Elements the Game Forum - Free Online Fantasy Card Game

Deck Ideas => Post Deck Ideas Here => Trio & Quartet => Topic started by: hrmmm on August 26, 2010, 06:49:22 pm

Title: quadruple machinegun -- little things get dangerous
Post by: hrmmm on August 26, 2010, 06:49:22 pm
time has no cards for a decent rush?
i dont think so, and came up with this 4 - elements deck:

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 74a 74a 74a 7an 7an 7an 7an 7an 7an 7q1 7q1 7q1 7q1 7q1 7q1 7qb 7qb 7qb 7qb 7qb 7ri 7ri 7ri 7ri 7ri 7ri 8pn


it has a average ttw of 6.08 (50 games tested vs ai3).
also there is a theoretical chance of a 3tw (didnt done the math how low the chances really are^^).

the trick:
24 monumentumed dmg for only 6 quanta.

usage:
just play adrenaline and monumentum on everything you can.
just watch for your  :time quanta -> you may want to deja-vu your critters if you buffed them ;)

it is pretty vulnerable to any creature control. works good on ai3. i didnt test it on pvp, t50 or ai5/6
so its more a fun-deck.

Games:   50         
           
Time overall (min.):   72.800     
avg. sec/game:   87.360     
Wins:   50
Losses:   0   
Ems:     2
Clicks/Game:   20.460         
           
Avg ttw:   6.080         
           
ttw details:           
ttw 3:   0         
ttw 4:   3         
ttw 5:   13         
ttw 6:   19         
ttw 7:   10
ttw 8:   2
ttw 9:   3

and yes you can put in some other creatures (like dune/forest scorpions). but i dont think you will make it faster ;)
Title: Re: quadruple machinegun -- little things get dangerous
Post by: guolin on August 26, 2010, 06:53:54 pm
Huh, looks fun. Poor little Deja Vu needs to be used more. You did it perfectly. :)
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Nume on August 26, 2010, 06:55:31 pm
Lol I'm guessing that is supposed to read Wins: 48, Losses: 0 rather than Losses: 48 :P. Otherwise it may work for the biggest loser competition...... :P.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on August 26, 2010, 06:57:53 pm
This deck is awesome hrmmm.  Any deck in the 6 or less ttw range is stupid fast.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on August 26, 2010, 06:58:14 pm
^^ copy paste fail.
it had 50 wins ;)
Title: Re: quadruple machinegun -- little things get dangerous
Post by: eh pewwwp on August 26, 2010, 07:02:43 pm
i like the deck, but it's not an original idea, ive seen ones like this before
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Nume on August 26, 2010, 07:07:42 pm
I've seen one like it but they always had more quanta issues/clunkiness. I think this one looks much more solid.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on August 26, 2010, 07:19:23 pm
i like the deck, but it's not an original idea, ive seen ones like this before
hrmmm has been testing and experimenting with deja vu adrenaline decks for a long time looking for a fast dependable version.  While there are other similar versions, hrmmm's uses novas annd pendalums making it different and its about a half turn faster than those as well.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 26, 2010, 07:31:21 pm
Code: [Select]
4vj 4vj 4vj 4vj 6rr 74a 74a 74a 7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7q1 7q1 7q1 7q1 7q1 7q1 7qb 7qb 7qb 7qb 7qb
what if u tried that?

? ? ? = life pendulums

instead use the life ones so u get to play epinephrine more often? i only did a few matches on trainer but it did help? maybe make it 6 nova? i seemed have to have been little shy on quantum ill keep trying :) i like this deck though :D
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on August 26, 2010, 07:44:41 pm
i like the deck, but it's not an original idea, ive seen ones like this before
agree - its actually 1.25 version from other deja-vu decks that are allready posted.
but this is more tweaked.

and it has a pwnge name :P

...
what if u tried that?

? ? ? = life pendulums

instead use the life ones so u get to play epinephrine more often? i only did a few matches on trainer but it did help? maybe make it 6 nova? i seemed have to have been little shy on quantum ill keep trying :) i like this deck though :D
yep i run a few test versions with life pendulums and 6 novas:

life pendulums: you need :time for your precogs - nice to play them in your 1st turn if you get a bad hand. also you need some :time for play/double your creatures->sometimes you can get it trough playing a pendulum. and last but not least - have :life for epi but no  :time for deja-vu ...

