EDIT: Updated with at least rough builds for all decks in the archetype list.
Excellent work guys, it's great to throw out so many ideas. Rulac, I think your tinkerer decks are just a step too far for this event, because tinkerer should only be used with decks that we can't do anything like them in a 50% in element. The LS deck is closer to what could work, the problem is it is really easilly countered by healing, CC, shields etc. It would work great against rushes, but very few War teams run flat out rushes. I love the idea though, keep thinking of combos and I'm sure one of them will be workable
Espi, after talking with dd, the problem with SoPa decks is the cost of SoPa, so it's only really the most versatile and all-round decks (Swallow, Vampires, Wardens etc) which we'll be able to field (with only 4-8 SoPa in vault most likely), which is a shame because I actually quite like the GP one as a concept, but so few other decks we can run would use GP. Unfortunately the same applies to the Ready Steamies deck, as SoR is really expensive, and we don't really gain anything from running it over standard steamies. I do think the great thing about the Liquid AM deck is that if we find ourselves late in war we can easilly pull it out if we are running low on decks, because Pillars Pends are not in vault. Just wish we could actually run SoW Reflect XD.
Bas, both those decks are pretty decent. The Death Nymph one is great for the same reason as Espi's Liquid AM, cause we can make it late on when running out of options. It wasn't actually the type of death rush i had in mind though haha, this is why sharing any idea no matter if it's only half-formed is great
The mono with air mark is good, we'll probably tinker with it.
Good work guys. Now this:
Preliminary tweaking of decks filling their archetype. Red indicates I think others will do a better job at build. Work In Progress.
Cost of ALL decks (including every stall option, every wildcard option etc, is
16515).
I think we underestimated how many expensive cards we can afford, as we will obviously not use this many decks in our final cut. Tech cards, extra novas, extra SoPas, all on the table.
Spoiler for Deck 1 - Grabbow:
Grabbow for lieutenant. Designed to be cheaper and effective for Market. Skull buckler works well with the limited use of Toadfish - slowly lowering hp = faster Skellie kills. Congeal hits bigger creatures.
Cost 1581
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4vh 4vj 4vj 4vj 4vj 4vj 55q 590 590 590 590 5c1 5i4 5i4 5i4 5i4 5ie 5ie 5if 5jm 5jm 6rl 715 7dm 7gm 7gm 7gm 7gn 7gn 7i6 8pm
Grabbow for Soldier using Mercenary (40% in element). This is an excellent version, and allows for very close to a 'Full' Grabbow. Great Deck.
Cost 1931
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4vh 4vj 4vj 4vj 4vj 4vj 4vj 55q 590 590 590 590 590 5c1 5c1 5i4 5i4 5i4 5ie 5ie 5if 5jm 5og 71a 7dm 7gm 7gm 7gn 7gn 7i6 8pm
Spoiler for Deck 5 - Denial:
Spoiler for Serpentine:
Room for improvement. Squids necessary? Quanta Balanced?
Cost 720
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Spoiler for NymphQuake:
Don't think soldier could pull this off. It's a pretty sweet deck actually.
Cost 570
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58o 593 593 593 593 593 593 5aa 5aa 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5io 5io 5jm 5jm 5jm 778 778 778 78q 78q 78q 7gk 7gk 7i6 8pp
Spoiler for Patient Devourers:
Dark pillar/pends there to give you a shot of 1st or 2nd turn dev. Pleased with this as Denial or domin.
Cost 1270
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ib 5ib 5ib 5ib 5ib 5um 5um 5um 5um 5um 5um 5up 5up 5us 5us 7hi 7hi 7hi 7t4 7t4 7um 7um 8pt
Spoiler for Deck 6 and 7 - Stalls:
Spoiler for Water/Entropy Stall:
Lieutenant build
Cost 700
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5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5i7 5i7 5i7 5i9 5ia 5ia 5ia 5ia 5ia 5ia 5ig 5ig 5ih 5ih 5ih 5ih 5jm 5jm 5jm 5jm 5jm 5jm 5jm 6u7 6u7 6u7 6u7 6u7 6u7 7gp 7gp 7gp 8pj
Spoiler for Water/Air Stall:
Built this based on one dd used in trials. Expensive as is, but sure someone could slimline it.
Cost 1405
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i8 5i8 5i8 5i8 5i8 5i8 5ib 5ib 5ig 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5oh 5oh 5oh 5oh 5on 5on 5on 5on 5oo 5oo 5oo 5oo 5oo 5oo 7gr 7gr 7gr 7gr 7n5 7n5 7n5 8pr
Spoiler for Water/Light Stall:
Again, pricey. Looks like stall A really needs to be the flooding antimatter.
Cost 1430
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5i4 5i4 5i4 5i8 5i8 5i8 5i8 5i8 5i8 5ia 5ia 5ia 5ia 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 7gp 7gp 7gp 7q9 7q9 7q9 7q9 7q9 7q9 8pq
Spoiler for Deck 8, 9, 10 - Wild Cards:
Spoiler for Water/Death Rush:
If we are going to run something more rushy, it should be with as many ups as poss. Gen deck. Used Bas's deck and a deck dd made for Trials final as inspiration.
Cost 560
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52g 52g 542 542 5i4 5i4 5i4 5i4 5i4 5i9 5i9 5ig 5ig 5ig 5ig 5jm 5jm 5jm 710 710 713 713 713 713 71a 71a 72i 7gk 7gk 7i6 8pk
Spoiler for AdrennaPuffers:
One for lieutennant. Don't like this quite as much as my Tinkerer build, but this works too, and a nice surprise. Works.
Cost 775
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5c5 5c5 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 7gu 7gu 7gu 7gu 7gu 7n2 7n2 7n2 7n2 8pn
Spoiler for High CC water/air:
Slow and steady damage with massive CC.
Cost 780
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i9 5i9 5id 5id 5jm 5jm 5jm 5jm 5jm 5oh 5oh 5oh 5ol 5on 5on 5on 5on 7gt 7gt 7gt 7gt 7h3 7h3 7n5 8pr
Spoiler for Speed Poison:
Soldiers could do it with fewer upped poisons. Could possibly be tweaked, or inverted for tinkerer.
Cost 745
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52o 52o 5i5 5i5 5i5 5i5 5i5 5i5 5ib 5ib 5ib 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 718 718 718 718 71a 71a 7gn 7gn 7gn 8pk
Spoiler for Patient RoL + squids, with sanctuary, aether mark and Silence splash.:
We probs won't use this, but i like it. Healing once you have squids out is great, and silences get you around dims, Dials ad other nasty things. Sanc good for denial. Needs Lieutennant for RoLs
Cost 745
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ib 5ib 5j2 5j2 5j2 5j2 5li 5lm 5lm 5lm 5lm 624 624 7gr 7gr 7gr 7jp 7jp 7jp 7jp 7jp 7jp 8pu
Spoiler for Swallow:
Never built swallow in 50% rules before, should be looked over.
Cost 1590
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55k 55k 55k 55k 55k 55k 55k 55k 56i 56i 56i 5i4 5i4 5ia 5ia 5ig 5ig 5j2 5j2 5j2 5j2 5jm 5jm 74b 74b 74b 74b 7gk 7gr 7gr 8pp