Fortune Teller - Individual PVP Event
Round 4: Have you been (un)lucky with fortunes?
So, Madame Sophia already has one foot out the door and is heavier and richer than before. A lot of Asdw152's household items are difficult to find now.. We are in our last round of Fortune Teller. Good luck!
(https://i.imgur.com/XMaFb5g.png)
art credit: Niharia
Round 4 phases/timeline
August 12 - 13 Fortune phase; players receive fortunes and make choices on a fortune
August 13- 18 Deckbuilding phase; players prepare decks and can get deck checks* from event hosts
August 19 - ?? Match Phase; players coordinate matches with opponents
We can adjust all phases based on participant progress.
*When requesting deck checks, include the fortune(s) you believe you're using
Match rules
-Players complete exactly 5 duels/games per opponent. This is not a ‘best of 5’ match.
-Players play each opponent once per round, round robin style, so plan on 4 matches/opponents a round
-Therefore, players play exactly 20 games per round
-Players must submit decks to event hosts after matches (do not post publicly or share with opponents); use private forum message
-Each game win = one event point
-The winner of the event is the player with most event points at the end of Round 4; event points are earned by game wins + a fortune 'use' bonus for each round (see general fortune rules for details)
R4 Match Results
Turlututu 4 - 1 Serprex
Hitei 4 - 1 Serprex
Hitei 3 - 2 Turlututu
Naii_the_Baf 3 - 2 Timpa
Serprex 3 - 2 Timpa
Naii_the_Baf 3 - 2 Serprex
Timpa 3 - 2 Hitei
Naii_the Baf 3 - 2 Hitei
Timpa 5 - 0 Turlututu
Naii_the_Baf 3 - 2 Turlututu
Hitei, Naii, and Turlututu earned 1 Fortune event bonus for R4.
R4 + R3 + R2 points + R1 points =
Naii_the_Baf 13 + 10 + 10 + 15 = 48*
Timpa 12 + 15+ 11 + 10 = 48*
Serprex 7 + 12 + 17 + 11 = 47
Hitei 12+ 11 + 8 + 14 = 45
Turlutu 9 + 5 + 8 + 5 = 27
* Naii won 3 of 4 matches vs. Timpa and earns the event win by h2h tiebreaker
Base deckbuilding rules
-All cards are available to all players unless an event rule modifies this access
-Players receive 3 base deck upgrades for each deck/game played; base upgrades can change as a result of fortunes
-Players may freely upgrade Metamorphosis at any time; Metamorphosis upgrades do not count towards base upgrades or fortune-based upgrades.
General Info about Fortune Events
-At the start of each of the 4 Event Rounds, information about fortune types will be posted for all to see
-At the start of each Fortune phase, Madame Sophia will determine the specific fortunes that players receive for free
-Players will get a private forum message with details on their fortunes and deckbuilding rules
-Each Round, players receive 1 Major Arcana card; these selections are made public at the end of the fortune phase
-All other fortunes received, including Minor arcana cards, are private to the player; they can only be known by opponents when certain fortunes allow for revealing of information, or inferred by what you observe when playing an opponent
-Players can ignore any and all received fortunes; they'll lose out on fortune 'use' bonuses.
-Using a fortune means meeting the deckbuilding condition or accepting the effect of a fortune; Ex: use X copies of card Y throughout each match or opt to use a 'reveal info' fortune
-Players are incentivized to 'use' fortunes in the following ways:
1. Fortunes may provide specific benefits to deckbuilding, such as deck upgrades. Some fortunes may come with restrictions or negative effects (i.e. plus upgrades this round, negative upgrades next round).
2. Players that 'use' all possible fortunes in a round earn one event point at the end of the round; this is equal to one game win; therefore, players have the chance to earn 4 event points by using all event fortunes across 4 rounds.
Specific Round 4 Fortune Events
During Round 4, players will receive three types of fortunes/divinations: Cartomancy, a choice of Lucky or Unlucky card sets, and a choice of Clairvoyance or Time Winder. The Round 1 fortune - Paper Fortune Teller is available as a bonus in R4, but not required. Details as follows:
