Post by halifax on Mar 20, 2008 17:54:08 GMT -5
4 Tengu
4 Wyvern
4 Saint
3 Quicksilver
4 Frost Beast
3 Stymphalides
4 Counter Amulets
1 Soul Ray
1 Boomerang
4 Drain Magic
4 Weathering
2 Paralyzer
2 Intrusion
2 Trespass
2 Capture
2 Revelation
1 Mass Phantasm
1 Desert Storm (will become another Mass Phantasm when I get it)
1 Fat Body
1 Revival
This is, using Top Cats terminology I believe, a parasite/offensive deck.
It wins by letting others build up the land, and then taking it from them and using it against them. For offense, the Tengu/Weathering/Revelation combo is obvious. The more of these guys that I have out the better. Saint/Intrude is there for when I run into a Red Cap deck or just any tough neutral creature. It also relieves some of the pressure that Frost Beast has to be the tough guy (he quickly becomes a Mud Idol when playing against an all neutral deck). Stymphalides works well with Intrude also and is there mostly to ensure that I can take a blue/yellow lands and hold them for the Frost Beasts. It's nice to have his Penetration if offensive items are not available.
The Wyvern are there as support. In the beginning of the game, they can always find a yellow for the Frost Beast land requirement. In the middle/late game, they can quickly retake a vacated yellow land, should an invading Tengu have to move on to another territory. It doesn't hurt that they are a 40/40 first striking creature also. Put a boomerang on him in defense and you can cut down an invading creature before he gets to you.
Quicksilver is there to work with the Fat Body spell. Many times on the maps that have many areas, it's hard to get a Tengu where I want him. In that case, I pick a Tengu that has recently taken a yellow land and is still sitting on it, and Fat body him. That puts the Tengu at 60 MHPs, better than most. My Quicksilvers quickly turn to Tengus, which increases the offensive nature off the deck.
And Finally, the Frost Beast. This is either the most potent creature in my deck, or the most useless. If my opponent does not have any lunatic light spells in his deck, and has minimal scrolls, then this guy dominates with a boomerang or soul ray. I can hold most lands against these decks. However, if they have lots of neutral creatures/damage spells/lunatic light spells, then my Frost Beasts become more of a creature that I just hold in my hand until I land on something tough. They don't last long against these latter decks once they hit the map.
The counter amulet is a solid defensive item with some uses on offense as well. I love the boomerand and soul ray because you can use them over and over so long as you never loose a fight. I just pick and choose when to use it. Tengu + Soul Ray is particularly nice because of his Scroll Critical ability.
For spells, most of it is to support the offense. Even Mass Phantasm. My standard procedure is to collect yellow and blue lands with the support creatures while placing Tengu on any land that is available. If the opponent has a level 1 creature that I can kill without much effort, I'll take the opportunity. Frost Beasts are very good at this, as I just keep moving forward (hopefully with a boomerang or Soul Ray) until something stops me (a neutral creature or a scroll). My main objective is to wait for an opponent to level up a land and then hit it with a Weathering, move a Tengu in (again, I may need a boomerang to assist). Once taken, I replace the Tengu with a Wyvern or Frost Beast. In the event that I run into something difficult, I have serveral options: Paralyze it first being my favorite.
Through experience in the story mode, I found that this deck needed a way to deal with decks that used land protect and peace, as I could not use Weathering/Intrusion/Paralyzer. That is what the Mass Phantasm is for. Not only will it remove all current enchantments, so that I can attack, it also has the added benefit of protecting my Frost Beasts from lunatic light and other nasty damaging spells. As I don't use these type of spells, it doesn't hurt me to have this on my opponent as well.
Capture is there to get those defensive items away from my enemy or perhaps take his/her Nuclear Fusion for my own use (Tengu with that would be nice)
Well, that was a lot of rambling.
See you online
Halifax.
4 Wyvern
4 Saint
3 Quicksilver
4 Frost Beast
3 Stymphalides
4 Counter Amulets
1 Soul Ray
1 Boomerang
4 Drain Magic
4 Weathering
2 Paralyzer
2 Intrusion
2 Trespass
2 Capture
2 Revelation
1 Mass Phantasm
1 Desert Storm (will become another Mass Phantasm when I get it)
1 Fat Body
1 Revival
This is, using Top Cats terminology I believe, a parasite/offensive deck.
It wins by letting others build up the land, and then taking it from them and using it against them. For offense, the Tengu/Weathering/Revelation combo is obvious. The more of these guys that I have out the better. Saint/Intrude is there for when I run into a Red Cap deck or just any tough neutral creature. It also relieves some of the pressure that Frost Beast has to be the tough guy (he quickly becomes a Mud Idol when playing against an all neutral deck). Stymphalides works well with Intrude also and is there mostly to ensure that I can take a blue/yellow lands and hold them for the Frost Beasts. It's nice to have his Penetration if offensive items are not available.
The Wyvern are there as support. In the beginning of the game, they can always find a yellow for the Frost Beast land requirement. In the middle/late game, they can quickly retake a vacated yellow land, should an invading Tengu have to move on to another territory. It doesn't hurt that they are a 40/40 first striking creature also. Put a boomerang on him in defense and you can cut down an invading creature before he gets to you.
Quicksilver is there to work with the Fat Body spell. Many times on the maps that have many areas, it's hard to get a Tengu where I want him. In that case, I pick a Tengu that has recently taken a yellow land and is still sitting on it, and Fat body him. That puts the Tengu at 60 MHPs, better than most. My Quicksilvers quickly turn to Tengus, which increases the offensive nature off the deck.
And Finally, the Frost Beast. This is either the most potent creature in my deck, or the most useless. If my opponent does not have any lunatic light spells in his deck, and has minimal scrolls, then this guy dominates with a boomerang or soul ray. I can hold most lands against these decks. However, if they have lots of neutral creatures/damage spells/lunatic light spells, then my Frost Beasts become more of a creature that I just hold in my hand until I land on something tough. They don't last long against these latter decks once they hit the map.
The counter amulet is a solid defensive item with some uses on offense as well. I love the boomerand and soul ray because you can use them over and over so long as you never loose a fight. I just pick and choose when to use it. Tengu + Soul Ray is particularly nice because of his Scroll Critical ability.
For spells, most of it is to support the offense. Even Mass Phantasm. My standard procedure is to collect yellow and blue lands with the support creatures while placing Tengu on any land that is available. If the opponent has a level 1 creature that I can kill without much effort, I'll take the opportunity. Frost Beasts are very good at this, as I just keep moving forward (hopefully with a boomerang or Soul Ray) until something stops me (a neutral creature or a scroll). My main objective is to wait for an opponent to level up a land and then hit it with a Weathering, move a Tengu in (again, I may need a boomerang to assist). Once taken, I replace the Tengu with a Wyvern or Frost Beast. In the event that I run into something difficult, I have serveral options: Paralyze it first being my favorite.
Through experience in the story mode, I found that this deck needed a way to deal with decks that used land protect and peace, as I could not use Weathering/Intrusion/Paralyzer. That is what the Mass Phantasm is for. Not only will it remove all current enchantments, so that I can attack, it also has the added benefit of protecting my Frost Beasts from lunatic light and other nasty damaging spells. As I don't use these type of spells, it doesn't hurt me to have this on my opponent as well.
Capture is there to get those defensive items away from my enemy or perhaps take his/her Nuclear Fusion for my own use (Tengu with that would be nice)
Well, that was a lot of rambling.
See you online
Halifax.