Post by rawsushi on Sept 19, 2006 15:28:45 GMT -5
After reading about what GRANITE IDOL actually does (look at bottom for explanation), I tried messing around with different ideas.1st idea was a deck that FOCUSED ON LAPPING but could PROTECT FROM DRAIN MAGIC if there was no temple to buy symbols.
The "KELPIE" decks before this one had a few main problems.
1) Items Being RUSTed...
2) All the card drawing to get to the Kelpie but it could be
SQUEEZEd while waiting to be placed...
3) Losing the territory in a battle...
4) And EVIL BLAST killing it immediately...
I've tried a couple decks before where I would use card drawing spells to get weapons I needed but the main problem was once I got them in my hand the opponent would use various spells to destroy them. I tried fixing that problem by using LIVING SHIELDs but they weren't very helpful in battles. LAND PROTECTION and MASS PHANTASM could also be easily removed. This new idea came from combining the "protection" offered by GRANITE IDOL.
GRANITE-KELPIE DECK
NeUtRal CrEaTuRes
4 Granite Idol
4 Golden Totem
4 Cray Idol
bLuE CrEaTuRes
4 Kelpie
2 Grindylow
ReD CrEaTuReS
3 Sharazad
ItEmS
1 Iksear
1 Talisman
SpElls
4 Bind
1 Chaos panic
4 Foresight
4 Holy Word X
4 Prophecy
4 Silence
2 Revelation
1 Lightcraft
1 Soltis
2 Land Protection
Playing tips:
Save your items for your KELPIE! There are only 2 (two!!!) but each one can handle multiple situations. Instead of putting a whole bunch that will sit in your hand, having only 2 allows you to get the best ones when you PROPHECY (and if it's not the one you need then you know you'll get it next.)
TALISMAN- if the opponent attacks using a gremlin amulet or a talisman too the opponent's effect goes first and your TALISMAN will be destroyed. If your creature has the senility enchantment on it then the TALISMAN will not replace it with land protection.
To deal with this it's just better to prevent the problem with land protection or use lightcraft to try to mess up the opponent.
note: NECRO SCARAB or RAINBOW PIECE are the only items that can fight the enchantment SENILITY (beware if they attack you using a GREMLIN or TALISMAN-look at Force-Bind deck.)
With SILENCE if the opponent can't summon a creature to fight your KELPIE then you don't need any items!
LIGHTCRAFT can also be used to make the opponent lose against your Kelpie cuz they may not get the right creature/item combination to defeat your placed KELPIE since you can't destroy the opponent's items because of the granite idol's protection. Lightcraft is also handy when you see the opponent preparing to mess up your strategy by saving cards.
If all else fails you can use REVELATION to switch out your Kelpie so the opponent can pass over. REVELATION is handy to help set up the KELPIE quickly or to remove any adverse effects on the territory by exchanging the KELPIE. This spell also works well w/ the Golden Totems.
There are 22 creatures in the deck, but they're only there to help you and your Kelpie (the less the better cuz' you want the prophecy to draw a Kelpie if you don't have one already.) Your only goal should be to get the opponent to pay the toll when he lands on your KELPIE. Remember that the whole thing about playing a Kelpie deck is getting to your Kelpie before the opponent and setting it up so that it's ready to take a big toll, so use your HOLY WORD Xs along with your BINDs to "slow" down your opponent. Place a GRANITE IDOL on the board then start drawing for your KELPIE or items with spells like FORESIGHT and PROPHECY and not have to worry about your cards being destroyed. Use REVELATION to level up the Kelpie immediately!
If the CRAY IDOL is on the board before you place a KELPIE then you don't have to worry about it being destroyed the next turn by an EVIL BLAST. A tip for advanced players*= when creatures receive damage from spells like TEMPEST, it's dealt clockwise around the board so try tp place the KELPIE 1st, then the CRAY IDOLs after (if the CRAY IDOL is destroyed first then it's global effect will wear off and your kelpie will recieve the full 20 damage).Combine this with Revelations to help keep your creatures alive.
SHARAZAD is important to help remove spells like despair, life force, and anti-magic and can at least use a support creature to take out pesky EBONY IDOLs (look at the force bind deck). It also helps to remove any protective spells on your opponent so you can use your Binds on them.
