Post by thelostone on Feb 25, 2008 13:43:24 GMT -5
Book name: Snowball effect
Creatures: 19
Fey x4
Powder Eater x4
Spectre x3
Sylph x2
Garuda x4
Nike x2
Items: 5
Storm armor x2
Wind shield x2
Gem of Life x1
Spells: 26
Revalation x4
Telegnosis x1
Spirit Walk x2
Lunatic moon x2
Permission x4
Paralysis x2
Senility x2
Chariot x1
Foresight x2
Trespass x2
Phantasm x2
Mass Phantasm x2
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This is a fun deck that I've used mostly against the computer and a few times online. It can be overwhelmingly powerful late game, but can be jammed up early against the right(wrong) opponent. Looking for ways to increase functionality and survivability.
The basic gist is a powerup snowball effect deck. The focus is obviously on powerhouse garudas and poweder eaters.
I try to drop a PE close to a castle as soon as I can. I hold a Fey in my deck until I get the PE so I can start powering up on the next turn. I try to power up twice in between each replicate. Maps that allow tight circles around the castle are best for repeatable movement and territory commands. The permissions and trespass are there to keep funds available while powering up. Phantasms keep me safe until I get 100 st at which point I spirit walk and lunatic moon one eater and then start on ST again.
I could get HP up with spells like revolt, temperance, or mutation and then heal afterwards, but that leaves my PE vulnerable until the heal hits because you can't cast these through a phantasm. The Lunatic moon switch lets me go from 1 to 100 hp with only a one turn vulnerablity after casting spirit walk.
Chariots are necessary for PE invasion across borders if theres a fully occupied stretch since Spirit Walk requires an empty territory.
The other yellows are there as supplemental Garuda boosts. Spectres are cheap expendables to throw down wherever and forget about, Sylphs are Garudas in the making, but cheap and little loss if killed, Nike's are nice for the paralysis which lets you do neat tricks with low HP powder eaters and gems of life or storm armors. Garudas stay in your hand to invade high level territories that you have the misfortune of landing on. I used to use Sleipnirs for their TA, but I've already got tons of end of turn commands being used and chariots work fine anyway.
I like this deck because it's a slow builder. You won't be skyrocking in points until you start taking high level lands, but once you're established you're pretty hard to take out.
The weaknesses of this deck are: early zaps before you can get out a phantasm, requirement of holding wind shields on your deck to save you from invasions before the hp swap, *Debility* (probably the worst along with the spell that transforms you into a wall) nothing like seeing your 100/1 PE go to 0/1... hopefully you've been replicating along the way. Fortunately having lots of enlightenments lets you recover quickly, but it can still be tricky if it happens at a bad time.
Looking for tips and potential weaknesses I've overlooked or cards I should add/remove. I want to replace Nike since while she's effective there's limited synergy with the rest of the deck.
Creatures: 19
Fey x4
Powder Eater x4
Spectre x3
Sylph x2
Garuda x4
Nike x2
Items: 5
Storm armor x2
Wind shield x2
Gem of Life x1
Spells: 26
Revalation x4
Telegnosis x1
Spirit Walk x2
Lunatic moon x2
Permission x4
Paralysis x2
Senility x2
Chariot x1
Foresight x2
Trespass x2
Phantasm x2
Mass Phantasm x2
----------------------------------------------------------------------------
This is a fun deck that I've used mostly against the computer and a few times online. It can be overwhelmingly powerful late game, but can be jammed up early against the right(wrong) opponent. Looking for ways to increase functionality and survivability.
The basic gist is a powerup snowball effect deck. The focus is obviously on powerhouse garudas and poweder eaters.
I try to drop a PE close to a castle as soon as I can. I hold a Fey in my deck until I get the PE so I can start powering up on the next turn. I try to power up twice in between each replicate. Maps that allow tight circles around the castle are best for repeatable movement and territory commands. The permissions and trespass are there to keep funds available while powering up. Phantasms keep me safe until I get 100 st at which point I spirit walk and lunatic moon one eater and then start on ST again.
I could get HP up with spells like revolt, temperance, or mutation and then heal afterwards, but that leaves my PE vulnerable until the heal hits because you can't cast these through a phantasm. The Lunatic moon switch lets me go from 1 to 100 hp with only a one turn vulnerablity after casting spirit walk.
Chariots are necessary for PE invasion across borders if theres a fully occupied stretch since Spirit Walk requires an empty territory.
The other yellows are there as supplemental Garuda boosts. Spectres are cheap expendables to throw down wherever and forget about, Sylphs are Garudas in the making, but cheap and little loss if killed, Nike's are nice for the paralysis which lets you do neat tricks with low HP powder eaters and gems of life or storm armors. Garudas stay in your hand to invade high level territories that you have the misfortune of landing on. I used to use Sleipnirs for their TA, but I've already got tons of end of turn commands being used and chariots work fine anyway.
I like this deck because it's a slow builder. You won't be skyrocking in points until you start taking high level lands, but once you're established you're pretty hard to take out.
The weaknesses of this deck are: early zaps before you can get out a phantasm, requirement of holding wind shields on your deck to save you from invasions before the hp swap, *Debility* (probably the worst along with the spell that transforms you into a wall) nothing like seeing your 100/1 PE go to 0/1... hopefully you've been replicating along the way. Fortunately having lots of enlightenments lets you recover quickly, but it can still be tricky if it happens at a bad time.
Looking for tips and potential weaknesses I've overlooked or cards I should add/remove. I want to replace Nike since while she's effective there's limited synergy with the rest of the deck.