Cartomancy is fortune telling or divinations using a deck of cards. Players keep their R1, R2, and R3 arcana cards and receive three new arcana cards for R4. When using any copy of a major or minor arcana card in a deck, receive +1 deck upgrades per major/minor arcana cards that you own that are in that deck. To qualify as 'using' the Cartomancy fortune, players must include a minimum of 4 copies of at least 3 different arcana cards in each match; the 3 different arcana cards may be any of the twelve owned arcana cards. Note that you can still play any non-owned Arcana cards, but you won’t get the benefit unless you were given those cards as a fortune. There are no additional R4 bonuses.
I. Players will receive one of the 10 Major Arcana cards; These cards will be publicly known
Goon - The Goon, maker of troubles, defying the law
Elf - The Elf, master of ranges, standing with form
Alchemist - The Alchemist, muddler of medleys, pouring the cure
Boar - The Boar, creature of gains, charging with poise
Minotaur - The Minotaur, builder of paths, digging the unknown
Owl - The Owl, carrier of wisdoms, stripping the veil
Surgeon - The Surgeon, saver of lives, slicing with precision
Siren - The Siren, caller of desires, splashing with intent
Clockwork Golem - The Clockwork Golem, winder of powers, ticking with rhythm
Blue Mage - The Blue Mage, caster of spells, learning from encounters
Here are player's Round 1, 2, 3 & 4 Major arcana cards:
Serprex - Minotaur, Clockwork Golem, Siren, Owl
Turlututu - Goon, Elf, Siren, Surgeon
Naii_the_Baf - Blue Mage, Owl, Alchemist, Goon
Timpa - Owl, Blue Mage, Siren, Surgeon
Hitei - Clockwork Golem, Owl, Blue Mage, Boar
ii. Players will receive one of these 10 minor Arcana cards (permanents); these cards will be hidden
Tunneling - Tunneling, find your own path, better bring a lamp
Heat mirror - Heat Mirror, temperatures so hot, sparks will fly
Whirlpool - Whirlpool, take a spin, find a new view
Writ of Vindication - Write of Vindication, document of justice, your name is now clear
Jet Stream - Jet Stream, think you’re having fun?, let’s kick it up a notch
Sadism - Sadism, some of your pain, good for my health
Mindgate - Mindgate, tool of savants, forget copyright protections
Ricochet - Ricochet, ever play squash? It’s a bit wild
Hand Drill - Hand Drill, not a tool for dentists, but one for artists
Ouija Essence - Ouija Essence, things may perish, seek what is gone
iii. Players will receive one of these 10 minor Arcana cards (spells); this card will be hidden
Osmosis - Osmosis, hard to know, where gains can be found
Corpse explosion - Corpse explosion, nothing about death, is really dignified
Stasis - Stasis, The deep breath, before the plunge
Sabbath - Sabbath, A moment of composure, please
Draft - Draft, need a lift? Up you go
Yoink - Yoink, what’s that over there? Oh, nevermind
Unsummon - Unsummon, now you’re here, now you’re not
Midas Touch - Midas Touch, it might not do much, but you might as well touch
Tempering - Tempering, tools may sharpen, heat will strengthen
Nightshade - Nightshade, even shade at night, grows larger
Players choose only one of the following sets of cards: Lucky or Unlucky.
Lucky cards are widely believed to bring good fortune to those that find/use them. Receive +1 upgrade per any lucky card copy in decks To 'use' the fortune, players must play a minimum of 3 copies of 4 different cards in the set in each of their matches. Unlucky cards are banned. This fortune will be hidden. 
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Unlucky cards are widely believed to bring bad fortune to those that find/use them. Face your fear of these 'unlucky' cards. Receive +1 upgrade per any unlucky card copy in decks To 'use' the fortune, players must play a minimum of 3 copies of 4 different cards in the set in each of their matches. Lucky cards are banned. This fortune will be hidden. 
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Note about (un)lucky cards and auspicious elements: they stack. Unlucky set and :earth Auspicious; 3 base ups + 10ups (30 earth) + 6 Orochi = 19ups.

