|
Post by KStorm on Aug 13, 2004 7:44:06 GMT -5
Ok, I just built this deck after I beat the game and played a few of my buddies... This deck is mainly going to be a 1st atk deck no doubt... However this deck will protect you from...
1) Decoy - 5 chances 2) Any direct dmg spells - 2 chances (mass phantasm) 3) Bad draws / Bad Landings - 52% monsters (13 no land restrict / 13 land restricted / at least 4 of each color and 5 nuetral) 4) Old Willow / Kelpie - 4 spells / 2 items 5) Marble Idol (15 different monsters) 6) Not much of a need for armors (gives you more useful draws)
Note this is done with a deck I currently CAN build but still a cake walk for all levels of the game except the last level because you have to play yourself...
2 - Living Shield 2 - Living Spear 2 - Living Sword 2 - Chimera 2 - Valkyra 2 - Lilith 2 - Lizardmen 2 - Vodyanoi 1 - Death Gaze 2 - Gargoyle 1 - Vampire 2 - Centaur 2 - Master Monk 2 - Quetzalcoatl 1 - Wyvern 3 - Black Orb 1 - Counter Amulet 2 - Hell Blaze 2 - Mujina Mask 3 - Vorpal Sword 2 - Mass Phantasm 2 - Meteor 3 - Reinforce 2 - Relief 2 - Telegnosis 2 - Telekinesis
I'll digest each benifit on the next post... I actually did this a while back and surpassed 10K words and was not saved!!!
|
|
|
Post by KStorm on Aug 13, 2004 7:50:09 GMT -5
Ok, firstly, as to all 1st atk decks.... Weapons are your friend!! Staple that to your forehead... So we're going to base this deck with NO ARMORS so you end up with draws you'll actually use on both offense AND defense respectively... Now, the FIRST problem I listed was Decoys, and we all know how many CPU folk use this lil bugger to take some of our most beloved monsters out of the game before we get to lvl up the land to nullify this... With Black Orbs and Scrolls, you can take on the most Decoy heavy decks... I would use Hell Blaze when possible if you know your opponent dose NOT have a Kelpie / Old Willow in hand (mostly speaking of human players here) because some of your Creatures have scroll limit... However most if not all of your creatures are free to use tools... So I'd save Black Orbs for those Decoys vs scroll limited creatures... Black Orb and Hell Blaze both work against color shields... So if you're playing a Human player, this would be a superb item to keep handy, I wouldn't mind keeping one of each in my hand at all times... These items can be used in defense too against Decoy / Shielded defender defending against your 1st attack ability so they are VERY valueable as long as keep priority goes... On to protection 2
|
|
|
Post by KStorm on Aug 13, 2004 7:58:02 GMT -5
Ok, Second protection are against those players that think just because they have 4 Evil Blasts and 4 magic bolts in their book you can't place a single creature out safely...
I wouldn't worry about your opponent using these spells in the early going of the game because they'll usually wait till they have enough money to use it, or wait till there is something worth bolting before using it... (The way you play this deck will also make them think twice about spending more to get rid of your monster than you paid, you'll see)
So I picked to put 2 Mass Phantasms in this deck simply because Mass Phantasm would usually stop them cold from using ANY direct dmg spell... I generally don't play human games with mass dmg spells because a player freshly bankrupt can change the game back to 0 with 2 spells... And no CPU hosts this kind of power so I rule out mass dmg spells for that specific reason...
I also picked Mass Phantasm over Land Protection because once you cast it, it protects ALL your monsters... Land Protect works too slow and leaves too many allies under siege... Since your deck holds no direct dmg spells, you won't give the opponent any advantage by casting it on THEIR monsters too...
So I'd suggest you hope and pray you get this card around sometime in the first round in a large map, or 2nd or 3rd round of a large map and cast it after that time passed... Hold on to it if it's in the early game, and cast it ONLY when you feel the bolting coming on... If you can hold out casting it, hold out, because 100 G is a lot in the early going and delay casting it for as long as you can... Just remember it cost 120 G for an Evil Blast so if they DO cast one early, you're at advantage...
