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General Category => Decks => Topic started by: Fippe94 on October 29, 2014, 10:14:31 pm

Title: GiveSingu
Post by: Fippe94 on October 29, 2014, 10:14:31 pm
There have been many tries. Many prototypes. Pretty much all of them failed even against commoners. But today, a new buff has finally made this a viable deck. You can finally build a deck around "let your opponent kill themselves with singularities".

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Combo is: Play 1 SN, play Tomb, play Give on Tomb, play second SN, play Lightning (another Give works too) on own Singu, and tada, opponent has a singu. If you think/know he has cc, be sure to use Quint on his new Singu. After the combo is played, you can stall with dials, kill his strongest creatures with lightnings (preferably play a tomb first) and/or save up for another part of the combo again. It will take a while, but eventually your opponent will have several strong AM'd vampire Singus on his field and you win.

This is just a first build with the combo, I am sure there are some mods that makes this better.

Works against Mages, also won a PvP duel with it.
Title: Re: GiveSingu
Post by: Lost in Nowhere on October 29, 2014, 11:56:13 pm
Dropping (some of) the sundials for entropy towers/upped pendulums allows you to sometimes get out a first-turn singularity on their side, which is helpful. Whether that's better overall is highly debatable.
Title: Re: GiveSingu
Post by: elenchus on October 30, 2014, 12:06:40 am
Tomb feels like it can backfire so very, very heavily. Are singularities not enough damage on their own?
Title: Re: GiveSingu
Post by: Fippe94 on October 30, 2014, 05:11:44 pm
Tomb cannot backfire if you play it correctly. Only play it if you can kill something on the same turn.
Title: Re: GiveSingu
Post by: OdinVanguard on November 12, 2014, 07:07:24 am
Proposed addition of 1 "Throw Rock". It helps a lot vs champs and arena by preventing deckout.

Moderately effective vs Arena1 and Champs. Muligan is a big help, important to have at least all but 1 card in the combo to start.

Usually, I seem to win if combo gets rolling by second or third round. Any longer and things tend to go poorly.
Title: Re: GiveSingu
Post by: serprex on December 17, 2014, 05:36:20 pm
Found this to be more effective
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Shinki made an unupped variant
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Title: Re: GiveSingu
Post by: serprex on February 12, 2021, 11:47:39 pm
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Give only prevents creatures with singularity active. BE lobos that active. Regrade brings it back

Tomb Give SN SN Give Quint compared to SN SN BE Give Regrade Quint. Preferable to get an upped singularity, which requires double regrade. So probably worse than Tomb version, especially since being able to run Lightnings is nice

GuileSingu (https://etg.dek.im/forum/index.php?topic=761) probably better, costs 1 less card, no point keeping things in-element when you're spamming SN
Title: Re: GiveSingu
Post by: serprex on June 01, 2021, 08:58:37 pm
I beat a commoner with this once
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Combo: clear opponent's creatures with ricoimmo, give blue mage, create singu, psyche blue mage to steal singu's skills
bonus champ killer
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create singu, nightmare it, equalize cards to force opponent to play, equalize singus to kill them on your side
Title: Re: GiveSingu
Post by: serprex on May 02, 2023, 01:31:48 pm
Optimized builds shared by laxnut90: https://etg.dek.im/forum/index.php?topic=1282
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