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For the next pair of fortunes, players again choose (choosing is using) one of the two: Clairvoyance or Time Winder
Clairvoyance - using Madame Sophia's great insight, you learn all of your opponents' R1 through R4 minor arcanas; this includes rerolled arcana.
Time Winder - you may re-roll any Round of arcanas from R1 through R4; this is a full round re-roll and not selective to the card you wish to replace. You may choose multiple rounds to reroll. You're guaranteed to receive new, random, and non-duplicate arcanas for each round that is re-rolled.
Paper Fortune Teller - reminder : Players no longer need to 'use' the paper fortune teller in R2 and onward, but they can still meet the conditions and apply the G5 bonus if they wish. Specific deckbuilding conditions for only 1 of the 2 paper fortunes need to be met only once between Game 1 and Game 4. When players meet conditions they are granted +5 upgrades for their Game 5 deck. Refer to R1 information for your received Paper fortunes; if you re-rolled paper fortunes at the start of R3, those re-rolls apply to R4. This fortune remains hidden. Link to R1 rules (https://etg.dek.im/forum/index.php?topic=1317.0).
Reminder that R3 Omikuji and Daruma Dolls are effective for R4. R2 Cartomancy bonuses are dropped for R4.
Deckbuilding examples -coming soon to a theatre neah you.
Player has 4 base ups and assume if there's an arcana card in deck it is 'owned'. They have the Lucky set.
G1: 16 ups (4 base, 7 lucky- rustler/waterfall, 5 arcana - alch/temper); 1/4 progress towards lucky; 1/3 progress towards cartomancy use (4x temper)

