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nhan1st

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Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg191884#msg191884
« on: November 03, 2010, 02:23:55 am »
This is my second deck. It works really well against Ai3 and T50
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Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6u2 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 7n0 7n5 7n5 7n8 808 808 808 808 808 80b 80b 80b 80b 81q 8pj



It uses a mark of entropy to fuel chaos power.

How to play: Quite simple actually.

Play towers.
Play wyrms.
Chaos Power wyrm. (never play wyrm unless you are sure other side does not have cc. The chaos power will give the wyrm the needed hp boost. If possible use all your CP on one wyrm)
/end turn
Dive (if you can play parallel universe, they use it after your wyrm dives)
Now you have 2 uber wyrms.
Repeat.
Win game.

The shield and EE is used to stall for hp and kill monsters like Otyughs.

Cons: This deck is weak against quanta denial, gravity shield, and tower control
« Last Edit: June 13, 2012, 05:18:38 pm by willng3 »

Offline Malignant

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg191907#msg191907
« Reply #1 on: November 03, 2010, 02:57:52 am »
Chaos bless wyrm. (never play wyrm unless you are sure other side does not have cc. The chaos power will give the wyrm the needed hp boost. If possible use all your blesses on one wyrm)
What blesses?

nhan1st

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg191909#msg191909
« Reply #2 on: November 03, 2010, 03:02:05 am »
My bad, I meant chaos power.

Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg191911#msg191911
« Reply #3 on: November 03, 2010, 03:04:10 am »
My bad, I meant chaos power.
I suggest keeping it simple. 6 Chaos Powers, 10 Wind Pillars, 6 Wings, 6 Wyrms, and 2 EEs.

nhan1st

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg191920#msg191920
« Reply #4 on: November 03, 2010, 03:10:18 am »
No, you don't get it. PU is actually what make this deck strong.
I normally have a 8-10+ att wyrm which I then dive to make it 16-20 att.
After the dive skill, I PU to get 2x the attack. Next turn it would be 20 dmg and 40 dmg.
After playing a few games, I found out that this deck has a 1/10 chance of bad draw against T50 which leads me to lose. Or else this is how it usually goes.

Turn 1: Air Tower, Aether Tower/Pendulum
Turn  2: Air Tower, Pendulum
Turn 3: Wrym + 1-2 Chaos power --> 11/8 wyrm.
Turn 4: Dive + Pu + Sometimes fog shield. --> 22 attack wyrm 22 attack wyrm.
Turn 5: Dive, Dive: 22 Attack wrym + 44 Attack Wrym.

Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg192010#msg192010
« Reply #5 on: November 03, 2010, 05:12:07 am »
No, you don't get it. PU is actually what make this deck strong.
I normally have a 8-10+ att wyrm which I then dive to make it 16-20 att.
After the dive skill, I PU to get 2x the attack. Next turn it would be 20 dmg and 40 dmg.
After playing a few games, I found out that this deck has a 1/10 chance of bad draw against T50 which leads me to lose. Or else this is how it usually goes.

Turn 1: Air Tower, Aether Tower/Pendulum
Turn  2: Air Tower, Pendulum
Turn 3: Wrym + 1-2 Chaos power --> 11/8 wyrm.
Turn 4: Dive + Pu + Sometimes fog shield. --> 22 attack wyrm 22 attack wyrm.
Turn 5: Dive, Dive: 22 Attack wrym + 44 Attack Wrym.
Are you talking about the pegasus TU bug?

That was patched a while ago. It doesn't work anymore, after one turn, the PU'ed dived creature goes back to it's original stats. Unless Zanz failed to fix it with wyrm, which would be weird.

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg192074#msg192074
« Reply #6 on: November 03, 2010, 07:53:08 am »
Half-wrong. Wrym1 (5 Attack) > Dive (10 Attack) > PU > Wyrm2 (10 Attack). Wrym1 goes back to 5 Attack, Wrym2 stays at 10. Until Wyrm2 is dived (After diving, goes back to 5), it's attack will stay at 10.

Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg192585#msg192585
« Reply #7 on: November 03, 2010, 09:18:08 pm »
Half-wrong. Wrym1 (5 Attack) > Dive (10 Attack) > PU > Wyrm2 (10 Attack). Wrym1 goes back to 5 Attack, Wrym2 stays at 10. Until Wyrm2 is dived (After diving, goes back to 5), it's attack will stay at 10.
??? Why would dive half the damage. Post a screenie..

nhan1st

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg192642#msg192642
« Reply #8 on: November 03, 2010, 09:44:42 pm »
Hmm... Sorry about my outburst. I was just high yesterday because I actually made a working deck. Now with ego aside, your 6 Chaos Powers, 10 Wind Pillars, 6 Wings, 6 Wyrms, and 2 EEs. Deck is not a bad idea.

Regarding to the TU bug, I've tested this out in the trainer so I'm not sure if it will work in the actual game play. I will check this in the actual game to confirm if it's true or not.

This is how it should work.

Play wyrm. 5/3
Chaos power 7/4
/end turn (7 damage)
Dive wyrm 14/4
TU
Now you have a wyrm using the dive skill at 14/4 and a non-dived wyrm at 14/4 (28 damage)
/end turn
Dive both wyrm to make 14/4 for first wyrm and 28/4 for second wyrm (42 damage)

77 damage in total. Unless you TU again which makes it 14/4 28/4 28/4 --> 105 Damage in total.

I'm planning to replace improved fog and wings with 2 more air tower. it seems my air quanta is a bit too tight.


Edit: KK, I've found the problem.
This 2x damage due to dive does work. But it last one turn.
This is what happened to me.

Wyrm
/end turn
dive + PU = 3/3 and 6/3
/end turn
dive 3/3 into 6/3 and dive 6/3 to 12/3
/end turn
the PU wyrm reverts to its original attack.

So, technically, you can have one turn with your ubered wyrm before it reverts back to normal.


Another way of playing this deck is to TU other creatures, then buff them w/ chaos power and then TU it again. That's how I won some of my games without wyrms.

It was like the opponent had a 7/2 phase reluse. I had 2 TU and 2-3 Chaos

I Pu the reluse so now i have 7/2.
Then i chaos it twice to get like 12/6
then I pu it again to get a total of 24 damage.
Then stronger the opponent monster, then better for me.

Nume

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg193073#msg193073
« Reply #9 on: November 04, 2010, 07:34:46 am »
Basically the reason it does that is people used to abuse it, so now dive is made so that whenever its used, the wyrm returns to the attack it shows on the tooltip as base attack (this increases with buffs but not with the dive effect). A wyrm that has 7 attack, dived to 14, then tu'd, still has 7 as its base attack, so even though the dive doubles the 14, it still reverts to the base 7 afterwords. This also had the unintended effect of making wyrms/pegasii that are anti mattered be restorable to positive attack by diving (the turn after the dive is used).

nhan1st

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Re: Nhan1st Trio Killer https://elementscommunity.org/forum/index.php?topic=15035.msg193776#msg193776
« Reply #10 on: November 05, 2010, 01:36:40 am »
Code: [Select]
6u2 6u2 6u2 6u2 6u2 6u2 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 808 808 808 808 808 808 808 80b 80b 80b 80b 80b
I have changed a few cards, and this deck works better. I was able to grind on level fives and was once able get a 104/15 wyrm though the AI5 used a phase which pissed me off.

A way to use this dive TU to your advantage is, if you dive a 7/8 wyrm --> 14/8 then TU it. You get another 14/8 wyrm. It stays at 14/8 as long as you don't dive it again. What you could do it wait for another TU, then dive it so you get a 28/8 wyrm and the other two is 7/ 7/8. In short, keep the TU dived wyrm without using dive unless its for a kill or you draw a TU.


Edit: Another testing.

This deck works as well. It can AI5. Just focus on ubering 1 wyrm so it does around 24-30 damage per turn.
Code: [Select]
6u2 6u2 6u2 6u2 6u2 6u2 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 7mu 7mu 7n5 7n5 7n8 7n8 7n8
I'm also going to test this deck + blessing. To see if it's better.

 

anything
blarg: