oEtG Forum

GiveSingu

Fippe94 · 9 · 10994

Fippe94

  • Administrator
  • *****
    • Posts: 274
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".

066u30671l057ka067q90580a0280h018pj


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.
« Last Edit: November 29, 2014, 12:03:43 pm by Fippe94 »


Lost in Nowhere

  • Member
  • **
    • Posts: 106
  • [Insert witty comment]
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.


elenchus

  • New Member
  • *
    • Posts: 15
Tomb feels like it can backfire so very, very heavily. Are singularities not enough damage on their own?


Fippe94

  • Administrator
  • *****
    • Posts: 274
Tomb cannot backfire if you play it correctly. Only play it if you can kill something on the same turn.


OdinVanguard

  • Member
  • **
    • Posts: 547
  • ... Oxidants happen...
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.
« Last Edit: November 12, 2014, 07:43:31 am by OdinVanguard »


serprex

  • Global Moderator
  • *****
    • Posts: 1543
Found this to be more effective
066u30471l0177p037la067ka067q90480h018pj


Shinki made an unupped variant
015350159902621044sc064vj0158o015fa025lq065rp065rr018ps


serprex

  • Global Moderator
  • *****
    • Posts: 1543
046qt086ts066u3046u8047ka0480h018pu


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 probably better, costs 1 less card, no point keeping things in-element when you're spamming SN
« Last Edit: February 13, 2021, 12:06:32 am by serprex »


serprex

  • Global Moderator
  • *****
    • Posts: 1543
I beat a commoner with this once
056ve036ud066u3047dp037ka0380v0280h0480n018pu
Combo: clear opponent's creatures with ricoimmo, give blue mage, create singu, psyche blue mage to steal singu's skills
bonus champ killer
066u30277i047b1017an027ee037h4017qb017qh047th0480v0280h018pj
create singu, nightmare it, equalize cards to force opponent to play, equalize singus to kill them on your side
« Last Edit: June 01, 2021, 09:06:39 pm by serprex »


serprex

  • Global Moderator
  • *****
    • Posts: 1543
Optimized builds shared by laxnut90: https://etg.dek.im/forum/index.php?topic=1282
0553501l35025c7025fu065lq055rr03621066u3018pj
015rr066u30671l027an037ee067ka017qh0280a0380h018pj
« Last Edit: May 15, 2023, 02:57:55 pm by serprex »