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G2: 12 ups (4 base, 6 lucky, 2 carto- midas); 2/4 progress lucky

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G3: 24 ups (4 base, 6 lucky, 14 carto-midas, unsummon, alch, elf, yoink); 3/4 progress lucky; cartomancy met; paper fortune rainbow met

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G4: 6 ups (4 base, 2 lucky); 4/4 progress lucky

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G5: 13 ups (4 base, 5 paper fortune, 4 lucky)

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4 up base, Unlucky set, assume arcanas seen are owned; arcana used: tunneling, hdrill, goon, heat mirror
G1: 6 ups (4 base, 2 tunneling); paper fortune met, max 5 quanta

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G2: 14 ups (4 base, 6 unlucky, 2 goon, 2 hdrill); 2/4 unlucky progress

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G3: 13 ups (4 base, 7 unlucky, 2 goon) 4/4 unlucky progress

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G4: 8 ups (4 base, 2 tunneling, 2 hdrill)

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G5: 22 ups (4 base, 6 unlucky, 4 heat mirror, 5 paper fortune, 3 metamorph)

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Rewards 1st Place: 25000 Gold + Shiny Nymph Code + Mark Code
2nd Place: 20000 Gold + Shiny Nymph Code
3rd Place: 15000 Gold + Shiny rare Code
Participant: 10000 Gold
General Info on PvP
PvP Integrity
1. Strive for good sportsmanship at all times
2. Many issues can be resolved and discussed before "accepting turn". For example, if you speedbuilt a deck and didn't change the mark code, ask your opponent if you can fix the deck mark and replay before you accept your turn. If you continue on with the game, it is up to the other player to decide if they will replay or not. Do not pressure them into a replay. It is you who made a careless mistake and also didn't notice the error until too late. Additionally, if your opponent notices an issue before 'accepting turn', it is most sportsmanlike to allow them to fix the issue and replay.
3. Players may copy the 'replay' code of a game for 'viewing' later on in openEtG's custom section. To maintain PvP integrity, please use the replay only as a reference for game issues (i.e. one player disconnected) and to analyze your own game later. Players should strive to do their own work. Their decks should be self-built. Players are welcome to gain insight from the community (forums, discussions, asking questions, etc.) but should refrain from simply copying another player's deckcode mid-match. If you like your opponent's strategy G1, for example, you are welcome to speedbuild a deck like that for G2. Make sure it is your own work though.
PvP Issues
1. Stuck Screens: Sometimes players enter a pvp duel and cannot accept their turn. It looks like one is "stuck" on that screen with the only option to press the resign button. One fix to get 'unstuck' is to to use the L keyboard shortcut to reload game state. Communicate with your opponent to see if they're 'in' and 'connected' to you. To help avoid this issue, before starting any PvP match, both players can relog and test dummy decks to ensure they can connect.
2. Deck not loaded properly: Another common problem is a player will enter a pvp duel and they notice their newly chosen deck is not loaded and instead their last played deck is loaded and active. In these cases, let your opponent know and ask if it is okay for a replay before accepting your turn and playing any cards. This issue happens when your opponent sends you a duel invite, and you accept while you are still in the deck editing screen. Technically, you need to exit the deck editing screen and then accept the invite.
3. Lost connection/power: There are times where players lose internet connection to the game, lose power, etc. Players should take a screen shot and save the game replay. Both players then should discuss if they should replay or if it was very clear one player was going to win. When they are unable to decide, they may ask for a non-participating tournament host or non-playing arbiter to help decide. If both players feel comfortable with a replay, proceed.
4. Weird things happening on the screen: Take a screenshot when you see something odd happen. There can be some game bugs. Let the event host know about the issue. If it appears you can play the game through to the end, please do so and save a replay. If you believe the issue could have affected the match result, let both your opponent and the event host know.
Submitting Decks, Illegal Decks, Match IssuesSaving and submitting decks after a match
After each game, save a record of the deck you played vs. your opponent. Even better, also copy the 'replay code' of the game and store it for later recall; the replay code captures both players' decks and the match can be viewed later. Both players must submit either (a) the exact deck code they played - and label which game it was used (i.e. G3 and G6) - or (b) submit the replay code (copy/paste)
Posting decks after the event
After the event is completed in full, you may post deckcodes and match summaries to your match results post or a single new post with decks for all matches. Players may not post decks played before the event is over. Some of the event fortunes deal with seeing opponents' prior played decks as a fortune benefit. The event hosts can also post your deck codes if you do not post.
Illegal Decks
The only illegal decks for this event are those that don't follow upgrades structure/rules. The default ruling is that a deck with incorrect upgrades is illegal, resulting in a game loss for the player with the illegal deck. If both players agree to keep the result due to a spirit of sportsmanship because the difference to result was considered minimal, that is allowed. But neither player should be pressured to do so even if the common perception is that there would be minimal impact. Players can reduce chances of error by asking event hosts for 'deck checks' at any phase/time prior to playing matches.
Time between games; interrupted play; inactivity
1. The default time limit in between games is 5 minutes unless otherwise agreed upon by both players. If Player A notices Player B is repeatedly taking longer than 5 minutes, Player A should remind Player B of the time limit and ask if there's a particular reason they need more time. Some in between 'thinking' and 'adjustment' is absolutely fine. Spending 15 minutes mid-match to design a new deck is excessive. Study and prepare in advance, not during the exam!
2. Interrupted play - If you need to suddenly leave due mid-match to real life circumstances, please communicate this clearly to your opponent; make every effort to reschedule again and finish the match. If you are not able to connect again before the match deadline, your remaining games to be played will be forfeited; your opponent claims the wins that were not played due to your leaving the match mid-way.
3. Inactivity - Obviously, dropping out of an event after it has started is not ideal. It affects your opponents and the event overall. The participant pool allows for even matches per player per round. Dropping out will disrupt that consistency. Still, it can be hard to avoid real life issues. Do your best to communicate your upcoming withdrawal as soon as you can with the event host and any players you have outstanding matches with. If there is a reasonable chance for you to complete your matches, even if it means poor preparation and performance on your end, please do so. Avoiding playing simply to avoid losing results is poor sportsmanship.
4. When a player does drop out or is withdrawn mid-event, both completed match results and unplayed matches are voided for the player dropping out. A substitute will be sought to fill in for the dropped player in future rounds.
5. Matches not played - if two players are unable to complete a match, the tourney host will ask for evidence of communication/availability. If one player was clearly more active in this sense, they will earn points as follows. They'll receive 4 wins (4 event points) or if the average game wins of the player's other 2 matches averages higher than 4, they'll earn that averaged amount of wins (rounded down) for that abandoned match. Example, if the matches they played concluded in 4 wins and 6 wins (10wins/2 matches =5 wins) they'll earn 5 wins for the match that was abandoned by an opponent. If there was no disparity of effort or little effort for both players, neither player earns points.

