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Offline ginandtonicTopic starter

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Triple Tears [Gravity] [Earth] [Water] [PVP] https://elementscommunity.org/forum/index.php?topic=50214.msg1084479#msg1084479
« on: July 02, 2013, 05:56:49 pm »
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This is my first deck posting, so take it easy on me!

1.  Water Nymph (duh)
2.  What do you need more?  Quanta  control or Creature control... or perhaps a second Water Nymph to be safe.


I've left the Dry Spells unupped on purpose because any nymphs you generate can take a hit or two and the more water quanta the better.

I'm on the fence about upping the last few pendulums because earthquakes. 

Each nymph will have time/quanta to cast two, maybe three, spells and you must calculate the the number of quanta for each element before making the pendulums into nymphs - else you have nymphs with no spells. 

The Poseidons can be ruthlessly used in combo with the black hole spell, but if you think they might get stolen and your opponent has earth quanta Do Not play it.

This can easily beat most Immo-rushes and damselfly configurations and I often EM with it.

Biggest weakness is losing your first Water Nymph.

Offline kaempfer13

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Re: Triple Tears [Gravity] [Earth] [Water] [PVP] https://elementscommunity.org/forum/index.php?topic=50214.msg1084501#msg1084501
« Reply #1 on: July 02, 2013, 06:59:53 pm »
This looks like it is a good deck; however i doubt you actually need the unstoppables; If you switch 1 earthpendulum for a gravity pendulum and add 2 black holes you might be able to protect your first nymph by denying your opponent the quanta to kill it and I think that Rol/hope wont be fast enough to get the fractal out before you effectively deny all the quanta (I can be wrong though), so that most shields shouldnt be a problem either (turtle shield could be annoying though)
:gravity War 10
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Master of :time War 12

Offline ginandtonicTopic starter

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Re: Triple Tears [Gravity] [Earth] [Water] [PVP] https://elementscommunity.org/forum/index.php?topic=50214.msg1085080#msg1085080
« Reply #2 on: July 05, 2013, 11:07:41 pm »
You'd be surprised how often the Momentums help (Skull, Turtle, Dimensional, Thorn, Bone etc, shields).  Sometimes it helps to add to the heavy hitters for damage, while other times it is useful to preserve the Gravity Nymph and a small boost to hit points. 

I hesitate to remove any more Earth quanta because the Poseidons and the Earth Nymphs gobble it up. 

I can see where you are coming from adding the Black Holes, but it makes more sense to me to have the different card, Momentum, instead of the doubling up of the Gravity Nymph's ability. 

Thanks for the feedback, maybe I'll switch it up and give it a try.

 

anything
blarg: