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Offline BelligerenceTopic starter

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Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg488451#msg488451
« on: April 27, 2012, 04:35:00 pm »
Apparently a similar version was made by Mammalman: Quirky Quanta Wall

Mine is a bit faster, but his seems to have more stalling ability.

Hover over cards for details, click for permalink
Deck import code : [Select]
5bv 5bv 5bv 5rh 5rh 5rh 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u6 6u6 6u6 6u6 6u6 6ve 6ve 6ve 6ve 8pn


Spoiler for Modified with PC:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bv 5bv 5bv 5rh 5rh 5rh 6ts 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u6 6u6 6u6 6u6 6u6 6ve 6ve 6ve 7dm 7t9 8pn

Designed to deal with pesky permanents on the occasions that your Seraph doesn't get the steal/deflag ability. Quanta balance is a bit shaky, but still fairly consistent.

Spoiler for Card breakdown:
Rustler: This little guy is actually surprisingly useful. He can be paid for by your mark, meaning it won't affect speed much, but if you find yourself low on Life quanta, you can play a Supernova and use his ability to get 4 more Life quanta. Useful at times. He's also a target for mutation, of course.

Deja Vu: When I was making a deck, I wanted a cost efficient target for mutation. A single Supernova will pay for Deja Vu AND its ability, thus giving you 2 more targets for mutation.

Towers/Pendulums: Self explanatory.

Supernova: Pays for Deja Vu, if you play 2 or more, you get free mutation targets, and it fuels your mutations abilities. What more can you ask for?

Discord: This isn't the fastest of decks, by any means. Discord can buy you a couple turns to get set up safely. Use against rainbows at your own risk.

Fallen Druid: The main card of the deck. This is the guy who makes your pitiful 1/1 Deja Vu into a huge diving dragon.

PC version only: Steal/Deflag: Versatile PC. Useful for the occasions that you need PC, but your mutants won't cut it.

A few details:

"Y u no use Quantum Tower?"
I've never ever seen a mutants ability cost more than 2 of whatever quanta it takes. Supernova might not fuel it for 10 turns, but Supernova will keep your mutants active enough to not notice the lack of QT.

"Y u no use <Photon/RoL/Gemfinder/etc>?"
These break the mulligan. The idea behind this deck is to be more consistent than mutation decks which start a hand off with 4 RoL but no towers.

"Y u no use SoSe?"
Because the only quanta generation other than Entropy/Life in this deck is Supernova, and fueling mutants is the primary use of the Supernova. I also dislike SoSe.

"Y so many towers?"
Your hands need to be consistent. You might not need a ton of Entropy quanta, but getting out that first Druid quickly is the difference between losing and winning.

"Y u no use upped mutation fodder?"
As far as I'm aware, mutating either an upped or unupped card results in an unupped mutant. As I'm still at the point of the game where saving money where I can is useful, I didn't feel any need to upgrade cards that have no direct bearing on the efficiency of the deck.

This deck is "fairly" consistent against Bronze. I've won a few special spins, but "consistent" is a loose term when applied to a mutation based deck.

It also does okay against Silver, but if you want to seriously grind Silver, this won't win consistent enough to make you happy.

Gold/Platinum are too hard to consistently beat. With some really lucky mutations you might win, but I wouldn't count on it.

It works in PvP2. Against rushes, you'll need a Discord out quickly, or you'll probably get outrushed (unless you get a 9/15 Gravity dragon with devour :o).

Finishing words:

I searched for a similar deck. While I found other mutation based decks (of course) I didn't find any that used creatures that weren't free to play. I feel this is stable enough to deserve its own post. If I missed a deck like this, I apologize.

This deck is by no means the best, the fastest, the most original, or anything like that. What it IS, however, is fun. If you're interested in grinding rares in Bronze at 42 rares a second, this isn't the deck for you. If you're interested in having fun with the chance of rares, this might be the deck for you to try.