All of your monsters (except Evil Sword) has enough to take ONE Magic Bolt (I made sure of this when I built my deck)
Ok onto the 3rd protection...
|
|
|
Post by KStorm on Aug 13, 2004 8:09:54 GMT -5
The thrid one pretains to the ever blasted BAD DRAW... Now when we play the comptuer players we can simply reset... But I play humans constantly and you can't simply play a 40% / 30% / 30% and expect to win vs a 50% / 10% / 40% red deck... Having a monster advantage is ALWAYS good!! You get more money when crossing the castle and you generally make them fight more often or pay toll more often... Support bonus is a HUGE part of your game (you'll understand later on) Ok, I built this deck at first with a LOT of items because we all know swords will win the day in the end with this deck... However I played a few test games and found that the 40% monster range was just NEVER enough and you find it more often than not starting with a horrible draw with NO monsters, or land restricted monsters... I however found a work around this and it was truely some of the most blessed cards I've never thought I'd use... The pride of my deck lies with these cards... 2 - Living Shields 1 - Living Spear 2 - Living Swords These cards are MONSTER CARDS!!! You now have 10% of your deck as a nuetral monster that can be cheaply casted (exception to Living Spear 100 G) AND CAN DOUBLE AS AN ITEM!!!! OMFG are you kidding me? Better yet, they have NO USEAGE RESTRICTION!!! These babies have the opposite to the Support Ability!!! You can use these bad boys on ANY MONSTER!!! Did I say pride of my deck? I must say this has been the best move I've ever made in this game putting them in!!! They seem rather useless at first, but man, they're GAWD!!! Ok, the way you use them is pretty straight forward... Dump them all over on lap 1 (large map) or lap 2 - 3 (small map) take any land, it won't matter... They're cheap, this is why I mentioned that most players won't waste an Evil Blast to get rid of your 1 hp Living Sword... This gives you time to draw your Mass Phantasm and also gives you pre-requisit land territories!! Whenever you DO draw a better monster however, I'd drop them instead and keep these things as a weapon... In the later rounds, it would obviously be smart to retract all these guys and put corresponding monsters on their land... You can now keep these in your hand for 30 hp, 30 st, or 20 / 20 respectively... Talk about having a 55 card deck!! (I'd probably put more swords in, but having the 2 shields mean you can take 2 scroll hits from first attack monsters, and wipe out scroll hits from none first attack monsters ) Another good thing to these cards would be their non-land restricted attribute... You'll almost definately gain a territory advantage after 3 laps with my deck... (Tip, All of your Red / Green cards are land restricted so if you can aim to take those lands first, then worry about Yellow and finally Blue) So are you convinced that you've overcame the bad draw bug? Well even if you're not we're moving on Ok, topic 4 hehe
|
|
|
Post by KStorm on Aug 13, 2004 8:21:02 GMT -5
Old Willow / Kelpie... Ahh how we love them and loath them... When playing against someone who just insist they are fair and not cheap, you would just love to shove it up their tail pipe when they say that or take out the ONLY Old Willow they took so long to obtain With this deck you can!! With EASE!! Ok, there are a few things annoying about Old Willow that Kelpie won't be for a few reasons... Old Willow will have more hp, so your attack will usually not kill it even tho it is only 10 hp... Old Willow usually has a mob of heavy hitters surrounding it... Kelpie's blue friends aren't really a huge offensive threat... (however being a first attack deck, nothing really is an offensive threat :twisted: ) Well, aside from those differences, you got 2 main cards... HELL BLAZE... This will stop an Old Willow cold... Red players don't use items, and if they do, they're playing a flawed deck... Hell Blaze will do critical hit to 20 st monsters and Old Willow will be one of them, so expect 60 dmg... Even if they had a boost from one of your Reinforce cards (you're not dumb enough to cast this when Old Willow is on the board now are you?) you'll still kill it with 40 ST scroll dmg... Let me just say too, being such an annoying deck with 1st attack, you'll drain your opp of their items early and often too (you'll also see why later) because they'll have to use items mostly every fight to take the initial hit!! So the more fights they fight, the less items they have... Just remember you have more monsters, so losing them won't hurt you as much as them!! Not to mention more items (both usable in offense and defense) Ok ok, most of you are going to say, still how about if they have enough items to just take ALL my scroll hits? Well my friend, if you're just that unlucky (or lucky rather to play such a stupid deck) then there is always plan B right? What one can't mow down, we CRUSH!! Simply reach into your back pocket and find the most expensive card you have in your deck What you'll pull out would be the Meteor card... Turn any junk heap into a lvl 1 land... 200 G and a card... Now, considering that a land morphing spell cost 150 right off the bat, 200 G isn't much to take away almost 2000 G worth of investments right? Also, when playing Meteor, it don't matter what color / colors your opponent is playing, they can't switch out the Old Willow / Kelpie and put in something suiting to that color... Meteor is a staple card bar none!! I'd use it even if it was my last 200 G and last card!! You can pay a 2000 G toll and break even!! Are we still scared of a tree and a legless horse that swims? At least I hope not!! Ok, lets keep it rolling onto topic 5!!
