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Topics - Dawn to Dusk

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1
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!

2
Decks / WBH (Because DBH is ugly)
« on: December 23, 2020, 02:23:33 am »
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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.

3
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:
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Spoiler for Life-Air:
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Spoiler for Water-Gravity:
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Spoiler for Light-Aether:
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Spoiler for Fire-Time:
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Spoiler for Mat Quad:
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Spoiler for Spirit Quad:
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Spoiler for Card Quad:
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Spoiler for Rainbow:
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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.

4
Decks / Poison Heal
« on: December 07, 2020, 01:11:45 am »
Poison Heal
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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!!

5
Decks / Swallow
« on: December 05, 2020, 07:44:06 am »
Swallow
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Following the theme of posting old staples with slight touches, Salvager got a lot better in OEtG and is definitely worth usage here.

6
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.

7
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
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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
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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
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Very similar to the Squid duo, but runs Druids!

Heal SoW Emerald
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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
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Anubis GoO
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Geo Anything Viable
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If I have forgotten anything, or if you have any other deck requests, feel free to post them!

8
Decks / Spirit Temper Saders [Arena/Champion]
« on: December 02, 2020, 01:51:51 am »
0d6rv0271o027ak067dv047k5037tb018po


Extremely strong, extremely consistent. Very high OUEI vs Arena 1, will easily take care of Colosseum challenges for you. Often wins in 7-9 turns, very often wins with EM. Essentially my default deck for anything related to grinding, and gets >4 OUEI easily in 10 games. Do need to be wary of Deflags though.

9
Decks / Pickpocket
« on: November 27, 2020, 11:49:31 pm »
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Towers are greatly preferred here due to Devs being able to be controlled, since we're already saccing a tower or two early. No weapon or shield because we'll be getting them from the opponent anyway, most of the time. It acts as a denial deck in a sense, similar to Earthquakes, in that you mass steal cards from the opponent, but in this case you get extra drawpower, often granting extra Thugs or Midas Touches.
Apparently it's decently strong into Champions, but not an A-tier grinder since it lacks the rush power of other decks.

Unupped:
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Unupped operates differently to upped, since you don't get the healing from vamps (since Minor Vamps aren't worth it most of the time) it leans heavier into the lockdown aspect.

10
New Card Suggestions / Blood Moon
« on: November 19, 2020, 01:59:14 am »
8 Darkness - Your Nocturnal creatures heal you based on damage dealt until the end of the turn.



Vampire Sky Blitz. Consuming remaining Darkness quanta will likely result in the card being too weak due to not being able to play further creatures the next turn.

11
Some more love for these cards would be great. Some examples

Pew Pew Water Thing
Deal 3 damage. If target is Aquatic, gain +3/+3 instead.

Moonlight (Light) with counterpart Sunshine (Fire) (Or dark/light whichever is better)
Moonlight:
Allied creatures gain +0/+1 and restore 1 health to player on hit. Nocturnal creatures gain +1 health on hit. Turn into Sunshine at end of turn.

Sunshine:
Allied creatures gain +1/+0. Nocturnal creatures lose 1 health on hit. Turn into Moonlight at end of turn.

Above effects are intended to be auras, and creatures will lose the buffs when the phase switches. Probably a unique card too


Skydive
Target airborne creatures evades all targeting for one turn and doesn't attack. Next turn deals double damage.


Simple things like these are just nifty to have, and extend the usability of some cards

12
Decks / Those Two Regrade Rushes
« on: September 17, 2015, 12:00:24 am »
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so why use the regrades instead of upgrading the cards and using more towers?

1 regrade saves 5 quanta, whilst generating another quanta resulting in an advantage of 6 quanta
4/5 regrades can therefore result in 24/30 quanta being saved

the extra 4/5 towers would take 5 turns to match that quanta gain

"but its a 2 card combo, that means its not as good!"
i guess this is true, however to make use of the changes, a pheonix must be drawn, as well as the extra quanta needed to generate it. now yes, the regrade only gives 3 extra damage, however this is for -1 quanta. that -1 quanta can be used as a bump to play a salamander or a dragon

the light deck makes best use of it however, but the quanta balance is off as light dragons and byakkos cost more than ruby dragons and salamanders. but turn 1 archangel is so fun <3

13
Material / Event 4
« on: September 05, 2015, 08:10:12 am »
decks and shiz go here

14
New Card Suggestions / Golden Spirit | Golden Spirit
« on: July 14, 2015, 09:02:44 am »
Golden Spirit | Golden Spirit
Cost: 1 :time / 1 :chroma
Stats: 3 | 0 / 2 | 0
Ability(ies):
  • unupgraded: "On death, your opponent draws a card."
  • upgraded: "On death, your opponent draws a card"

hard to balance this. on paper, it should have high stats since, when it dies, your opponent gains a card advantage. but it is also a VERY potent mill card. especially with cards like fractal. not to mention, it gives death effects.

15
Decks / VenomDials
« on: July 14, 2015, 08:28:14 am »
0471006718045s90472i0671p067q9018ps

tried something with venopoch for some reason, didnt turn out as badly as id expected

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