Offline realpk2

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg488454#msg488454
« Reply #1 on: April 27, 2012, 04:49:58 pm »
In my opinion there are way too many towers. Maybe they will help you in the begining, but the whole game will screw up in the middle.
Balls to you!

Offline BelligerenceTopic starter

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg488460#msg488460
« Reply #2 on: April 27, 2012, 04:57:59 pm »
What would you suggest adding in place of a couple towers? Keep in mind I have so many pillars because if I remove a couple pillars, and add Entropy creatures, my odds of starting off with enough pillars/pendulums to get a second turn Druid out are next to none. I don't usually feel like I have "too many" pillars out, and it feels balanced to me. It might be because I'm looking at the awesome mutants, rather than my quanta, but I feel that the pillar amount is balanced.

Offline realpk2

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg488462#msg488462
« Reply #3 on: April 27, 2012, 05:04:06 pm »
Since you have a lot of supernovas, you could just add cards that would help you fight and dont cost much quanta (Ex. freeze, poison, mindflyer). They might help you with some tricky situations that mutants can't handle.
Balls to you!

Offline BelligerenceTopic starter

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg488468#msg488468
« Reply #4 on: April 27, 2012, 05:12:41 pm »
I don't feel the deck needs help in CC. Mutants can get some useful CC as abilities (Freeze/Devour/Infection/probably some more I forgot). PC tends to show up less often (Steal/Destroy) So maybe -2 tower, +1 Deflag, +1 Steal (rather than 2 Deflag/Steal, which would eat quanta usable by mutants). Other cards give me feeling that I'd just be throwing them in just to throw them in, while all the other cards in this deck serve *at least* one direct purpose. I'll see how it does with some PC I guess.

Edit: After a couple games, I notice an immediate lack of Entropy quanta. Gonna switch a pendulum to a pillar and see how it works out.

Second Edit: The quanta balance is a bit shaky with the PC, but it seems to work. Not that the PC has actually helped more than once... but it's nice to have.

Offline neuroleptics

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg496466#msg496466
« Reply #5 on: May 10, 2012, 10:54:47 pm »
Nice deck. I love colours..... :time :life  :entropy
but to depend on the combo to work......sometimes it doesn't but i guess that has to go with luck
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Offline Mammalman

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg499417#msg499417
« Reply #6 on: May 16, 2012, 05:48:03 pm »
i posted a rainbow mutation deck using rustlers and deja vus not long ago. this deck looks fun, since people are complaining it has too much entropy quanta midgame, you might consider adding a dissipation shield. (i used quantum towers instead of amethyst and supernovas, so i use dissipation FIELD instead, but both could work). your way is a little faster to the first druid, but mine has the capacity to add a ton of defense/stalling all at once and so can often afford to wait an extra turn or two. but my approach is much worse when the opponent gets an early fire shield or owl's eye or other permanent based creature control as you need to respond immediately (with mutant generated PC which requires luck and therefore a couple of tries usually).

i'm not like super offended or anything but i'm pretty sure if you search for the druid and deja vu or the druid and rustlers you'll find my deck (quirky quanta wall). i agree that there is (almost) no point in upgrading rustlers and deja vu (the only diff being that they survive longer in case you don't have a druid yet or played several at once).

another option to consider is protecting your stuff with quintessence and protect artifact but that will eat in to your limited   :aether and  :earth which is another reason i prefer the quantum tower based approach.

Offline BelligerenceTopic starter

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Re: Another mutation deck [Trio] https://elementscommunity.org/forum/index.php?topic=39275.msg499602#msg499602
« Reply #7 on: May 16, 2012, 11:01:39 pm »
Ah, I apologize, I didn't see your deck, even though I searched for it... The reason I have the Amethyst Towers instead of Quantum Towers is because it gets the initial Druid out that much faster, and the Supernovae fuel the mutants just fine. However, that means that adding a Dissipation Field is basically out of the question, as the quanta production (especially in the second version) won't sustain both your mutants AND a Dissipation Field. I will edit OP to include your deck, however.

 

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