|
|
|
Post by KStorm on Aug 13, 2004 8:25:16 GMT -5
For the ultra RARE case that you end up playing some n00bie that experiment with idols... You obviously won't have to worry about one of the strongest ones... Marble Idol is obviously one of the biggest problems when someone decides to put an idol deck... With any other deck, the Silver Idol would be your pain in the ass to deal with, but since you're 90% 1st atk, what do you have to worry about? MUHAHAHAH Now, all you have to do is keep that sucker on the board and I can almost see that being a bigger problem for your opponent than you in the long run as long as you have exactly what I have in my deck... I mean if you feel as though it is causing you trouble, simply run by and kill it with your abundant of weapons / monsters... This topic shouldn't even be here but sometimes you just meet weirdos that think idols are fun Anywho, we're nearing the edge!! Lets leap to the next topic!!
|
|
|
Post by KStorm on Aug 13, 2004 8:44:37 GMT -5
Topic 6!! Woohoo!! I can almost goto sleep... (Yawn) As we've stated, the items list in your hand would mostly consist of ST adding items... Unless you find your opponent holding a mass of first attack creatures (then they're basically copying you, or me ) but none the less, I'm sure you're more readily stacked to take back the land anyways!! Or crush it in front of their eyes and turn their eyes into a water creature!! So generally speaking, the most powerful weapon in your items list is the Vorpal sword... I'm sure most of the enemies you meet human or CPU holding Lv5 land would have at least 40 mhp, if not, you can wipe them out either way... Just remember you have Hell Blaze so anything under 40 mhp is just a scroll away from eviction... Anything over is where the fun begin!! Take any regular 30 ST monster in your deck (this is the lowest atk of any of your monsters!!) and add the Vorpal sword... 30 + 30 = 60 <-- how many of you got that right? Ok, but this isn't your daddy's math class!! This is Culdcept baby!! 30 + 30 = 90 here when mhp = 40!! Yeah baby (as Austin Powers as I can get) Now if 90 isn't enough, throw in a support creature (trust me you have to power to set this up) and a Quetzalcoatl to give you 20 more base ST... Lets try this math thing again shall we ... 30 + 30 + 10 + 10 = 120... <-- I'm going to assume we all took notes at first and or copied off the friend who is reading next to you by now and get this right If 120 isn't strong enough to kill anything standing there, then I suggest you just blast that sucker with Meteor... Oh wait, did I mention Meteor will work through Mass Phantasm? Another great reason to go with this bad boy spell Note if you don't need the fire power of the Vorpal Sword, you can simply use the Living Sword as your weapon of choice because they're 30 G and they won't be useful in the later game when you have an established colony of little jumpy attackers... When worst comes the worst, you'll still be in the game however with 2 of my last items which I found to be the best in this deck and took a long time to conclude on these... I consider these my last resort items... Which means you should try to keep these in your hand regardless because you won't run by these often since they're limited and they'll save you where all your other cards WILL FAIL... 1) Most important flaw is the scroll attack... I don't see scroll decks being very powerful so you won't have much trouble running into these guys but DO keep a Mujina Mask on you at all times... This card does a few things, keeps you alive vs a Decoy when your anti Decoy cards are not around (usually gives you enough to stay alive)... Keeps you alive vs scroll attacks (most powerful scroll attack would be 50 since you have no 20 ST creatures, and if they decide to use a Ninja, the only one that can dish out scroll dmg before you can hit them, you most likely have to hope they have at least 4 cards left and you yourself have 40 mhp... The strongest scroll atk would be 75 dmg Ninja + 50 ST Scroll... However, this is a VERY VERY rare combo to ever see so I wouldn't worry, and the Mujina Mask will also defend VERY well against a Lilith of the opponent's... The HP you gain will be the same as their ST as long as you dont have a Quetzalcoatl around... Even still, it'll only be 10 hp difference... So know this powerful item!! Keep it on hand, stay alive!!! BTW, did I mention it only cost 30 G??? Are the makers insane? 2) Counter Amulet... Ok this is going to be less important than the last item, but I would say, this can get you the extra DMG sometimes you need or when you're up against an Executor + Arm band and you think the world is a bueatiful place and it's been a nice ride... Just remember this thing is your only dmg ignoring item in the whole deck!! Depending on the attack pattern of your foe, I'd say keep or discard at your own risk... This item is costly at 100 G, but you can use it in so many cases (this can also be your 6th defense vs a Decoy because a supported Decoy will kill itself by hitting you for a reflected hit back to itself...) So I say again, use this as your very last resort when you must definately win this battle... Otherwise, depend on your weapons to do our dirty work... Ok, I'll add a final article about some of the special combos / tactics that make this deck just one of the best I've ever built... (I've built a few good ones, but this one is just so good I had to post it, my other ones crush too, but never at a rate like this)...
