My task:Create an original life(50%) stall.
Edit:I think upped is easier to make,but i like unupped too.
My experimental Life/Death Stall in which I am working on perfecting. If I can get it up to my standards, willng3 will see a version of this during the finals.
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52g 52g 52g 52g 52g 52g 52i 52i 52i 52i 52i 52q 52s 52s 52s 52s 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c2 5c4 5c4 5c6 5c6 5c6 5c6 5c6 5de 5de 5de 5de 8pk
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710 710 710 710 712 712 712 712 712 71a 71c 71c 71c 71c 7ac 7ac 7ac 7ac 7ac 7aj 7aj 7ak 7am 7am 7am 7am 7am 7bu 7bu 7bu 7bu 7bu 7bu 7bu 6rm 6rm 6rm 6rm 6rm 6rm 8pk
If you are able to use only a few upgraded cards, add in the spine carapace. More upgrades allows more and more speed, CC and breathing room, depending where you feel lacking.
The magic happens between the interaction between Spine Carapace, Aflatoxin and Feral Bond. You can aflatoxin your own creatures to generate bond power and your opponent's creatures for slot control. Heals keep you alive till the flood is ready and shards of divinity increase the breathing room of your max HP, allowing larger hits to be less painful. Creatures will eventually fall to poison damage, both from your viruses and your thorns. Within a few turns, your opponent will be unable to play any creatures. You can then change to your jade shield for bolt immunity, or use it initially if they keep PCing your other shields. The addition of 1 Arsenic allows the stall to kill, which I feel is important in a few match-ups, but your main objective is to lock the field and heal through anything else.
This deck's main weakness is bad draws (since it is heavily combo reliant). PC wounds it, but is not a full deal-breaker; losing your bonds destroys your sustainability, but if you can fill up their field fast enough, that will not matter too much. The deck is also on the slower side, with various pieces needed to culminate, aflatoxin taking 5 turns or so in itself, plus you are using a form of CC that takes time (but is always deadly). If you can survive the initial assault and you are not countered directly, the lock this deck produces is quite beautiful.
Life is known for having a lack of PC to compensate for it's rush abilities (e.g. Frogs), as well as a lack of CC. Do you feel Life's strengths compensate for it's weaknesses in the Elements Metagame?
Short answer: yes.
Long answer: Within PvP, life is one of the only elements that runs a solid mono deck. T50 used to be filled with life rushes. If life had PC or hard, fast CC, why use any other elements? Life has two types of heals: direct and HoT (heal over time) and with the addition for the SoG (Shard of Gratitude) leaning towards life, that solidifies life's position as a heal element (if it was not already one). Why is SoG banned everywhere? It is too powerful. That power is coming directly to life. Life has healing and direction, it does not 'need' PC or CC (though I would never complain if we received it!).
Lets compare life to darkness, estranged cousins. Both run solid monos. Both have healing, but darkness has PC, CC, soft protection and quanta denial. What does Life have to compare with all of that raw power? Low quanta costs (5 or less, 4 or less upped; excluding our dragon, shields), powerful creatures, massing capabilities and one of the best buffs in the game.
What did you say? Life is predictable? That is its main weakness? That is where life shines the brightest! However to counter such thought, we are able to become the primary or secondary component of almost any type of duo deck. That is where life finds its suprize. Many other elements are limited to a few strong setups in which rule over that entire element (see the dicussions for fire, entropy in phase 2). Life can morph into almost any deck you want with a little spice.
In conclusion, what life does not have in flexibility in-element makes up for in its flexibility with other elements. It also has a stong mono, though predictable, is deadly if not countered quickly.
This effect is a Triggered Active Ability, so it can be Lobotomized. It has the passive skill: airborne. The stat gain is after the target and effect (Lobotomize would remove the skill and there would be no stat gain). Remember that a creature hitting a shield, isn't being targeted, otherwise Phase Dragons wouldn't be blocked.
If this card was introduced into the game: What impact would it have? How would you utilize it? What decks would you build? How would it change ? (You don't have to answer each question individually)
I will not comment upon the balance of the proposed card, I will presume it is within the game, this instant.
Impact + How it changes life: It gives life a medium/beefy attacker, that flies and is 'immune' to damage CC. (Fills life's weaknesses + keeps life’s theme of creatures) Mono life will now be split between the fast decks (frogs, chickens), adrenaline decks (frogs, Seiryuus), and beefy decks (dragons, Seiryuus). Adrenaline will have an easy 8 attacker which makes one of adrenaline's weaknesses vanishes (only used on small critters). Wings loses favor as a counter to life. I would most likely never touch my Emerald dragon again. Bringing damage-CC against life becomes potently 'worthless', totally covering one of life's main weaknesses, causing to life becoming a top played element. Reverse time is favored more towards life (grrrr.....).
Utilization + Deckbuilding: (disclaimer: I might miss something from these lists)
First thing that comes to mind is beneficial or neutral constant single target effects: *Guardian Angel*.
Single target buff cards: holy light, blessing, momentum, quintessence, chaos power, *adrenaline*, *Rage Potion*, *Nightmare*.
Single target de-buff abilities that 'could' work: *snipe*, freeze, infect, basilisk blood
Deck using angels + Seiryuu (amazing!). Seiryuu + buff card of choice (very solid), Anytime I expect damage-CC
Highlights:Seiryuu + Rage potion = 7life, 3 fire -> 13/3 attacker. Ouch!
Seiryuu + Guardian Angel (upped) = 7 life for 7/7, 7 light for 7/7, both flying. 1 light for +2/+2. Healing support is out of control.
Seiryuu + Nightmare: Usage for this awesome card + fill enemy hand with expensive creature + lose a draw + drain their life + buff your guy.
Seiryuu + Snipe: Kill creatures or use a 2 air cost single time momentum with your bow. Sky Blitz for victory.