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Messages - Dawn to Dusk

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16
Decks / Re: Mono Aether Mill
« on: January 03, 2021, 11:16:54 pm »
Regrade resets the turn counter of Dim Shield. In best case, this equates to an extra 15 turns of stall

17
Life / Re: Buff Equalize
« on: January 03, 2021, 09:47:58 pm »
I've been thinking about Equalise buffs a bit recently, nothing concrete but I had the same idea. Issue is that it makes the card too similar to Heal and Living Weapon. Especially since LW heals based on creature's max hp, Equalise would essentially heal based on attack instead.

Further, imo buffs to Equalise should keep Voodoolise as a viable combo. And these changes would... presumably damage the owner. An interesting idea to think about, though, especially as it makes BB/Equalise a thing as a suuuuper budget Unstable Gas, or having Pacify/Equalise exist for similar reasons, while also killing the creature. Imagining an Auburn BB spam Equalise otk is way too strong though. So it could just be hard coded, or use Catapult calculations

I'd be intrigued about max hp alteration, it has the same issues as above, and isn't really thematically sound, but differs it enough from Heal and LW to consider

18
Decks / Mono Aether Mill
« on: January 01, 2021, 03:31:07 am »
Mono Aether Mill
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Simple Regrade Mono Aether but with even less interaction than before!

19
Decks / WBH (Because DBH is ugly)
« on: December 23, 2020, 02:23:33 am »
0256802l680d7440574v047h4037ha01nha018pt


I take it back Whirlpool is a good card.

GoO Whirlpool is interesting, it alleviates a lot of issues that Discord has (awkward quanta for turn 1/2 Discord in decks that would prefer to run full pillars, not blocked by Shields, no awkward downtime after BH since Whirlpool can activate in the middle of a turn), but requires 8 slots instead of 4 to use. This heavily restricts the amount of damage/control cards the deck can run, but the lockdown is far more apparent.

20
Decks / Re: Tess/Drill/Hope
« on: December 22, 2020, 01:36:55 pm »
I feel for the Luci version you can get away with 3 Hogs, letting you put in Hourglass or something similar. Since they're getting drilled anyway

21
Decks / New Starter Decks
« on: December 17, 2020, 12:34:03 pm »
With the idea of removing the element choice from the beginning of the game (since it doesn't impact the game in any way), there's the idea of using 6 duo decks, 3 quad decks and 1 rainbow deck as a replacement. These decks do have the intent of being fairly varied, but of course there is some overlap. Looking for more opinions on the decks before considering them anything close to official.

Spoiler for Entropy-Death:
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Spoiler for Dark-Earth:
025930458q055uk07606045us045um045uv018pm
Spoiler for Life-Air:
055bs085de025bu035c9045ca035on035oo025or018pr
Spoiler for Water-Gravity:
0255t0356d0355r065i4075jm025iv025i6025ip035j1018pl
Spoiler for Light-Aether:
025lo035lv025m20561o0863a0461q0362h026200162i018pq
Spoiler for Fire-Time:
014sf045f4025f6025fp085rg055t2035rl015rj045ru018po
Spoiler for Mat Quad:
0d4te0358q035fm045iv025on035oo025or018pr
Spoiler for Spirit Quad:
0d4tf0252t025c6035c9025lt045um025uq025uv018pn
Spoiler for Card Quad:
0d4tg044sd024vu014vo0355r045s603620018pl
Spoiler for Rainbow:
0o4sa024vu024vd0252r0255r01592035fi025f6035lt065lm045on015rp015sd035rl0262g0261q018pq

There are restrictions on amount of Uncommons and Commons, so for deck choices please keep in mind that uncommon substitutions should be 1:1, and further keep in mind that the decks are supposed to be improvable-but-good, since it makes no sense to give bad decks to new players.

22
Decks / Re: immo salvager
« on: December 17, 2020, 02:56:13 am »
Considering Salvagers get the +1 when a perm is destroyed, I'd consider going heavier into the Deflags

Edit: Just realised you do have the 3 Deflags, though I'd partially consider another form of PC too

23
Events / Re: Tournament - New Kids on the Block - Sign-ups
« on: December 16, 2020, 04:57:31 am »
The boomer one :D

24
Decks / Poison Heal
« on: December 07, 2020, 01:11:45 am »
Poison Heal
0a7100271a067180671u067ai018pn


PDials is fairly dead with the severe nerfs to Sundial, however other Poison decks still exist. This one is tuned more for Arena 2 farming since there is a distinct lack of those kinds of farming decks, thus, cards like Dim Shield can just be stolen or deflagged, or otherwise bypassed. SoSac is comparably harder to remove, although the AI does a damn good job of trying. Hence, we run Heals to deter bursting, and also to raise our hp over the 40hp threshold needed to play SoSac, in situations where you're only being hit for 16 a turn rather than the 20 for the even match. This is also the reason why we choose Heal over SoDiv, however SoDiv may be a preferable option.

SoBra is a consideration for the deck so you can draw into more poisons and more SoSacs, however the heal version is a lot more consistent. I can often end with positive winrates against Arena 2, which is hard to say of many many decks. Enjoy using this for 2 days until people start to counter it!!

