls shouldn't be very effective.

Why are the best cards of life not strong in this specific case?
Spoiler for Cards:
Either they aren't legal, talking of course about the creatures, or in the case of adrenaline there aren't many good targets. 

So how could we use life to make a good deck in this meta? For that we should examine the meta and so what are some decent decks people could make then build something with life that would do decent against them as a whole. I happen to have a rather large list of unupped shardless pvp decks so I'm going to work from that. I may miss some legal widely used decks. Note not all decks are tested as the person building them for the tournament (this is tournament setting rules) would be the one fine tuning them they are just to give an idea of the deck types.

Spoiler for Legal "Popular" PvP Decks:
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52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 61q 61q 61q 61q 61q 61q 61v 61v 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pk
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52g 52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 5oh 5oh 5oh 5oh 5on 5on 5on 5on 5on 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pk
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5uo 5ur 5us 5us 5us 5us 5us 5us 61q 61q 61q 61q 61q 61q 622 622 8pu
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f6 5f6 5f6 5f6 5f7 5f7 5f7 5fb 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 5lm 5lm 5lm 5lm 5lm 5lm 8pq
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5ol 5ol 5ol 5om 5om 5om 5om 5om 5om 5p0 8po
More Blue Nymphs would be good. If the player doesn't have any then -Blue Nymph +Azure Dragon.
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 8pp
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55q 5bt 5fb 5ia 5lf 5op 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 61r 61r 8ps
Personal version of an unupped OTK.
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5of 5of 5of 5of 5og 5og 5ol 5ol 5op 5op 5op 5op 8pr
I don't know too much about this deck including it just because mono air seems like a pvp deck and this is a legal one I built.
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5fb 5fb 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5uo 5up 5up 5uq 5ur 5ur 5us 5us 5v0 5v0 5v0 5v0 5v0 5v0 8pt
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4vp 4vp 4vp 4vp 4vp 4vp 52g 52g 52g 52g 52g 52o 52o 52o 52o 52o 52o 52q 52q 52q 52r 52r 52r 52r 52r 542 542 542 542 542 8pj
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5c6 5c6 5c6 5c6 5c6 5lk 5lk 5lk 5oj 5oj 5oj 5oj 5oj 5oj 5ol 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pn
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5c7 5c7 5c7 5c7 5c7 5c7 5lk 5lk 5lk 5oj 5oj 5oj 5oj 5oj 5oj 5ol 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pn

Now to add other "Popular" decks modded to be legal. Some are already legal but I don't think they are popular or at least not as popular as their illegal versions. Voodoo deck vs. It's a Trap for example.
Spoiler for More Decks:
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52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52h 52h 52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 8pk
Grey nymphs would be great in this.
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4ve 4ve 4ve 4ve 4ve 4ve 4vf 4vf 4vf 4vf 4vg 4vg 4vn 4vn 4vn 4vn 8pj
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5ul 5ul 5uo 5up 5up 5uq 5ur 5us 5us 5v1 5v8 5v8 8pt
If the player doesn't have black nymphs then -2 black nymphs +1 steal +1 drain life.
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5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5ro 5ro 5rs 5rs 5rs 5rs 5rs 5rs 8pl
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55k 55k 55k 55k 55t 55t 55t 55t 55t 55t 58o 58o 58o 58o 58o 595 595 595 595 595 595 5ur 5ur 5ur 5v0 5v0 5v0 5v0 5v0 5v0 8pt

Finally, I built a couple "original" decks myself for this made up tournament.
Spoiler for But wait, there's more!:
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4vc 4vc 4vf 4vn 4vn 4vn 4vn 4vn 4vn 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5uo 5uo 5ur 5ur 5uu 5uu 5uu 5uu 5uu 5uu 8pt
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58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58q 58q 58r 58r 58r 58r 58r 58r 595 595 595 595 595 595 8pm
Auburn Nymphs would fit great here.
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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lf 5mq 5mq 5mq 5mq 5mq 5mq 5up 5up 5ur 5uu 5uu 5uu 5uu 5uu 5uu 8pt
This unless you have light nymphs then mono light with nymphs should be fine. Like this perhaps. Or even mono light without nymphs with sanctuaries perhaps.
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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lg 5lh 5li 5li 5ls 5ls 5ls 5ls 8pq
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55o 55o 55o 55o 55o 55o 55q 55q 55q 55s 55t 55t 55t 55t 562 562 562 8pl