Remember that it's all about timing and placement. Either you getting to your Kelpie first or leveling it up at just the right moment when the opponent is about to pass over your kelpie. Don't always focus on one spot or the opponent can easily ruin your plans. Think like in the game of "go" and spread your possibilities out so that when the opportunity arrives you can catch your opponent so quick they didn't know what hit them. If they take out your first Kelpie at some point there gona be caught unprepared and then you can take a level 5 toll.
All the cards used were chosen for their versatility and speed (f.e. they don't have to wait in your hand or require anything specific to play). FORESIGHT can be held in your hand until you want to draw your KELPIE if the opponent is holding a SQUEEZE and you don't have a GRANITE IDOL in play. (TIP: Also if you have 2 FORESIGHT and a PROPHECY in your hand you can look first w/ the foresight then prophecy which will shuffle the deck and when you foresight again it'll be different cards!)
When playing this design think of "layering" different forms of protection. If you had everything in play that would be the most protected but during a match, which IDOLs and spells you play first can make the deck unstoppable in the hands of a skilled strategist. This deck doesn't just put one spell on your KELPIE and that's all the opponent has to deal with to win but instead makes the opponent have to deal with being SILENCED, all your IDOLS, and ITEMs! The further into the game the more complicated it becomes for the opponent to beat your KELPIE strategy!
Comments would be greatly appreciated!
"GRANITE IDOL"- stops players from being able to target each other with the single unit instance spells(look at in-game manual)
It protects players against:
RUST> SHATTER> SQUEEZE> SUBSIDENCE> DRAIN MAGIC> PAIN> MESMERIZE> ECHO> CORRUPTION> DIMENSION DOOR> SUPPRESSION> GRACE> RUIN> WIZARDS EYE> REVIVAL> MIND SEEKER> ECLIPSE> WORD OF RECALL> CHANGELING> JUDGEMENT
It doesn't stop:
SOLTIS> MANNA> WIND OF HOPE> PROPHECY> FLY> FIND> FORESIGHT> TELEPORT> DISPEL MAGIC> PROPHECY> ESCAPE> LAKE LEAP> FOREST LEAP> MOUNTAIN LEAP> PLAIN LEAP> PERMISSION> REINCARNATION> REPLACE> territory abilities of creatures such as WIND IMP
The "KELPIE" decks before this one had a few main problems.
1) Items Being RUSTed...
2) All the card drawing to get to the Kelpie but it could be
SQUEEZEd while waiting to be placed...
3) Losing the territory in a battle...
4) And EVIL BLAST killing it immediately...
I've tried a couple decks before where I would use card drawing spells to get weapons I needed but the main problem was once I got them in my hand the opponent would use various spells to destroy them. I tried fixing that problem by using LIVING SHIELDs but they weren't very helpful in battles. LAND PROTECTION and MASS PHANTASM could also be easily removed. This new idea came from combining the "protection" offered by GRANITE IDOL.
GRANITE-KELPIE DECK
NeUtRal CrEaTuRes
4 Granite Idol
4 Golden Totem
4 Cray Idol
bLuE CrEaTuRes
4 Kelpie
2 Grindylow
ReD CrEaTuReS
3 Sharazad
ItEmS
1 Iksear
1 Talisman
SpElls
4 Bind
1 Chaos panic
4 Foresight
4 Holy Word X
4 Prophecy
4 Silence
2 Revelation
1 Lightcraft
1 Soltis
2 Land Protection
Playing tips:
Save your items for your KELPIE! There are only 2 (two!!!) but each one can handle multiple situations. Instead of putting a whole bunch that will sit in your hand, having only 2 allows you to get the best ones when you PROPHECY (and if it's not the one you need then you know you'll get it next.)
TALISMAN- if the opponent attacks using a gremlin amulet or a talisman too the opponent's effect goes first and your TALISMAN will be destroyed. If your creature has the senility enchantment on it then the TALISMAN will not replace it with land protection.
To deal with this it's just better to prevent the problem with land protection or use lightcraft to try to mess up the opponent.
note: NECRO SCARAB or RAINBOW PIECE are the only items that can fight the enchantment SENILITY (beware if they attack you using a GREMLIN or TALISMAN-look at Force-Bind deck.)