6 novas: i had problems with replacing other cards (dont wanna make a 32 card-deck). and they are not that important in this deck (just for speed up a bit and play monumentum). as i tryed with 6 novas they starting to block my hand. if you think you need more quanta +1 pendulum is a better way to go (in my sight).
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 26, 2010, 08:08:43 pm

Quote
yep i run a few test versions with life pendulums and 6 novas:

life pendulums: you need :time for your precogs - nice to play them in your 1st turn if you get a bad hand. also you need some :time for play/double your creatures->sometimes you can get it trough playing a pendulum. and last but not least - have :life for epi but no  :time for deja-vu ...

6 novas: i had problems with replacing other cards (dont wanna make a 32 card-deck). and they are not that important in this deck (just for speed up a bit and play monumentum). as i tryed with 6 novas they starting to block my hand. if you think you need more quanta +1 pendulum is a better way to go (in my sight).
well .. idk it seemed i was low on quantum. im going to keep testing little tweaks and let u know what i come up with.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: xuru on August 26, 2010, 08:22:18 pm
i saw this deck, i said wtf, i tried this deck, i loved this deck

amazing deck = ]
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 26, 2010, 08:23:36 pm
i like it too
Code: [Select]
4vj 4vj 4vj 4vj 4vj 4vj 74a 74a 74a 7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7q1 7q1 7q1 7q1 7q1 7q1 7qb 7qb 7qb 7qb 7qbi think it works better with life pendulums instead of time ones.. so far its worked just fine.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: EvaRia on August 26, 2010, 10:28:35 pm
I tried this too, awesome deck, but I like this version the best:
Code: [Select]
74a 74a 74a 74a 74a 74a 75m 75m 75m 75m 75m 75m 7an 7an 7an 7an 7an 7an 7q1 7q1 7q1 7q1 7q1 7q1 7ri 7ri 7ri 7ri 7ri 7ri
6 Gravity Pendulums, 6 Time pendulums.

You could probably swap out 1 or 2 pendulums for precogs, not sure.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: guolin on August 26, 2010, 11:56:53 pm
I tried this too, awesome deck, but I like this version the best:
Code: [Select]
74a 74a 74a 74a 74a 74a 75m 75m 75m 75m 75m 75m 7an 7an 7an 7an 7an 7an 7q1 7q1 7q1 7q1 7q1 7q1 7ri 7ri 7ri 7ri 7ri 7ri
6 Gravity Pendulums, 6 Time pendulums.

You could probably swap out 1 or 2 pendulums for precogs, not sure.
Probably too slow, plus you get a bunch of absolutely useless Gravity quanta. (after Unstoppables are used, of course) Hrmmm's been testing versions of these types of decks for a long time - there's a reason he's not using your version.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 26, 2010, 11:59:39 pm
if u do 6 novas, and life pendulums instead it seemed to work probably just as well as your version. im trying an unupped version with life pendulums/gravity pendulums and time mark.. with 3 :life scorps. and 3 :time scorps
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on August 27, 2010, 12:27:33 am
if u do 6 novas, and life pendulums instead it seemed to work probably just as well as your version. im trying an unupped version with life pendulums/gravity pendulums and time mark.. with 3 :life scorps. and 3 :time scorps
6 novas can work here (if you bulk up to 32 cards)

life pendulums: you want to play deja-vus/precogs before you play epidephrine
quantum usage :time: 6 x 1(d-v) + 5 x 1(prec.) + 6 x 1(skill) = 17
quantum usage  :life: 6 x 3 =18

so for the quantum usage it doesnt matter that much if you use life or time pendulums.
but you need more  :time in the beginning of a game.

feel free to test some versions with this deck, but i dont see it faster with scorps ;)
when you think you need more creatures i suggest to add some scarabs (to the cost of speed maybe).

Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 27, 2010, 12:30:48 am
if u do 6 novas, and life pendulums instead it seemed to work probably just as well as your version. im trying an unupped version with life pendulums/gravity pendulums and time mark.. with 3 :life scorps. and 3 :time scorps
6 novas can work here (if you bulk up to 32 cards)

life pendulums: you want to play deja-vus/precogs before you play epidephrine
quantum usage :time: 6 x 1(d-v) + 5 x 1(prec.) + 6 x 1(skill) = 17
quantum usage  :life: 6 x 3 =18

so for the quantum usage it doesnt matter that much if you use life or time pendulums.
but you need more  :time in the beginning of a game.

