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Offline the dictatorTopic starter

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg177438#msg177438
« Reply #12 on: October 16, 2010, 05:37:29 am »
I don't think you will suffer from bad draws after adding 3 anitmatters and 2 ice shield (is 36 cards total), because most cards are more than once in the deck.

But, that is up to decide to whoever plays this deck.
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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg178372#msg178372
« Reply #13 on: October 17, 2010, 04:19:25 pm »
Really, we need to build the vault.
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Offline Essence

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg178714#msg178714
« Reply #14 on: October 17, 2010, 11:38:10 pm »
OK, time to discuss some generic counter-decks in real terms.  The game here isn't going to be knowing how to counter a deck once we see it -- it's going to be accurately guessing what deck the opponent will play.


There are a few basic deck archetypes we can expect to come across, how they intend to counter :water , and how we can counter them with :water :

Rush -- tries to exploit our relatively slow creature base by damaging us too quickly.  Detonate/Steal our Ice Shields, and we're almost defenseless.   Response: CC.  Done without even leaving our home element.  Threat level: 3/10.

Charge -- Builds slowly at first, then comes out with a crapload of damage all at once.  Overwhelms CC with sheer numbers (Fractal) or OHKs.   Response: Denial to prevent the buildup, best in the form of Trident/EQ rush.  Threat level: 5/10

Domination -- Mixes creature stompy with significant CC.  Will trash our creature offense and beat us down slowly with the rest.  Response: Stall out their limited attacks with a :light / :water mix of Miracles and Ice Shield.  Threat level: 4/10

Control -- Many variants, but all basically result in using long-term, reusable effects to negate whatever you're doing.  Response: Outrush with a fast :life / :water horde featuring Spirits and possibly AdrenaCrawlers.  Threat level: 6/10

Stall -- Negates all creature-based offense and has powerful healing, designed to make you deck out.  Response: Poison, end of story.  Threat level: 3/10

Denial -- Removes quanta/pillars while putting down a slow offense designed to kill while you suffer.  Response: Not sure...ideas?   Threat level: 9/10

Immortal -- Features immortal creatures immune to CC.  Response: Rush featuring Ice Shield.  Threat level: 4/10.

Poison -- Features massive poisoning techniques.  Response: Outrush again w/ :water / :life .   Threat level: 5/10.


So, in total, if we follow this reasoning we need:

Lots of water, of course.  Plenty of Life.

A little bit of:
Light, Earth, Death


I can also see a lot of use for Entropy in the form of a Polar Strife-style Discord/Antimatter/Bolt deck. 


Other thoughts?
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Offline Bluesky

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg178956#msg178956
« Reply #15 on: October 18, 2010, 10:35:06 am »
Anti-denial deck.. Uh... Use protects artifacts? But for the devourer or discord type of denial I dunno too. But flooding or novas/Quantum pillar surely can reduce that devourer/fractal devourer. But I don't really think Quantum pillar is REALLY necessary other than for that use. But nova, well, can be used a little.

Perhaps, since denial deck are strong we could build one too based on trident, and, ice shield (Also PA). Other team will expect trident from us?

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg179047#msg179047
« Reply #16 on: October 18, 2010, 02:38:07 pm »
Specific denial threats:

Devourer - Creature control is the only way to stop Devourers. Freeze and Ice Bolt.
Earthquake - Protect Artifact, Pillar / Pendulum split
Black Hole - Mono- and Duo-decks are less susceptible, a mono-Water deck would be our best bet.

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg179859#msg179859
« Reply #17 on: October 19, 2010, 06:03:10 pm »
We have 2 days to build the vault.


I'd say we bring the maximum amount of Toadfishes.
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Offline the dictatorTopic starter

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg181089#msg181089
« Reply #18 on: October 21, 2010, 03:49:39 pm »
Well, first of all be should get a lot of water cards (of course).

Some life cards: heal, adrenaline
Some air cards: wings, shock wave
Some earth cards: earthquakes, something to complete trident decks. I think titanium shield will do well. quantum denial AND freeze AND two damage reduction will work really well against certain decks (rush).
Some darkness cards: more denial
Some aether cards: to be used with mind flayer decks
Some death cards: poison, mummy, arsenic
Some entropy cards: nova (to make use of the diversity of water creatures ability costs), antimatter for stalling, discord for stalling, BE for PC.
Some fire cards: to complete Steam machine decks (for example Rage potion, can act as CC).
Some light cards: Miracle, Holy Light, Reflective Shield
Some time cards: Rewind (I always liked the idea of destroying your opponents pillars and rewinding his creatures)
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Offline nilsieboy

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Re: Countering Decks https://elementscommunity.org/forum/index.php?topic=14021.msg181105#msg181105
« Reply #19 on: October 21, 2010, 04:26:11 pm »
Well, first of all be should get a lot of water cards (of course).

Some life cards: heal, adrenaline
Some air cards: wings, shock wave
Some earth cards: earthquakes, something to complete trident decks. I think titanium shield will do well. quantum denial AND freeze AND two damage reduction will work really well against certain decks (rush).
Some darkness cards: more denial
Some aether cards: to be used with mind flayer decks
Some death cards: poison, mummy, arsenic
Some entropy cards: nova (to make use of the diversity of water creatures ability costs), antimatter for stalling, discord for stalling, BE for PC.
Some fire cards: to complete Steam machine decks (for example Rage potion, can act as CC).
Some light cards: Miracle, Holy Light, Reflective Shield
Some time cards: Rewind (I always liked the idea of destroying your opponents pillars and rewinding his creatures)
i don't think we need the rewind,then you need a deck with water,time and earth...
if you want that then just take earthquakes and massive bolts and freezes
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