|
|
|
Post by KStorm on Aug 13, 2004 9:23:21 GMT -5
Ok, time to head home... I didn't mention about a lot of the strategies in using the other spell cards in your deck... One of my favs is the Relief card... You generally will see this card a LOT and more often than not... Early on, I'd say it'll be safe to discard one... Just make sure unless you're near reset do NOT throw the other one away... If you can keep one in your hand WHILE it resets I think you can actually make 3 copies in your new deck!! Anywho, your strategy will consist of a lot of monster dropping no matter WHERE you land... Use this card when you can to fix things for 30 G this card is VERY cheap to use and it recycles back into your book!!! Sometimes I'd say use this card even if you don't need it just yet instead of throwing it away because you'll definately smile when you see it later... I use this card a lot NOT to put monsters on land I build up, but rather to switch in a dropped Gargoyle to move it in to attack something I want to TAKE then I put in something to stay on the land after I take it!! A dropped Gargoyle will have 50 / 50 stats, and keep it's stats with Relief unlike swapping where the Gargoyle will lose the 50 ST it gets from being placed!! Another card I want to mention is the Telekinesis card... This card is a staple in most of my decks too and usually comes in the form of a pair... You generally will play a lot of offensive humans and not too many defensive humans... Thats just the way people are, they like to own things, and brag about it... No one wants to be like a punching bag, everyone wants to be a Tyson in his prime... What Telekinesis will do is one of two things... Actually more like four or five... 1) Move an Old Willow off a Lv5 land (they can't move back AWWWW) 2) Move an Old Willow INTO your Gargoyle, wether it was there by default, or was there after you Reliefed it (Oh did I just make a combo? No way I couldn't of planned this can I? Muhahahah :evil grin: ) You can literally say good bye Old Willow... 3) Force one of your monsters to fight a 100% sure win fight forcing your nme to use a VERY vital item prematurely to setup a fight vs Old Willow / Kelpie... Didn't I mention you'll surely never have to worry about them and their items? I lie a lot, but I don't owe any of you money (yet) hehe... 4) Generally protect yourself from Holy Word 0... Notice you don't have much protection against holy word spells in this deck, and this is going to be one of your biggest protections if you ever get so unlucky... However, if you don't use your Meteor to protect yourself before this is your fault 5) Well, if you ever get lucky and you needed 2 moves to move your monster into a freshly cleared lv5 land, just zap them over if you desperately need it... Once you lay the first move with the territory ability, just use the spell on your next turn and you won't have to go a whole lap and you just moved 2 spaces... So I'd say thats a staple card for sure as it works for all decks generally in the same fashion... Ok, the last spell cards are Telegnosis, which is genernally a recycling castle spell... Rather expensive, I only have this in there incase I want to swap out my Living Sword for a monster because I have no item cards in my hand, or if I desperately have to upgrade land to protect a nice geographically sound territory... They're rather dispensable, I'd throw them away if you have to choose... I usually do because I'm so overwhelming I never have the NEED or URGENCY to rely on them, but you can however use this to again walk your monster into a 100% winning fight to force your opponent to give up land or use an item... So for 60 G I'd say it's more useful mid game... Lastly, I just recently threw this card in there but dunno if it'll stay... Reinforcement... Lets just say this is a 10 ST that'll stay with your monster just like an item and if you can cast all 3 to your advantage then you can free up an item slot for maybe a spell in the later game since you'll pretty much be sitting pretty with a 30 ST boosted 1st atk creature... Depending on your flavor, I'd say you should use it if you KNOW your opponent has little to no 1st atk monsters... Even if you only boost ONE monster with this, note you have relief to make this monster atk everything... So even if you only have ONE monster, the 3 spells are definately worth casting even if you get it pretty early... Unless first pass or so... Ok, a few more card tips while generally playing this deck or similar... Lilith will be your late game offensive power house... Reason being that she is rather cheap, no land restriction, one of the worst defenders, and does a massive dmg if used in a territory command... In a territory command, with 6 cards in your