25
New Card Suggestions / Re: Unstable Transporter
« on: December 06, 2020, 09:44:22 am »
Despite the high chance of failure, I am concerned about the ability to run 6 of them in a deck. At least with something like OE you're required to use Flying Weapon or something similar, and something like Elf is significantly easier to deal with, and costs quite a lot. I would expect a cost increase to probably the ability to prevent the abuse, and careful tinkering of the elements so that it's not just in Cardinal elements, nor give Life too much CC. Despite this, I do quite like the theme of the card, and the ability is quite interesting too

26
Decks / Re: Bonebolt
« on: December 06, 2020, 12:28:30 am »
It's probably not worth making a new thread about it, since I'm literally just replacing 6 cards with 6 different cards, however here's the Time Terror version

BoneTerror
0671f0772i0271m0471b06711057ql01nql018ps

27
Decks / SoPa Wardens
« on: December 05, 2020, 11:44:42 pm »
SoPa Wardens Duo
0577e01n7e0577m01n7m047gk067h4047hi027gs027gr018pm

Standard deck, GoO inclusion makes the decks much more consistent. Despite SoPa having the freeze, GoO getting T1 SoPa out makes up for it.


SoPa Wardens w/ Dev
025ut0577e01n7e0477m01n7m067h4047hi067t6017u4018pt

Devourers preferred in OEtG as they provide some amount of early game denial, +creature that can burrow +quanta generation to fuel itself and other cards. GoO being able to fuel T1 SoPas makes the deck extremely potent.

28
Decks / Swallow
« on: December 05, 2020, 07:44:06 am »
Swallow
0c7440274d0174j01n4j047520574b037hi027hb018pp


Following the theme of posting old staples with slight touches, Salvager got a lot better in OEtG and is definitely worth usage here.

29
Decks / Bonebolt
« on: December 05, 2020, 07:21:36 am »
Bonebolt
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A semi-revised list with OEtG in mind, based off the Soul Catcher list. Spite provides good quanta gain and Bone Wall stacks.

Bonebolt Unupped
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Unupped Soul Catcher in OEtG is quite a lot better, though it does require a price.

30
Decks / SoW Reflect - The Many Variations
« on: December 05, 2020, 03:01:02 am »
As there are many decks to cover, they will be split into multiple sections in multiple spoilers. Different variants include different amount of SoW copies, which correlate to how heavily they require the combo to go off. As such, some variants utilising 4 SoW will use it as a creature denial rather than a dedicated win condition.

Spoiler for Light - Reflective Shield:
Quint Whales
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First on the list is a simple list that utilises Nymph ability to unfreeze the Space Whales, while also using them for SoW purposes. Preferable to Bubble because of the DR on the Shield.

Standard Psyche Metal
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Likely the most standard list in the post. Psyche Metal to force them to play cards, combo the cards, eventually win. Other lists are more optimised at actually winning, but this is the barebones list and deserves a mention.

Tess Reinforce
0362c01m2c037k0027kf098080381q0381106816018pq

Tess forces out opposing creatures, which helps for the combo. Reinforce stacks your deck which gives more value to your own Tesseracts, especially since Nymph Quint thaws.
Spoiler for Bonus Tess deck:
Tess Anubis
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Anubis can't be played from hand but only has 1 cost on ability. The tradeoff can be worth it depending on the scenario.

Spoiler for Water - Bubble Shield:
Octopus Duo
037h6037gr048080881q0180v068160680h018pp

Packs the full combo, noting that you freeze cards that you can't combo, and Quint the Octopus as needed. 31 cards used here as the opponent can refuse to play creatures, and a single Psyche copy isn't reliable enough to stop this.

Space Whale Rush
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Prismatic Gladius and Bubble-Whale make the deck quite fast, and serve as the primary win condition here.

Water Nymph/Flooding
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Water Nymphs aim to make either a Turquoise Nymph, or to be used on opponent pillars in situations where they decide not to play creatures.

Spoiler for Life - Emerald Shield:
Emerald Shield decks are much harder to make due to the shield costing so much more than the alternatives, but decks still exist.
Druid Duo
025c401lc4037ac097bu037as0180v068160680h018pu

Very similar to the Squid duo, but runs Druids!

Heal SoW Emerald
025c401lc40a7bu067ai0180v068160680h018pu

Good for EMs, heal off chip damage taken while being selective with combo. This is a standard deck, and Heals can be replaced by a bunch of things. For instance, SoGra for healing over time, Giant Frogs for damage, Adrens for better combos, etc.



Spoiler for Special Mentions:
These decks are by no means standard, but are interesting enough to warrant a place in the post.
Crema Reflect
065l90171a027f2067dp047du037h6017th0280905816018pu

Anubis GoO
047h4037h60a7q0037qr047q706816018pu

Geo Anything Viable
026uj077bu0677u037ak017du017h8017qt017q7017tb068160180s018pi


If I have forgotten anything, or if you have any other deck requests, feel free to post them!

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