With SILENCE if the opponent can't summon a creature to fight your KELPIE then you don't need any items!
LIGHTCRAFT can also be used to make the opponent lose against your Kelpie cuz they may not get the right creature/item combination to defeat your placed KELPIE since you can't destroy the opponent's items because of the granite idol's protection. Lightcraft is also handy when you see the opponent preparing to mess up your strategy by saving cards.
If all else fails you can use REVELATION to switch out your Kelpie so the opponent can pass over. REVELATION is handy to help set up the KELPIE quickly or to remove any adverse effects on the territory by exchanging the KELPIE. This spell also works well w/ the Golden Totems.
There are 22 creatures in the deck, but they're only there to help you and your Kelpie (the less the better cuz' you want the prophecy to draw a Kelpie if you don't have one already.) Your only goal should be to get the opponent to pay the toll when he lands on your KELPIE. Remember that the whole thing about playing a Kelpie deck is getting to your Kelpie before the opponent and setting it up so that it's ready to take a big toll, so use your HOLY WORD Xs along with your BINDs to "slow" down your opponent. Place a GRANITE IDOL on the board then start drawing for your KELPIE or items with spells like FORESIGHT and PROPHECY and not have to worry about your cards being destroyed. Use REVELATION to level up the Kelpie immediately!
If the CRAY IDOL is on the board before you place a KELPIE then you don't have to worry about it being destroyed the next turn by an EVIL BLAST. A tip for advanced players*= when creatures receive damage from spells like TEMPEST, it's dealt clockwise around the board so try tp place the KELPIE 1st, then the CRAY IDOLs after (if the CRAY IDOL is destroyed first then it's global effect will wear off and your kelpie will recieve the full 20 damage).Combine this with Revelations to help keep your creatures alive.
SHARAZAD is important to help remove spells like despair, life force, and anti-magic and can at least use a support creature to take out pesky EBONY IDOLs (look at the force bind deck). It also helps to remove any protective spells on your opponent so you can use your Binds on them.
Remember that it's all about timing and placement. Either you getting to your Kelpie first or leveling it up at just the right moment when the opponent is about to pass over your kelpie. Don't always focus on one spot or the opponent can easily ruin your plans. Think like in the game of "go" and spread your possibilities out so that when the opportunity arrives you can catch your opponent so quick they didn't know what hit them. If they take out your first Kelpie at some point there gona be caught unprepared and then you can take a level 5 toll.
All the cards used were chosen for their versatility and speed (f.e. they don't have to wait in your hand or require anything specific to play). FORESIGHT can be held in your hand until you want to draw your KELPIE if the opponent is holding a SQUEEZE and you don't have a GRANITE IDOL in play. (TIP: Also if you have 2 FORESIGHT and a PROPHECY in your hand you can look first w/ the foresight then prophecy which will shuffle the deck and when you foresight again it'll be different cards!)
When playing this design think of "layering" different forms of protection. If you had everything in play that would be the most protected but during a match, which IDOLs and spells you play first can make the deck unstoppable in the hands of a skilled strategist. This deck doesn't just put one spell on your KELPIE and that's all the opponent has to deal with to win but instead makes the opponent have to deal with being SILENCED, all your IDOLS, and ITEMs! The further into the game the more complicated it becomes for the opponent to beat your KELPIE strategy!
Comments would be greatly appreciated!
"GRANITE IDOL"- stops players from being able to target each other with the single unit instance spells(look at in-game manual)
It protects players against:
RUST> SHATTER> SQUEEZE> SUBSIDENCE> DRAIN MAGIC> PAIN> MESMERIZE> ECHO> CORRUPTION> DIMENSION DOOR> SUPPRESSION> GRACE> RUIN> WIZARDS EYE> REVIVAL> MIND SEEKER> ECLIPSE> WORD OF RECALL> CHANGELING> JUDGEMENT
It doesn't stop:
SOLTIS> MANNA> WIND OF HOPE> PROPHECY> FLY> FIND> FORESIGHT> TELEPORT> DISPEL MAGIC> PROPHECY> ESCAPE> LAKE LEAP> FOREST LEAP> MOUNTAIN LEAP> PLAIN LEAP> PERMISSION> REINCARNATION> REPLACE> territory abilities of creatures such as WIND IMP