hand, she has a 60 ST 1st atk... With Quetzalcoatl, thats 70, with 1 support that 80... WITH NO ITEM... This is even better when you put a Vorpal Sword on her... She then gets +20 ST (because you used a card from your hand) and most likely critical hit... Thats 60 + 10 + 10 + 20 = 180 dmg!!! Tell me now that isn't a power house number? The very reason for her making such a bad defender is also the best reason to keep her on hand!! Lizard man / Centaur will be your early land restriction getters... Along with the Living cards, plop these guys just anywhere, because they have 40 mhp each, they can take an Evil Blast so you can drop them and know they'll live for at least a turn... HP don't matter on defense when you're a 1st atker!! Valkyra / Chimera, these are your Old Willow replacements... However I'd drop me a Chimera as soon as you have the chance because you build ST every time you touch the castle... By round 3 you'd be sitting at 60 ST and with Relief you can actually move this bad boy into attack... Note this is one of those scroll restricted creatures... So atk only if you know you can kill the thing with brute force... (also this is a prime target for CPU Decoy) Valkyra I would use to atk... The reason being is that she is a support creature... You don't have to waste a weapon to win the fight, and after her first fight (which is the most important) she becomes a 40 / 30... Each fight she wins, she'll keep going up... So with a Mass Phantasm on her, she can win most of your fights (if they dare) without you even wasting a weapon... Also remember she is the best defender when protected by spells because you can cast a Gargoyle / Master Monk on her and have 80 MHP... Very powerful card... Master Monk... Not much to say about this guy but "he's my journey man" What I mean by that is that this guy is usually my scapegoat when using relief to weaken the nme... This guy can double as your land restriction getter because he has no land restriction himself and has 50 printed MHP... This lowers in battle however if no item is used so I usually send his butt to battle when I can to make use of that 50 ST right off the bat... MAKE THEM USE ITEMS FOLKS!!! Gargoyle... I can't say enough about this guy... 50 / 50 first attack... What? What? Who wants some? BRING IT!! Yeah I'm just a huge Gargoyle fan... The land restrict does suck in this deck but thats why I noted you guys to take green / red land first!! I'd make sure I plop this guy down ASAP and keep him on the board.... Well, the rest of the cast is pretty useless but gives you another 1st atk creature with some fancy features... A Wyvern is good just because it's a step down from a Gargoyle, but you can use this bad boy to fight, and it can fly home on it's own!! It is also pretty hard to kill on leveled up land... This is a good spot getter for your Quetzalcoatl to get that extra advantage... Vampire, the only drawback seems to be the lack of armor they allow him to wear... Well none seems to be the case... However, with your Living Shield / Spear, you've solved this little riddle and actually allowed him to wear these things... Not to mention the Mujina Mask!! With these in your hand, this guy is pretty hard to slap off a piece of green land... Needing a green himself, he's pretty redundant thats why I don't talk about him much, but yet another 1st atk against an idol user... Last but not least... Death Gaze... I just had to put one of these in here becasue I save this card for ANYONE I play that rely on ONE single freaking card... I plop this guy down, give him Vorpral and it's almost a sure kill, if not, then I just equipt him with a scroll and you can kiss any Old Willow / Kelpie lover with only one copy good game... I don't like cheap shots and this thing gets rid of a LOT of them... Just note that I'd use Telegnosis to get him back ASAP as soon as you can so you can keep him in your hand to do even more damage... Move him in to fight as much as possible before they zap him off with an Evil Blast... You'll learn to staple one of these to your deck too with 50 ST this thing is a power house... Well, I'm freaking dying from lack of sleep and this thing took a good few hours to type... (Few means 3 or more people!! So I'm going to bid you all farewell and hopefully a mod can put this in the Culdscience section because It's a SUPER detail / long deck listing... A rather strong one too I'd say) Later all!!
|
|
|
Post by KStorm on Aug 13, 2004 9:58:18 GMT -5
Oh, after proof reading half dead, I just want to say that if you use this deck vs Zenneth, you'll make him look like Zagol... The only difference is that you have to keep a close eye on Zenneth's item lists when he draws his cards... But you are doing this every game anyways right?
Seriously, I never used to see Zenneth attack like Zagol with a monster that is defiantely NOT going to win and he don't even bother using any items... When I saw this for the first time, I know I have a winner on my hands...
Also, this deck makes Najaran even easier than Zenneth... I beat Zenneth 4 out of 5 times I play him, sometimes you just can't win no matter what from bad rolls, but Najaran, I just totally own... So for those that have trouble with these folks, just try to build a deck similar to this...
|
|
|
Post by WhoseYerLilith on Aug 13, 2004 12:55:14 GMT -5
Wow. That was a lot of writing, and I mostly skimmed it. The ideas for your deck are kind of obvious with a lot of strategies that have already been discussed, so I'm at a slight loss for the self-righteous/arrogant attitude, though it may have been an attempt at humor, always impossible to tell on a computer so Im willing to give you the benefit of the doubt (Red Decks that include items are flawed??). Culdcept is a remarkable game but with only 4 hundred-something cards based solely into 3 catergories there isn't much in the way of strategies to be discovered as in the case of other cards/strategy games. I have built numerous decks that are very simalair to yours with differences of a few mere cards. It wasn't my best deck and it was far from my worst, with it I won the game, last level and all but its also been torn apart by human and computers alike. (Including Zeneth and Najaran) Ill post more later and hopefully we'll get a good debate going with some of the members and what they think- the one thing I will say is that in my opinion, the Living Creatures are close to useless- Ive tried them in deck after deck and in function after function and they never survive as placed creatures and as items they are rarely sufficient, they may be good as land holders until wanting to swap them out, but more often than not, they don't survive that long and if they do, they become decent, not great items. As I said, Ill post more later.
|
|
|
Post by KStorm on Aug 13, 2004 18:35:50 GMT -5
Well, just read the whole thing, and look at the spell cards I have in hand... You almost can't make an excuse to not swap them out because you have 2 telegnosis in your hand that reshuffles into your deck...
obviously with a Quetzalcoatl, people think of making a first attack deck... Just like how people would make a single color deck...
But this is the first time I made a deck that takes care of Decoy, Old Willow, High level land, bad draws, just about anything I can think of...
Deck construction isn't everything, you also gotta know how to read hands, play / hold your cards accordingly, and also have to know when to cast a certian spell...
I ran through the game with this deck all except the last level, however I think this deck would be a lot easier in the last level if I swap a reinforce with say a demonic trade so the computer me ends up with a bunch of demons...
Trust me, I played human / CPU, hardcore... This deck isn't godly, and there never will be a beat everything deck, but lets just say I over 20 - 30 matches have won more than half of them and anytime you can win more than half without altering your deck is decent...
You can build a deck to just beat this one, but that deck probably won't deal with vs anyone else...
Just build this deck if you can, play Zennith... Learn to use territory move, telekinesis, telegnosis... I beat Zeenith 4 out of every 5 times I play him and Najaran I haven't lost to yet...
|
|
|
Post by Daimaoh34 on Aug 14, 2004 0:32:59 GMT -5
I agree with Whose Yer Lilith on the Living Creatures. Even if it solves the bad draw problem, they become near useless in late game.
And as for your deck winning a majority of your matches versus human players, can you say that it would do just as well against a different set of players? The reason why you could be winning against your friends is because you've come to know their playing style and that adds to your chances of winning. I've beat my friends with a stater deck many times (since the margin in card stock was great) due to the fact that I could read them well.
One big weakness of your deck on the final story mode match is the fact that you play against your own deck and based on experience, First Strike decks major weakness is in First Strike creatures themselves. So you just better hope that no one else around you is playing a First Strike deck as your high level lands go down fast (again from experience).