feel free to test some versions with this deck, but i dont see it faster with scorps ;)
when you think you need more creatures i suggest to add some scarabs (to the cost of speed maybe).
yea.. .. my version with the 6 novas and life pend. is for the scrops.. to play the quicker and to get them with epinephrine sooner. i sat there with them in my hand a lot. im trying a new version with the time scorps. no precogs, and 2 forest ones to keep the deck at 30. no novas. just pendulums for life, and gravity with time mark.
its for the tourny this weekend. so hoping to find something that works well on the AI3 since  its all unupped.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on August 27, 2010, 12:32:52 am
yea.. .. my version with the 6 novas and life pend. is for the scrops.. to play the quicker and to get them with epinephrine sooner. i sat there with them in my hand a lot. im trying a new version with the time scorps. no precogs, and 2 forest ones to keep the deck at 30. no novas. just pendulums for life, and gravity with time mark.
its for the tourny this weekend. so hoping to find something that works well on the AI3 since  its all unupped.
You'll find very quickly that dune scorpions are not that great in a rush deck.  Forest scorpions are FAR superior.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 27, 2010, 12:33:45 am
yea.. .. my version with the 6 novas and life pend. is for the scrops.. to play the quicker and to get them with epinephrine sooner. i sat there with them in my hand a lot. im trying a new version with the time scorps. no precogs, and 2 forest ones to keep the deck at 30. no novas. just pendulums for life, and gravity with time mark.
its for the tourny this weekend. so hoping to find something that works well on the AI3 since  its all unupped.
You'll find very quickly that dune scorpions are not that great in a rush deck.  Forest scorpions are FAR superior.
yes im finding that out.. neurotoxin would be only good in stall it seems. :D
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on August 27, 2010, 12:36:11 am
yea.. .. my version with the 6 novas and life pend. is for the scrops.. to play the quicker and to get them with epinephrine sooner. i sat there with them in my hand a lot. im trying a new version with the time scorps. no precogs, and 2 forest ones to keep the deck at 30. no novas. just pendulums for life, and gravity with time mark.
its for the tourny this weekend. so hoping to find something that works well on the AI3 since  its all unupped.
You'll find very quickly that dune scorpions are not that great in a rush deck.  Forest scorpions are FAR superior.
yes im finding that out.. neurotoxin would be only good in stall it seems. :D
Yeah neurotoxin takes a serious stall to be effective.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: bored_ninja777 on August 27, 2010, 12:37:24 am
yea.. .. my version with the 6 novas and life pend. is for the scrops.. to play the quicker and to get them with epinephrine sooner. i sat there with them in my hand a lot. im trying a new version with the time scorps. no precogs, and 2 forest ones to keep the deck at 30. no novas. just pendulums for life, and gravity with time mark.
its for the tourny this weekend. so hoping to find something that works well on the AI3 since  its all unupped.
You'll find very quickly that dune scorpions are not that great in a rush deck.  Forest scorpions are FAR superior.
yes im finding that out.. neurotoxin would be only good in stall it seems. :D
Yeah neurotoxin takes a serious stall to be effective.
death + time + gravity  would be lot to do. :\ stupid unstoppable being outside of the other two.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: ~Napalm on August 31, 2010, 03:24:34 am
Nice deck. I'd love to have fun with this one.  :P

Also, Lolz at Jmdt "Any deck in the 6 or less ttw range is stupid fast." ;D
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on August 31, 2010, 05:53:55 pm
Also, Lolz at Jmdt "Any deck in the 6 or less ttw range is stupid fast." ;D
I see you sig'd it.  Good times.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: murtle on September 03, 2010, 02:16:49 am
works really good
nice job :D
(http://imageplay.net/m7Gbd84547/fg_thumb.jpg) (http://imageplay.net/view/m7Gbd84547/fg)
Title: Re: quadruple machinegun -- little things get dangerous
Post by: jmdt on September 03, 2010, 02:18:14 am
works really good
nice job :D
(http://imageplay.net/m7Gbd84547/fg_thumb.jpg) (http://imageplay.net/view/m7Gbd84547/fg)
you beat obliterator

nice.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: murtle on September 03, 2010, 02:20:54 am
works really good
nice job :D
(http://imageplay.net/m7Gbd84547/fg_thumb.jpg) (http://imageplay.net/view/m7Gbd84547/fg)
you beat obliterator

nice.
ya momentum saved my life
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on September 03, 2010, 11:06:01 pm
works really good
nice job :D
(http://imageplay.net/m7Gbd84547/fg_thumb.jpg) (http://imageplay.net/view/m7Gbd84547/fg)
hehe -- nicely done
even gods crushes under the power of the little ^^
Title: Re: quadruple machinegun -- little things get dangerous
Post by: ~Napalm on September 05, 2010, 05:51:28 am
"Judge me by my size do you?" -  Yoda