This is a lot of decks to go through so here's them broken down into types and reduced to what, in my opinion, would be the best deck(s) of that class for this meta.
Spoiler for Rush:
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 8pp
Spoiler for Stall:
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f6 5f6 5f6 5f7 5f7 5f7 5f8 5f8 5f8 5gi 5gi 5gi 5gi 5gi 5gi 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 8pq
Spoiler for Poison Stall:
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4vp 4vp 4vp 4vp 4vp 4vp 52g 52g 52g 52g 52g 52o 52o 52o 52o 52o 52o 52q 52q 52q 52r 52r 52r 52r 52r 542 542 542 542 542 8pj
I chose pandebonium over the other poison stalls because I think pandemonium would be more effective cc in this meta.
Spoiler for Break:
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55o 55o 55o 55o 55o 55o 55q 55q 55q 55s 55t 55t 55t 55t 562 562 562 8pl
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5ol 5ol 5ol 5om 5om 5om 5om 5om 5om 5p0 8po
Not entirely sure if this is a break or an otk or if it should go in the bypass damage section.
Spoiler for Domin:
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55o 55o 55o 55o 55o 55o 55q 55q 55q 55s 55t 55t 55t 55t 562 562 562 8pl
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58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58q 58q 58r 58r 58r 58r 58r 58r 595 595 595 595 595 595 8pm
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52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52h 52h 52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52r 52r 8pk
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4ve 4ve 4ve 4ve 4ve 4ve 4vf 4vf 4vf 4vf 4vg 4vg 4vn 4vn 4vn 4vn 8pj
There are a lot of domins in here because there are a lot of different kinds of domins in the deck shown.
Spoiler for Bypass:
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4vc 4vc 4vf 4vn 4vn 4vn 4vn 4vn 4vn 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5uo 5uo 5ur 5ur 5uu 5uu 5uu 5uu 5uu 5uu 8pt
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55k 55k 55k 55k 55t 55t 55t 55t 55t 55t 58o 58o 58o 58o 58o 595 595 595 595 595 595 5ur 5ur 5ur 5v0 5v0 5v0 5v0 5v0 5v0 8pt
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5ol 5ol 5ol 5om 5om 5om 5om 5om 5om 5p0 8po
Spoiler for OTK:
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55q 5bt 5fb 5ia 5lf 5op 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 61r 61r 8ps
Spoiler for Healing:
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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lf 5mq 5mq 5mq 5mq 5mq 5mq 5up 5up 5ur 5uu 5uu 5uu 5uu 5uu 5uu 8pt
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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lg 5lh 5li 5li 5ls 5ls 5ls 5ls 8pq
Spoiler for Didn't know where to put this:
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5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5ro 5ro 5rs 5rs 5rs 5rs 5rs 5rs 8pl

So what does all this tell us? Almost all of the decks use cc. Why is this? I think it's because good rushes are harder to make so cc fills in the rest. Keeping in mind almost all decks use cc the deck I build must be resistant to cc. After all this talking and all these decks here is the deck I made.

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4vn 4vn 4vn 4vn 4vn 4vn 5c2 5c2 5c2 5c2 5c2 5c2 5c4 5c4 5c4 5c5 5c5 5c9 5c9 5c9 5cg 5cg 5cg 5cg 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 5de 8pj

Surprise surprise it's a stall in the world of domins and a stall with antimatter in a world of big creatures.

Q: How does this deck work and how were the cards in it chosen?
A: It works by antimattering the opponents creatures (sometimes with adrenaline from nymphs), using emerald shield and healing to keep your hp up, then killing by either deckout or mitosis nymphs. The cards were chosen like so.

Antimatter: Strong in a meta with lots of strong creatures and works in stalls. This deck is in a meta with lots of strong creatures and lots of cc so the deck is a stall and in goes antimatter.

Heal: Works with stalls and the elements in the deck. Gives more chance against non creature based decks such as poison stalls or rushes. Also makes enemy weapons not a problem.

