So I tried my hand at a nymph deck... After working out various card combination's I finally came up with this variant, which I've been testing for the past few days. I have to say, this is my favorite deck so far, after playing elements for a few months now. It's fun and extremely effective, with a very high percentage of elemental masteries. The deck strategy involves the new nymph's tears and anti-matter/liquid shadow effect. Basically, you want to bring out an immortal purple nymph as early as possible, and start debuffing the enemy creatures. That should buy you enough time to bring out an immortal black nymph. At that point you simply use liquid shadow on the most damaging creatures, inverting their damage onto the enemy. The card ratio in the deck isn't random either, it's been calibrated to avoid bad draws and pull off the strategy as early as possible. I can't guarantee the same results if you use a variant or un-upgraded version of this deck.
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Mark is Entropy
Pros:
- High percentage of elemental masteries (pay attention to creature order).
- Extremely effective against 8 out of 20 false gods.
- Bad draws are kept at a minimum.
- Works against shielded enemies (except fire shield).
- Works against miracle spell (God's don't calculate debuff damage).
- Works surprisingly well against poison (Morte but not Scorpio oddly enough).
Cons:
- Growth, ablaze, immortal, and burrowed creatures are a pain.
- Fallen druid, mutation, and devour are 'sometimes' used on debuffed creatures.
- Small and fast creatures can be hard to manage with anti-matter/liquid shadow (e.g., paradox).
Check points:
- Getting a nymph tear, quintessence, 2 supernovas, and an amethyst tower in the first 10 cards.
- Getting enough quanta to pull out an early purple nymph with immortality.
- The deck stands or falls depending on whether or not you accomplish these first 2 steps.
The following are some stats and observations that I recorded while testing out the deck.
Total Games Won = 73 / Total Cards Won = 36 (50%)
Obliterator: 10 elemental masteries/0 losses (easy)
- Lots of big creatures for anti-matter/liquid shadow.
Miracle: 9 elemental masteries + 1 win/0 losses (easy)
- Dragon's are perfect targets for anti-matter/liquid shadow.
- No creature control - quintessence is unnecessary.
- Doesn't play miracle since debuff damage is not taken into account.
Destiny: 5 elemental masteries + 4 wins/1 loss (easy)
- Very slow in building up his forces - buy's you a lot of time to bring out a nymph.
- No creature control besides reverse time and eternity - make's quintessence less important.
- Fallen druids might mess with the debuffed creatures.
Gemini: 6 elemental masteries + 2 wins/2 losses (easy)
- Extremely easy since debuff damage bypasses the phase shields.
- No creature control - quintessence is unnecessary.
- Both losses come from immortals doing more damage than debuffed creatures.
Incarnate: 5 elemental masteries + 2 wins/3 losses (easy)
- Vampire damage is automatically inverted after anti-matter.
- Losses came from bad draws.
Morte: 2 elemental masteries + 5 wins/3 losses (easy)
- Archangels and Bone Dragons are perfect targets for debuff.
- Anti-matter/liquid shadow effect outweighs poison damage most of the time.
- Archangels prevent creatures dying from liquid shadow.
- Losses came from bad draws and a fast start for Morte.
Paradox: 2 elemental masteries + 5 wins/3 losses (easy)
- No creature control - quintessence is unnecessary.
- Anti-mattered deja-vu's duplicate the effect.
- Doesn't play miracle since debuff damage is not taken into account.
- Very fast and small creatures (deja-vu's and RoL) are sometimes hard to control.
- If possible you want to avoid debuffing his strongest creature - wait for twin universe, then debuff.
- Losses came from bad draws and a fast start for Paradox.
Chaos Lord: 5 elemental masteries + 1 win/4 losses (medium)
- Lots of big creatures for anti-matter/liquid shadow.
- Debuff damage goes through shields.
- The fallen druids and improved mutations can be a nuisance.
- Losses came from bad draws/mutation/fast damage.
Graviton: 1 elemental mastery + 2 wins/7 losses (hard)
- A lot of fast damage and creatures with Graviton - pretty hard to control but high pay off on debuff.
- The ablaze ability can be irritating since it reverses the anti-matter effect.
- Otyugh's eat up the debuffed creatures - you might want to use liquid shadow on them first.
- Losses came from bad draws, fast starts, and losing control of his creatures.
Rainbow: 2 elemental masteries + 1 win/7 losses (hard)
- Lot's of big damage for anti-matter/liquid shadow.
- Doesn't play miracle since debuff damage is not taken into account.
- Shriekers and Forest Specter's are hard to control.
- Tends to pull out a lot of high damage in a short amount of time - overpowers the debuff's.
- Be careful of the order you play the towers - the steals and explosions can screw up quanta supply.
- Losses come from bad draws, losing towers, and being overwhelmed by fast damage.
Seism: 2 elemental masteries/8 loses (hard)
- Earthquakes consistently ruin any early game advantage.
- Lots of burrowed creatures and fast damage - hard to control.
- If you bother playing him make sure to play 1 tower at a time and pay attention to their order.
- Losses come from losing towers and being overpowered.
Dark Matter: 1 elemental mastery/9 losses (hard)
- Lots of big creatures to debuff.
- Blackhole and gravity nymph completely paralyze this deck.
- Single win comes from the only time I managed to get the purple/dark nymph combo out.
- If you bother playing him you should hold onto the supernova's until the last moment.
- Losses are due to quanta being devastated by blackhole/gravity nymph.
Hermes (Impossible)
- Lots of big damage with a very fast build up - hard to control.
- Fire Specter's and Lava Golem's are a pain in the ass due to growth/ablaze.
- Fire shield, for some dumb reason, actually damages immortal creatures - game over.
- Losses due to many factors, I didn't win a single game.
Ferox (Impossible)
- Losses due to empathy, not a single game won.
Elidnis (Impossible)
- Immortal Forest Specter's and Dragons are a huge problem.
- Empathy ruins any possibility to win.
- Losses come from many factors, didn't win a single game.
Fire Queen (Impossible)
- Same as above, empathy = death.
Scorpio (Impossible)
- Extremely fast damage from poison.
- Doesn't have enough big creatures for anti-matter to outweigh poison.
- Ice Shield breaks through immortality.
- Losses result from being overwhelmed by poison - not a single game won.
Divine Glory (Impossible)
- Don't even bother - all creatures are immortal - no chance.