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Demigod Prediction Decks

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polly

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I would greatly appreciate any help in tuning this proof of concept deck. Material Towers are overkill - I don't use :earth for anything at all - but I have no idea how to build good decks, and couldn't figure out a good quanta base for the trio.

Lycaon
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It would seem as though Sun Blade's passive ("When a mirage dies, their owner destroys top card of their deck") is applied per Sun Blade - e.g. if there are 4 Sun Blades on the field, when 1 mirage dies, their owner destroys the top 4 cards of their deck. If Flooding is on the field, 4 Sun Blades mill 16 cards per turn, so wait until the last few turns to play Flooding in order to Magma up to 500 HP.


Septima Rhay

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I would greatly appreciate any help in tuning this proof of concept deck. Material Towers are overkill - I don't use :earth for anything at all - but I have no idea how to build good decks, and couldn't figure out a good quanta base for the trio.

Lycaon
0a6ru047eb067e2027h1037n2057n8018pp


It would seem as though Sun Blade's passive ("When a mirage dies, their owner destroys top card of their deck") is applied per Sun Blade - e.g. if there are 4 Sun Blades on the field, when 1 mirage dies, their owner destroys the top 4 cards of their deck. If Flooding is on the field, 4 Sun Blades mill 16 cards per turn, so wait until the last few turns to play Flooding in order to Magma up to 500 HP.

Regrade increases wings coverage
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polly

  • New Member
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    • Posts: 6
I would greatly appreciate any help in tuning this proof of concept deck. Material Towers are overkill - I don't use :earth for anything at all - but I have no idea how to build good decks, and couldn't figure out a good quanta base for the trio.

Lycaon
0a6ru047eb067e2027h1037n2057n8018pp


It would seem as though Sun Blade's passive ("When a mirage dies, their owner destroys top card of their deck") is applied per Sun Blade - e.g. if there are 4 Sun Blades on the field, when 1 mirage dies, their owner destroys the top 4 cards of their deck. If Flooding is on the field, 4 Sun Blades mill 16 cards per turn, so wait until the last few turns to play Flooding in order to Magma up to 500 HP.

Lycaon Revised
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Simpler solution using only  :air/ :earth. Unfortunately not the cheapest deck, but arguably the most reliable creatureless 500 HP EM deckout deck I've come up with thus far. It actually makes me think less of some of the prior decks I've submitted in this post, so I might go back and try to revise some of them. However, it requires attention to detail, because there's one critical combo that needs to be executed. The "why" is listed in the spoiler, and is why this post is so long :(

Key points:
  • The basic idea is to stall using Wings while accumulating :earth quanta for Stone Skin (SS). Win condition is the combo below in bold underline.
  • Try and hold one SS in your hand until right before you win, that way if Lycaon Nightmares you, you can still get 500 HP EM.
  • If possible, try to wait until Lycaon drops several Ricochet (Rico) before playing Scattering Wind (SW). Use them as needed in order to refresh hand (in case it's too filled with unplayable cards), but otherwise try to wait as long as possible before using SW. This is because SW increases the mark power of caster by 1 - with Rico, this effect can be amplified such that your mark power can potentially be increased by more than 1, making it suitable for charging :earth for SS.
  • Personally, when I use SW, I normally just use it on my entire hand rather than any individual card. IDK if that's the correct way to play that card though - I'd greatly appreciate it if anyone could give me pointers on the correct way to use SW!
  • Use Snowflake (SF) active on a card in your own hand in order to prevent deckout. Key targets are Nightmare'd Shadling or Werewolf, or in some circumstances your own Wings (see below bolded section in bullet point below regarding Imbue). Remember you cannot use SF active the turn you play it! Luckily you should be able to shuffle through your deck using SW, so you shouldn't have too much to fear from SF being the last card in your deck.
  • If you would deckout next turn (i.e. no cards currently in your own deck), use SF active prior to Imbue.
  • Use Imbue + Dull Khopesh (DK) + Scorpion Claws (SC) in order to speed up milling. In fact, I think if you don't pull the combo off correctly, you'll run out of Wings before you can mill Lycaon out. Assuming 1-3 power, DK + SC mills 4 cards from Lycaon's deck per turn, + 1 card minimum for turn draw, so plan accordingly for Waiter bonus.
  • Combo conditions: Imbue + DK + SC in hand, SF on board. NO WINGS IN HAND (no restriction on Wings on board). Lycaon must have at least 3 UNFROZEN Rico. With SF on the board, cast Imbue targetting DK to ensure SF active gets retained (to prevent self deckout). See spoiler after this list for reasoning/Imbue behaviour.
  • In order for SF (imb. DK) to mill, it needs to deal damage. On occasion, Lycaon will use Antimatter on SF, and then combine with Chaos Power, resulting in 0 Power SF (no damage = no mill). Use Protect Artifact on Snowflake to prevent this. This can be done prior to Imbue, and will not impact your ability to Imbue weapons! (Added tip: if you do this under high-Rico situations, there's a chance you'll PA Lycaon's Rico, meaning it can't be frozen by SF, so you may be able to cast Imbue sooner!)