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ft4-monopoison mulliganed, dolphin op
ft4-corpsecat had to discard a supernova, needed that for 3rd corpse explosion
ft4-brokenrush fractal op
ft4-thedeck goose op
ft4-5invictus misplayed corse explosion before sosa
ft4-brokenrush outrushed
ft4-corpsecat no nova
ft4-brokenrush no eclipse necessary
ft4-monopoison outrushed
ft4-5invictus 1 pend draw mulligans into 1 pend draw, wrong deck to have no quanta against
ft4-brokenrush won with 6hp
ft4-monopoison why is this deck so slow
ft4-corpsecat they milled me
ft4-brokenrush why do I bother playing any deck besides this?
ft4-5invictus drew all the RT
ft4-brokenrush should've mulliganed, no mirror in top half, eclipse in bottom 10
ft4-monopoison needed to sosa sooner
ft4-corpsecat needed to spam corpse explosion at start
ft4-brokenrush hard counter
ft4-5invictus played sosa on time
Arcana: Bmage, Ricochet, Unsummon
Auspicious :water

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L: Mirror match, my deck was smaller

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L: Ass quanta

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W: Hitei faildrew

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L: Hard Counter

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W: Hard counter

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L: Hard countered by a mirror, again

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W: Locked extremely quick

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W: Countered

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W: Extremely tight match, could've been anyone's game

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W: Mirror match, got the better draw

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L: Bad draw

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W: Hard counter

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W: Clutch RoF

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L: Outrushed, GoO hid

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W: Extremely close

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W: Hard counter

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W: Outrushed, but worried for a bit

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W: Hard counter

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W: Saw time/dark, played accordingly

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W: Misplayed, played very carefully afterwards. Poison from fungus ftw
Arcana:
Alchemist, Sadism, Tempering Owl, Jet Stream, Yoink
Took 0 ups for g1-2, 6 ups for g3-4

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L: Extremely close, was a turn away from winning

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W: I laughed when my Blue Mage was switched for a dragon

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L: Countered

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W: Extremely good start

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L: I forgot I had OE

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L: Quanta faildraw against devs

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L: Hard counter

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L: SoPa

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L: Hard counter

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L: Hard counter via devs

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W: Fast setup meant timpa had no chance

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W: timpa's dimshield broke

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W: Mindgate :)

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L: Pande 3.0 is a good card and definitely not meant for human use

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L: Quanta faildraw + tornado trolled me

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W: Almost lost to elves chipping my health, but stole UG and a locket which gave me the win

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W: Imagine rushing with a Dimshield deck lmao

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W: Good SoSe, but never saw a non-PPM from Turlututu

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W: SoFo from SoSe :)

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L: Tornado hid against dims
Arcana: Alchemist, Sadism, Corpse Explosion
Imagine getting two of three cards you rerolled on the previous round (and not even the one I actually wanted), couldn't be meOmikuji: +4 ups
Mark Hex :water
SoPa wrecked me on R2, should have picked :darkness but I planned to use it
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L: Countered by mindgate

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W: 1hp

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L: Yoinked my steal

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W: Outrushed

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W: Outrushed

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L: Hard counter

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L: Hard counter

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L: Faildraw

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W: Finally

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L: Countered by spiders

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L: 1hp

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L: Fantastic quanta, but doesn't matter against such a deck

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W: timpa faildrew

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W: Mirror match, except timpa scattered me and gave everything I needed

