Post by rawsushi on May 13, 2006 5:23:44 GMT -5
"ENERGY FLASH"-100g + discard a card
Destroy all creatures placed on Lvl 1 territories
"EARTH SHAKER"-300g + discard a card
Lower all territories one level
"DESERT STORM"-territory levels in area for next to rounds can't be changed
I greatly admire the CATACLYSM deck posted by Moptop. I have been using it to test all my decks against spell damage ever since my friend used it against me and he told me about this website. It completely changed all my decks but eventually took a backseat because of a few key problems. The most glaring problem was against DRAIN MAGIC and playing on a map with no temple. The second was spells like SHATTER, LIFE FORCE, DESPAIR, RUIN etc could really take away the spells that you were saving. Even LIGHTCRAFT could shuffle the cards you were saving to blow everything up. The deck let the opponent build then it would hit the button and blow ti all up. This strategy meant there was a crucial time where you had to have the right cards and be able to use them all if not then uh oh.
The next issue is if you take a step back you remember that you win by having the most G. So spending a lot on spells that dont make the opponent lose equally (if not preferably more) than you then every spell played is a loss. Plus blowing everything up doesn't mean the level of the land went down & the opponent couldn't just reclaim it the next pass over.
This deck again changes the way I have had to build all my other decks and there strategies & still is unchanged for SAGA. Try it you'll see (don't judge a book by it's cover lol)
FLASH~DRAIN DECK
This deck has problems dealing with
1. Possibly maps w no temples to buy symbols and your multiple opponents are loaded w drain magics.
4 Golden Totem
3 Sharazad
4 Wind Imp
3 Acid Rain
4 Barrier
4 Bind
4 Desert Storm
2 Dispel Magic
4 Drain Magic
4 Earth Shaker
1 Energy Flash
2 Evil Blast
4 foresight
1 Lightcraft
1 Mesmerize
1 Soltis
4 Wind of Hope
New Playing Tips:
Spending manna on expensive spells like TEMPEST might destroy the opponents creatures but then you're left behind in terms of building your manna total. Destroying all the creatures doesn't mean your opponent is spending more manna that's being wasted than you are spending on an EVIL BLAST. This new version focuses more on making manna while only letting you use spells that when you cast them, the opponent loses manna too. You make this happen by lowering the manna he/she spends on territory leveling.
This version is more focused on building your manna total and lowering his. There are 13 Ways to create a G difference between you and the opponent.
Compared with the damage spell version, this idea is different because the old deck was meant to stop the opponent from getting a chance to build up his strategy or level up territories which meant destroying the creatures with successive expensive spells in a row. There were two problems with this because you had to save the spells and you lost a lot of g's casting TEMPEST and INSECT SWARM. It's a constant up and down process of saving then spending/casting spells.
This new version instead lets the opponent level up lands in a controlled way and keeps them relatively harmless. Previously I used LOCUST and SUBSIDENCE but if the opponent casts LAND PROTECT or has a GRANITE IDOL then the only way to remove them is w/ DESERT STORM. Problem is if you're about to land on the high toll spot and the next turn after removing the LAND PROTECT w/ DESERT STORM you try to LOCUST or EARTH SHAKER you can't change the territory level either! So you have to wait the two turns too!
DESERT STORM can make the opponent lose on a chance to level up his territory and this allows you to DRAIN MAGIC for more too. You can use the spell frequently and this way instead of later on having to cast multiple spells all in a row to handle a situation you can do it little by little by making the opponent waste laps.
Using ENERGY FLASH is much cheaper than a TEMPEST combined with INSECT SWARM. Almost everytime I played the damage spells I'd end up losing a lot out of my g total which is the only way these decks win.
ACID RAIN is death for idols. It's more efficient against CRAY IDOLs as it'll take them out in one shot and fights TRAMPLE WEEDs which can be a problem if the opponent has a good deck designed around them. It's also very important because it can get rid of Granite Idols so you can DRAIN MAGIC the opponent.
There used to be CORNFOLK in the deck but the effect of gaining 130g compared to Wind Imp or Drain Magic is not as strong and there was no room.
So keep in mind that the main strategy is to lower the opponents levels and boost your manna total at the same time and to not wait until it's too late but instead do it progressively throughout the battle. When your not doing what your supposed to be then you should be drawing cards. You win by building Gs so consider GOLDEN TOTEMs, WIND IMP, and DRAIN MAGIC basically winning cards so use them as much as you possibly can.