Spoiler for Additional Section on Imbue + Weapons:
Please correct me if I'm wrong, but my understanding of Imbue is as such: When Imbue is cast involving 2 weapons/shields with active abilities, Imbue takes the active abilities and stats (numbers) of the weapon/shield currently on the board. If only one of the 2 has an active ability, then regardless of which one is on the board first, the resulting weapon/shield will always have the same active ability, and obviously if neither has an active ability, then the resulting weapon/shield will not have an active ability. Imbue always retains passive abilities of all merged weapons/shields.

If you cast Imbue targetting Scorpion Claws (SC), you run the risk of ending up with a Dull Khopesh (DK) with DK stats/active/passive + Snowflake (SF) passive rather than SF stats/active/passive + DK passive. There are 4 possible sequences that can occur based on the order/target Imbue is cast on.

Sequence 1:
  • 1st Imbue: SF (on board) + SC in hand => SF (imb. SC) in hand
  • 2nd Imbue: DK in hand => DK played onto board
  • 3rd Imbue: DK (on board) + SF (imb. SC) in hand => DK (imb. SF + SC) in hand
  • 4th Imbue: DK (imb.) in hand => DK played onto board
This sequence results in an imbued DK with DK numbers/active/passive + SC passive + SF passive.

Sequence 2:
  • 1st Imbue: SF (on board) + SC in hand => SF (imb. SC) in hand
  • 2nd Imbue: SF (imb. SC) in hand => SF (imb. SC) played onto board
  • 3rd Imbue: SF (imb. SC) (on board) + DK in hand => SF (imb. SC + DK) in hand
  • 4th Imbue: SF (imb. SC + DK) in hand => SF (imb. SC + DK) played onto board
This sequence results in an imbued SF with SF numbers/active/passive + SC passive + DK passive.

Sequence 3:
  • 1st Imbue: SF (on board) + DK in hand => SF (imb. DK) in hand
  • 2nd Imbue: SC in hand => SC played onto board
  • 3rd Imbue: SC (on board) + SF (imb. DK) in hand => SC (imb. SF + DK) in hand
  • 4th Imbue: SF (imb. DK + SC) in hand => SF (imb. DK + SC) played onto board
This sequence results in an imbued SC with SC numbers/passive + SF active/passive + DK passive.

Sequence 4:
  • 1st Imbue: SF (on board) + DK in hand => SF (imb. DK) in hand
  • 2nd Imbue: SF (imb. DK) in hand => SF (imb. DK) played onto board
  • 3rd Imbue: SF (imb. DK) (on board) + SC in hand => SF (imb. DK + SC) in hand
  • 4th Imbue: SF (imb. DK + SC) in hand => SF (imb. DK + SC) played onto board
This sequence results in an imbued SF with SF numbers/active/passive + SC passive + DK passive.

The critical parts to retain are: Scorpion Claws passive, Dull Khopesh passive, Snowflake active, and either Scorpion Claws or Snowflake power. Hence, Sequence 2, 3, and 4 will all suffice. If Imbue is cast targetting DK, then that can only result in Sequence 3 or 4. If Imbue is cast targetting SC, then that can result in Sequence 1 or 2, and since we want Sequence 2, that's only a 50% chance of executing properly. In conclusion, cast Imbue targetting DK.


Spoiler for Additional comment regarding Imbue + Wings:
If there is a Wings in your hand, either do NOT cast Imbue (wait until no more Wings in hand), or if there is only 1 Wings in hand, use Snowflake active on Wings prior to Imbue. In low-Rico scenarios, you may not have enough Rico get your fully imbued weapon on the board. If Imbue is used in a high-Rico scenario, it will fuse your board-Wings with hand-Wings.

The fused double-Wings will not last double the duration. More testing is needed to derive conclusive results, but it seems to add the two turn counts while decreasing turn count by 2 each turn. E.g. if you have a Wings on board with 0 turns remaining, if Imbued with a fresh Wings (5 turns), the resulting Wings will have 5 on the turn counter, but decrease by 2 each turn, so the Wings (imbued Wings) will only last 2 turns.


serprex

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Glad to see Imbue making an interesting addition to cardpool. Was worried it'd be too janky