And how long did you spend on writing that essay? I've analyzed decks in M:TG and Yu-Gi-Oh before, but I don't think I've ever written that much about a deck before...
|
|
|
Post by KStorm on Aug 14, 2004 5:07:56 GMT -5
I never played my friends with this deck yet... This deck was used against the story mode and Zenneth / Najaran as tests... I breezed through story mode and totally took Zenneth / Najaran to school... I have no idea how you can consider a deck good if you can't ensure a good draw everytime... I've played too many games with 40% decks and have to reset to get a better start... Especially vs. human players, you don't get the luxury to reset and I have lost a LOT of games with just bad draw alone... I dunno if you guys tried living creatures in an all first attack deck, or tried it using telegnosis... I even stated that I thought these were cards I would NEVER think of using... But let me tell you, the larger the map the easier it is to switch them out... I even got them to swtich out against Zenneth with all his damn bolt spells... I even hold on to them long enough to use them as items in my hand to kill a lot of his monsters... You can use the shield on the Vamipre which is pretty much impossible with any armor... 30 ST to a 1st atk creature is almost as good as a gaseous form... If you guys judge decks by the words, then you guys just have to try it... BTW, when I play human players, I play against 2 at a time 3 for all, and I have more than a dozen friends playing... Bad draws will sink you and we play sudden death so if you have a bad start might as well goto sleep... I wrote at the very end it took a few hours... I typed it all off the top of my head with my game on to list the cards... I field tested this deck 20 - 30 times didn't exactly count but I know I beat story mode and fought Zenneth at least 5 times... The thing with the last level, I only say this deck isn't good but I CAN beat it with this deck minus the reinforce cards... All I have to do is put in one or two demonic trades and myself is garbage... The first go around in the last level I played a deck with 0 spells and a blue deck... I won by a land slide with my evil self bankrupt from mid game to end, and the last guy bankrupted before I took the castel win... The AI on the Evil me is stupid... He's like a Zagol but worst because he has no idea what cards to hold on to... This deck requires you hold on to certian cards... Also you have to remember the game in the end is a 3 for all so as long as you aren't teamed up you should still do fine because you have human brains Diamaoh34, I agree with the weakness to first strike creatures, but what creature don't have a weakness However you gotta remember the defenders will have land bonus Just because they can hit me don't mean you'll lose, just gotta keep a few living shields handy, along with the counter amulet... Zenneth has an asortment of first strike creatures... He didn't even phase me unless it was a lv1 land which was there only to give support... A majority of the strategy is not to build up land, but to take land that is built up by way of telekinesis... Move the enemy into your support creatures... If you read the essay you'll find the strategies which often times isn't provided with a deck post...
|
|
|
Post by Daimaoh34 on Aug 15, 2004 10:03:07 GMT -5
Rating your deck based on how it does against Zeneth and Najaran isn't going to give you a clear result. I beat Zeneth all 3 times I played him and Najaran the first time I played him with an average Red/Green deck (the first one I used to go through Story Mode). However, I had an almost impossible time beating Selena and that Rabbid guy on Cratos 1 with the same deck.
And as for bad draws, have you ever tried playing out a game that you had a bad starting draw? I have many times, and I find that if your deck is built solidly, you can make a comeback, unless there's a round limit. Even with the deck that you listed, you could still get a handful of items to start the game.
|
|
|
Post by KStorm on Aug 16, 2004 10:13:36 GMT -5
You're right, I did end up like that... It was on the map where Zagol teams up with Ryvern... I went to the last 17 cards and only had 3 dropable creatures...
However you gotta note that having 13 dropable things in the deck means 26% of my deck is droppable... This is not a small number at all... And the flexibility to drop them on ANY color then switch them later is an added bonus...
Ironically Selena ended up dropping only 5 monsters in 7 laps... I had 1... Needless to say throwing away 27 cards to start your game is not going to buy you a win...
I quickly dropped the 3 reinforcements and put in 2 Ninjas and another Centaur to recycle my items...
So far with that change I ran through story mode again and this time I played without resetting and lost 4 times before I beat it...
Needless to say Zenneth / Najaran had NO chance... Neither did Morroco on his nuetral map...
P.S. With meteor in your hand, in a story mode game, you're never out of it... If you don't drop monsters you'll have lots of money to use it, if you do drop monsters, in my case you can't lose...
|
|