Destroy all creatures placed on Lvl 1 territories
"EARTH SHAKER"-300g + discard a card
Lower all territories one level
"DESERT STORM"-territory levels in area for next to rounds can't be changed
I greatly admire the CATACLYSM deck posted by Moptop. I have been using it to test all my decks against spell damage ever since my friend used it against me and he told me about this website. It completely changed all my decks but eventually took a backseat because of a few key problems. The most glaring problem was against DRAIN MAGIC and playing on a map with no temple. The second was spells like SHATTER, LIFE FORCE, DESPAIR, RUIN etc could really take away the spells that you were saving. Even LIGHTCRAFT could shuffle the cards you were saving to blow everything up. The deck let the opponent build then it would hit the button and blow ti all up. This strategy meant there was a crucial time where you had to have the right cards and be able to use them all if not then uh oh.
The next issue is if you take a step back you remember that you win by having the most G. So spending a lot on spells that dont make the opponent lose equally (if not preferably more) than you then every spell played is a loss. Plus blowing everything up doesn't mean the level of the land went down & the opponent couldn't just reclaim it the next pass over.
This deck again changes the way I have had to build all my other decks and there strategies & still is unchanged for SAGA. Try it you'll see (don't judge a book by it's cover lol)
FLASH~DRAIN DECK
This deck has problems dealing with
1. Possibly maps w no temples to buy symbols and your multiple opponents are loaded w drain magics.
4 Golden Totem
3 Sharazad
4 Wind Imp
3 Acid Rain
4 Barrier
4 Bind
4 Desert Storm
2 Dispel Magic
4 Drain Magic
4 Earth Shaker
1 Energy Flash
2 Evil Blast
4 foresight
1 Lightcraft
1 Mesmerize
1 Soltis
4 Wind of Hope
New Playing Tips:
Spending manna on expensive spells like TEMPEST might destroy the opponents creatures but then you're left behind in terms of building your manna total. Destroying all the creatures doesn't mean your opponent is spending more manna that's being wasted than you are spending on an EVIL BLAST. This new version focuses more on making manna while only letting you use spells that when you cast them, the opponent loses manna too. You make this happen by lowering the manna he/she spends on territory leveling.
This version is more focused on building your manna total and lowering his. There are 13 Ways to create a G difference between you and the opponent.
Compared with the damage spell version, this idea is different because the old deck was meant to stop the opponent from getting a chance to build up his strategy or level up territories which meant destroying the creatures with successive expensive spells in a row. There were two problems with this because you had to save the spells and you lost a lot of g's casting TEMPEST and INSECT SWARM. It's a constant up and down process of saving then spending/casting spells.
This new version instead lets the opponent level up lands in a controlled way and keeps them relatively harmless. Previously I used LOCUST and SUBSIDENCE but if the opponent casts LAND PROTECT or has a GRANITE IDOL then the only way to remove them is w/ DESERT STORM. Problem is if you're about to land on the high toll spot and the next turn after removing the LAND PROTECT w/ DESERT STORM you try to LOCUST or EARTH SHAKER you can't change the territory level either! So you have to wait the two turns too!
DESERT STORM can make the opponent lose on a chance to level up his territory and this allows you to DRAIN MAGIC for more too. You can use the spell frequently and this way instead of later on having to cast multiple spells all in a row to handle a situation you can do it little by little by making the opponent waste laps.
Using ENERGY FLASH is much cheaper than a TEMPEST combined with INSECT SWARM. Almost everytime I played the damage spells I'd end up losing a lot out of my g total which is the only way these decks win.
ACID RAIN is death for idols. It's more efficient against CRAY IDOLs as it'll take them out in one shot and fights TRAMPLE WEEDs which can be a problem if the opponent has a good deck designed around them. It's also very important because it can get rid of Granite Idols so you can DRAIN MAGIC the opponent.
There used to be CORNFOLK in the deck but the effect of gaining 130g compared to Wind Imp or Drain Magic is not as strong and there was no room.
So keep in mind that the main strategy is to lower the opponents levels and boost your manna total at the same time and to not wait until it's too late but instead do it progressively throughout the battle. When your not doing what your supposed to be then you should be drawing cards. You win by building Gs so consider GOLDEN TOTEMs, WIND IMP, and DRAIN MAGIC basically winning cards so use them as much as you possibly can.