I couldn't help it :P
Title: Re: quadruple machinegun -- little things get dangerous
Post by: kurathedog on October 13, 2010, 03:13:33 am
Great deck.
First game, won in 7 turns.
Against a Half Blood
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Nadrin on November 13, 2010, 09:49:54 pm
Code: [Select]
4vj 4vj 4vj 4vj 6rr 74a 74a 74a 7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7q1 7q1 7q1 7q1 7q1 7q1 7qb 7qb 7qb 7qb 7qb
what if u tried that?

? ? ? = life pendulums

instead use the life ones so u get to play epinephrine more often? i only did a few matches on trainer but it did help? maybe make it 6 nova? i seemed have to have been little shy on quantum ill keep trying :) i like this deck though :D
Since precog only draws you one card, drop one of them to narrow it down to 30
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Nadrin on November 13, 2010, 09:51:01 pm
had tried something similar without using nova's. well done, me liek. impressive FG defeat :P
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Falcon4415 on November 13, 2010, 10:14:48 pm
It wouldn't be thye first tim I get owned by something like this but, anyway, well done. The thing is: every single time I faced this, they were using TUs on the deja vus. Have you considered lowering the number of DVs, momentums and epis and adding some TUs?
Title: Re: quadruple machinegun -- little things get dangerous
Post by: willng3 on November 13, 2010, 11:01:41 pm
It wouldn't be thye first tim I get owned by something like this but, anyway, well done. The thing is: every single time I faced this, they were using TUs on the deja vus. Have you considered lowering the number of DVs, momentums and epis and adding some TUs?
The only bad thing about throwing in TU instead of more DVs, Momentums, and Epis is that it greatly lowers the chances of you drawing those cards (plus TU isn't exactly cheap and you would have to accommodate for it somehow).  It's not a bad idea, I just can't see this deck maintaining it without completely changing it.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on November 14, 2010, 08:41:37 pm
there are some TU versions around. usually they use a speedbow base (e.g. 6 quantumtowers 6 supernovas).
a good example is xKelevra's T-Vu: 3 turn kills (http://elementscommunity.org/forum/index.php/topic,12780.0.html)

willing3 got the point why i dont use TUs in this deck: is too expensive (TU = 3 snova or luck with the towers).
i think this version is slower then a TU deck with a perfect draw... but faster in average, because its more consistent.

its still a heavy combo deck (1 creature and 2 spells combo). combo decks are inconstant by nature, so i tried do balance this combos to gain a reliable deck.
Title: Re: quadruple machinegun -- little things get dangerous
Post by: Falcon4415 on November 14, 2010, 09:11:21 pm
I see your point. The thing is that, as you need a lot of cards for the combo, waiting for a TU won't hurt you that much, and it will enable you to set an impressive 24 dmg on the table in one turn (plus 48 the next turn), just in case everything else goes wrong. Plus, I remember once using 4 colours in a Decay killer (minor vamps + momentum + adren + quint + p shield) which, despite being much more aether-quanta-heavy than this + TUs, got me 100% win + 100% EM rate (against Decay, that is).
Title: Re: quadruple machinegun -- little things get dangerous
Post by: hrmmm on November 14, 2010, 10:46:11 pm
its nothing wrong with going for TU's. i just want to show why its less reliable on that kind of rush:
(...) waiting for a TU won't hurt you that much, and it will enable you to set an impressive 24 dmg on the table in one turn (plus 48 the next turn), just in case everything else goes wrong.
(...)
its a rush - waiting is always not optimal in a rush ;)
also the deja-vu's are squishes, any cc will hurt them. if you have a adren + monumentum combo you usually dont want to wait (and get it destroyed) for a TU.

1 deja + epidephrine + monumentum = 12 dmg -> using abillity = 24 dmg -> TU (allready used ability) deja-vu = 36 dmg
you get the 48 dmg combo if you can TU in the same round, before you use the ability:
1 combo = 12 dmg -> TU = 24 dmg -> 2x deja-vu = 48dmg

also 1 monumentum 1 deja 1 epidephrine 1 TU and all the quanta to boost that combo is tricky to draw.
long story, short sense: TU can be faster, but gives you more "bad" draws.
blarg: