Bringerofcake Posted June 19, 2015 Report Share Posted June 19, 2015 3x Royal Firestorm Guards2x Summoner Monk1x Counter1x Doomfire3x Rocket3x Scattershot3x Shell 2x Dark Hole3x Magic Planter2x Mystical Space Typhoon3x Pot of Duality1x Raigeki1x Wildfire 3x Blaze Accelerator Reload1x Bottomless2x Call of the Haunted1x Compulse1x Jar of Avarice1x Ring of Destruction 1x:Abyss DwellerCairngorgonCastelEmeralDRXDDDWExcitonCowboyChain10110350528082 2x Lancea2x Maxx "C"2x Puppet Plant2x Queen2x And The Band Played On2x Mind Crush2x Mistake1x Skill Drain What went right:Played well. The main is solid, barring the occasional goof-up. When it got going, it would play a mean attrition game, annihilating established fields and never running out of "ammo." Jar of Avarice is such a huge boon to the deck. Being able to have 3 separate recycle engines that work together (Guards, Emeral, Jar) does WONDERS for reload shenanigans and if one goes down, I still have backups. If I could do it again, I'd probably drop Doomfire for...something else. Not sure what, but something to pull me out of the brink were I to draw it. What didn't go right:The side. The only thing I ever drew out of the side stuff was volcanic queen (leading to some hilarity there), Maxx "C", and Mind Crush, and I guess puppet plant. Maybe I just don't know how to Mind Crush well, but it would never stumble plays enough to be worth the slot, IMO. Many times I'd be topdecking, and topdeck into a floodgate or something I didn't need, and it would cost me the game. If I could do it again, I'd dramatically revise the side. Lanceas almost never came into play, since it was mainly a Nekroz side. Puppet Plant was kinda ok against Shaddoll, but it was always played around or not too helpful. I sided badly and with bad cards. If I hadn't, I think I would've done a lot better, especially since if people found their outs it would be tough to come back from them. Link to comment Share on other sites More sharing options...
ihop Posted June 19, 2015 Report Share Posted June 19, 2015 -1 Counter-1 Doomfire-1 Wildfire+3 Lose 1 Turn L1T's amazing and those 3 are just a bit worse than everything else. Link to comment Share on other sites More sharing options...
Bringerofcake Posted June 19, 2015 Author Report Share Posted June 19, 2015 I'm with you on everything but Wild Fire. Having a nuke that sets off reload shenanigans in the Graveyard is really damn useful, and if you don't have a reload ready to go somewhere you're already in a bad way. Then again, L1T is pretty nucking futs, I'll try it. Link to comment Share on other sites More sharing options...
ihop Posted June 19, 2015 Report Share Posted June 19, 2015 Reload in grave itself does the exact same thing the majority of the time, what you really want to be doing is Plantering it off. Wild Fire's only good when you have reload which is a good situation to be in anyway - having extra copies of L1T means you can stay in games where you don't have open access to Reload. e: Oh, and cut the Heartlandraco for a Giant Hand. That card is really good.e2: Didn't realise you were only playing 1 Jar. If I were you I'd play 3, maybe cut 2 MST? Link to comment Share on other sites More sharing options...
Expelsword Posted June 19, 2015 Report Share Posted June 19, 2015 You want MST in this deck.3 Jar sounds really cloggy too. Link to comment Share on other sites More sharing options...
ihop Posted June 19, 2015 Report Share Posted June 19, 2015 Jar of Avarice is, outside of a handful of situations, Jar of Greed. It's chances of clogging are very slim and its effect (well. Scattershot's effect) is so powerful that I would always want to max it out. Link to comment Share on other sites More sharing options...
CLG Klavier Posted June 19, 2015 Report Share Posted June 19, 2015 Thing is, 3 Jar and 3 Firestorm Guards IS a bit too much. Link to comment Share on other sites More sharing options...
ihop Posted June 19, 2015 Report Share Posted June 19, 2015 Yeah, if anything I'd drop the number of Firestorm Guards. That really does clog early game and whilst it's amazing lategame it's a bit trickier getting 4 pyros in grave than it is 5 cards. Link to comment Share on other sites More sharing options...
Bringerofcake Posted June 19, 2015 Author Report Share Posted June 19, 2015 IRL I'm actually trying two Jar and I don't actually like it THAT much. The one jar was enough, for reasons that are referred to with Firestorm - it actually clogs pretty often early game. I could try an MST over one of the Firestorm, and see how that goes. heartlandraco has been surprisingly effective if they've cut off my recycling ability (mostly by banishing one scattershot) and for lategame pushes when they expect another scattershot play. Link to comment Share on other sites More sharing options...
ihop Posted June 19, 2015 Report Share Posted June 19, 2015 This is IRL? Forget the giant hand, then, Heartlandraco's not terrible especially since it's good at getting people down to Scattershot range. idk about Jar, I'm a massive fan of it, but I haven't exactly tested loads. Link to comment Share on other sites More sharing options...
DuelSpectre Posted June 20, 2015 Report Share Posted June 20, 2015 1. Counter can be easily played around. I would drop.2. 3 Planter feels somewhat cloggy; cut it down to 2.3. Dark Holes feel redundant. You already have 2 Raigekis. Same with Wildfire.4. No Book of Moon?5. Doomfire is nice, but in all honesty, Rocket is the boss.6. Compuls and Ring aren't so good. -2 Dark Hole-1 Counter-1 Magic Planter-1 Doomfire-1 Compuls-1 Ring +3 Reckless Greed (Draw power, mitigated by Reload)+3 Mind Crush+1 Solemn Warning+1 Book of Moin Also, try to fit 2-3 L1T (EDIT: Drop CotH for it.) Link to comment Share on other sites More sharing options...
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