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L: Faildraw, got no damage but perfect responses to timpa's SoPa

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L: Squids screwed me over

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W: Good damage

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W: Unsure what that deck was

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W: Pixiegon is pretty good against stalls

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W: Got scared for a bit, but thankfully I got damage out faster
Arcana: Goon, Hand Drill, Sabbath
Didn't even use them lolPicked clairvoyance because I didn't feel like rerolling any rounds
Picked unlucky set, (Mummy/Magma/Orochi/Cat/Mirror are pretty good cards to have)

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W: Unstable Gas

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L: Liquid shadow/nymphs never showed up

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W: Coin toss

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W: Golem Defender OP

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L: Pillars milled and kept getting owls from pixies

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W: Deflags were on point + Serp faildrew

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W: serp committed suicide lmao

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W: Serp decked out because I killed my cats

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L: Countered

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L: Apparently I forgot to write a comment lmao

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W: Got combo running super early

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W: Managed to get a dimshield out

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L: Ass quanta

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L: Hard countered by nymph+ls

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W: Counter via nymphs

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L: Ass quanta

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W: Pixie > buffs

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L: Pharaoh > Feng

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W: Fantastic quanta

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W: Bmage
Now that the fortune teller's event is done. I'll share on this topic all the decks I used, for archival purposes.
The opponents in order were Serprex, Naii, Turlututu and Timpa
Round 1 decksGame 1

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WWWL Ratio 3-1 (lost versus Timpa)
Game 2

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LWWW Ratio 3-1 (lost vs serprex)
Game 3

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WLLW Ratio 2-2 (lost vs Nai and turlututu
Game 4

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WWWL Ratio 3-1 (lost vs Timpa)
Game 5

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LLWW Ratio 2-2 (Lost vs Serprex and Naii)
Round 2 decksGame 1

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LWWW Ratio 3-1 (lost versus Serprex)
Game 2

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LLLL Ratio 0-4 (lost vs everyone)
Game 3

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LWLL Ratio 1-3 (Only defeated Naii)
Game 4

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WLWL Ratio 2-2 (lost vs Naii and Timpa)
Game 5

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LWLL Ratio 1-3 (Only defeated Naii)
Round 3 decksGame 1

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WWLW Ratio 3-1 (lost versus Turlututu)
Game 2

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WLWL Ratio 2-2 (lost vs Naii and Timpa)
Game 3

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WWWL Ratio 3-1 (lost vs Timpa)
Game 4

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LLWL Ratio 1-3 (Only defeated Turlututu)
Game 5

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LLLW Ratio 1-3 (only crushed Timpa)
Round 4 decksGame 1

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WLWW Ratio 3-1 (lost versus Naii)
Game 2

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WWWL Ratio 3-1 (lost vs Timpa)
Game 3

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LLLL Ratio 0-4 (Too slow a deck)
Game 4

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WLLW Ratio 2-2 (lost vs Nai and Turlututu)
Game 5

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WWWL Ratio 3-1 (Lost vs Timpa at the end)
And that's it. Thank for the tournament.
This was my first PVP event. I don't consider myself a newbie in general, even in PVP, but I certainly had (and still have) a lot to learn about competitive PVP specifically.
Anyway, here's my summary of the event mixed with my learning experience, since I can't really separate the two.
Round 1
Cartomancy: Goon, Jet Stream, Yoink
Geomancy: Entropy
Paper fortune : all odd OR all even OR 3 shields+3 weapons (also applies to other rounds)
I had no idea what to expect, so I put together random farming decks with my arcanas. Lesson learned: in PVP you are going to have a bad time if you can't deal with shields, CC or very fast rushes.
(For this round I didn't keep track of scores and didn't take notes)

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Maybe the worst immo deck I ever made. I changed thermal recoils into chroma shields as a last minute (bad) decision.

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I could never decide if I wanted my nymphs to target creatures (to combo with skull shield and epidemic), or if I wanted to directly poison the opponent. A more focused deck would have fared better I believe.

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No momentum + vulnerability to CC hurts a lot.