Emerald Shield: I put this in here to counter firebolt, other bolts, and UG. Chose this over Thorn Carapace because to me it looks like against decks where thorn carapace would be useful you would still lose.

Druidic Staff: Fits with stalls and these elements. Put in for the same reasons as heal.

Mitosis: Somewhat a stall breaker and/or helps to keep all of your nymphs from being destroyed mid/late game.

Green Nymph: Generally better creature than Emerald Dragon put in for more antimatter healing and death by damage and counters basilisk blood somewhat.

Life Pendulum: The cards are useless if you can't play them. In goes the deck's quantum source.

Let's talk about what other decks would be strong here and how my deck would fair against them. To determine what decks are strong I looked at them and estimated what decks would have good match ups against the most other decks.

Spoiler for Other Strong Decks:
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f6 5f6 5f6 5f7 5f7 5f7 5f8 5f8 5f8 5gi 5gi 5gi 5gi 5gi 5gi 5lg 5lg 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 8pq
Fire stall modded a second time to include reflective shield instead of fire shield because it would probably be a better deck that way.
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55o 55o 55o 55o 55o 55o 55q 55q 55q 55s 55t 55t 55t 55t 562 562 562 8pl
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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5ol 5ol 5ol 5om 5om 5om 5om 5om 5om 5p0 8po
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58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58q 58q 58r 58r 58r 58r 58r 58r 595 595 595 595 595 595 8pm
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55q 5bt 5fb 5ia 5lf 5op 5rl 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 61r 61r 8ps
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5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5ro 5ro 5rs 5rs 5rs 5rs 5rs 5rs 8pl

Firestall: Very strong deck countered by the gravity domin, maybe the OTK and might have a hard time against the mono time pharaoh deck. My deck would probably lose against this unless it's fahrenheits were hidden really deep.

Mono Gravity Domin: Solid stall breaker and domin deck. Countered by reverse time, antimatter ( :) ), maybe the OTK, and maybe the mono earth basilisk blood deck. My deck would probably win with heals stalling then antimatter then deckout or late game nymphs when it doesn't have any more dragon to kill them with gravity pull. Still possible to lose against this deck though with RNG failing for you and the opponent getting a good hand and decent draws.

Mono Air UG: In the strong deck section because of it's rather useful in this meta defense bypass. Countered by reflective shields NT rush maybe the OTK and the gravity domin. My deck would likely win with heals if they blow up UGs early or by the time they save them up for an OTK the deck will likely draw a emerald shield. RNG fail could again kill my deck.

Mono Earth Domin: Powerful cc against many creatures in this meta and solid damage sources. Countered by antimatter some non creature based decks and maybe the OTK. I would probably win against this with antimatter nymphs and heals. Again RNG could bury the antimatters and make the deck lose.

OTK: Ah yes the infamous OTK you keep hearing maybe counters things. This meta brings forth some slow decks and OTKs love slow decks that give them time with sundials to deliver the OTK. I don't know if it has any hard counters here but OTKs aren't the most reliable decks so they could be killed by many decks. The UG deck or fast other decks should give you the best chance against this. Very good chance of killing my deck because my deck is slow and mostly relies on enemy deck creatures.

Mono Time Pharaoh: Eternity is a good card in this meta and pharaoh is decent. Eternity combined with hard to stop damage makes this deck good. Countered by maybe the OTK, pretty much all not slow domin or healing decks or rush decks if it doesn't draw eternity or in some cases procrastination, UG decks should be great against it and probably pandebomium depends on it's hand and draws and what pandemonium effects happen. It has a rather good chance of beating my deck due to pharaohs decks being resistant to antimatter deck and on the off chance I get no other cards but quantum mitosis and nymphs and try to rush it has an eternity and procrastination to stop the nymphs.

In conclusion the deck I created has roughly a 50% winrate against the strong decks as a whole (probably more like 40% considering it being a somewhat inconsistent deck) and beats many other decks mentioned making it qualify for a strong deck in this meta.


Spoiler for War Bonus:
None.


Spoiler for Loyalty Bonus:
None.
« Last Edit: April 08, 2017, 05:54:59 am by Mr Muffin »

 

blarg: Willng3,Mr Muffin