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This is literally ghostmare+goondas+precog-yoink stacked on top of each other. It did better than expected.

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Nothing wrong with being silly.
Round 2
Cartomancy: Elf, Hand drill, Tempering
Lithomancy: Shard of Patience, Shard of Wisdom (best of the available combos IMO)
Bonuses: no base upgrades this round -> +3 base upgrades R3 ; +1 upgrade game 5 from paper fortune
I did a lot of testing against the R1 decks hitei and serprex had posted. I severely underestimated the importance of consistency, and so I lost many games to not drawing the cards I needed. Lessons learned: play more streamlined decks, focus on quality rather than quantity of testing.

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Went 1-3, only victory was a perfect match-up against timpa. Would have probably won vs serprex if I drew a jade shield, vs Naii was a close call.

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Went 1-3, the win was from accidently countering hitei's pixiegon deck. Against serprex I made a bad mulligan (as I often do), against Naii and timpa I didn't draw the cards I needed (jet stream / momentum)

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Went 1-3, I kept failing to draw both shtriga and living weapon together. This deck really should have been 30 cards.

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Went 0-4. I guess it doesn't work after all.

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Went 4-0, with most of these being hard counters (or at least looking like it from my side). I made a similar deck for Arena2 and it has a fantastic win rate.
Round 3
Cartomancy: Siren, Sadism, Midas gold
Due to overexerting myself with testing round 2, I had no motivation to do any this round. Furthermore I was a bit frustrated with how difficult it was for me to make nice streamlined decks while incorporating all the fortunes AND all the curses. So I went into this round expecting to lose.

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Went 2-2, unless I took my notes wrong none of the matches were particularly close in either direction.

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Went 1-3, only won against serprex who was in obvious quanta death. Otherwise the deck was just a tad too slow.

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Went 0-4. Kind of an MtG-style red-black CC+discard deck, which didn't work out.

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Went 0-4. This time the name was accurate :-p.

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Went 1-3. Most of the time the tesseracts helped the opponent more than me. Against hitei (my one win), blackholing myself was key to my survival.
Round 4:
Cartomancy (+R2 carto reshuffle): Boar, Writ of Vindication, Osmosis, Surgeon, Whirlpool, Stasis.
Chose lucky cards.
For this round I focused on beating three decks I saw both as particularly dangerous in previous rounds, AND as good representatives of their respective strategies: thedeck for stall, SoPaDev for quanta denial and pixiegon for rushes. I made sure to have good match-ups overall against these three (in theory at least), and since there were no more incentive to cram all fortunes into the decks I could finally allow myself to build the streamlined 30 cards decks I longed for in the previous round.

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Went 2-2 and never felt outmatched. I lost to hitei's cloaked sirens but still got him down to 1hp (despite him basically hard countering me), and I lost to timpa's "fat cat" deck without drawing any squids (oh well).

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Went 1-3. For this deck I traded speed for stallbreaking capability, and I ended up facing no stalls. I lost against both rushes I faced (including, ironically, Naii's pixiegon that I was confident all my OTHER decks could take on), while the other two matches were very close: I won against serprex's rico-catmill with 0 cards in the deck by repeatedly jet streaming and replaying a fenghuang, and I lost to timpa's DBH with him at 3hp.

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Went 2-2. Interestingly both losses were to broken mirror spam, so I'm guessing that deck just counters me. Of note was the match against hitei, who I hard countered but who might have hard countered me if he had drawn an early otyugh.

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Went 2-2. Pretty fun deck to play and more impactful than expected, other than naii's "fat cat" deck flattening me. Goose is good.

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Went 1-3. In theory this could have won nearly every game from sheer speed, in practice the deck always needs a perfect starting hand with all 5 key cards: a photon, a writ, a spite, an immo and as many temperings as possible. I usually kept hands lacking just one of these cards and hoped to draw the missing piece quickly, which typically did not happen. I might have had better luck tossing the momentums and playing 6 of each key cards.
Anyway, thanks asdw and Septima for the event :-)