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 Post subject: Ivory Control
 Post Posted: Tue May 26, 2009 6:47 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
So I've been playing for a little while now and I think I'm getting the hang of this, thinking of buying some money and purchasing some units. Looking through tfwinfo.com I've found some cool cards. Is this deck okay? It looks cool!

Image

Creatures:

3X Sleet Mogi
3X Tenderfoot Archer
3X Thistle Falcon
3X Elven Scout
3X Coldstream Guard

Spells:

3X Sunburst
2X Tremor
2X Twisting Intentions
3X Arcane Adjustment

Enchantments:

3X Entangle
3X Bear Strength

Buildings:

2X Vapor Mahal
2X Grove
3X Ivory Tower
2X Bamboo Outpost

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 Post subject: Re: Ivory Control
 Post Posted: Tue May 26, 2009 7:42 pm 
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Posts: 31
First of all you only have 39 cards (unless I messed up counting)

Next, I would recommend more creatures. At least 20 for a 40 card deck (hopefully more)
You also need a few beefy creatures. If you are using Ivory spire the opponent will definitely try to kill it and you need to defend it. None of your creatures have hp over 2.

To do that I would take out some spells/enchantments. Specifically twisting intentions and arcane adjustment. Those are good cards but I don't think they will work well in this deck. For example, arcane adjustment is good when you have a lot of creature enchantments that stick around, like camouflage. If the enemy manages to kill your creature, you move camouflage on another one. Bear strength doesn't stick around, so the only card you will be using arcane adjustment on is entangle, and that will free one of their creatures. You could also use arcane if the enemy casts a bad enchantment on your creature, but what if you play a deck that doesn't have any?

Last comment. Only having two groves kind of worries me. If your opponent manages to destroy both (not unlikely) you won't be able to use half your cards.


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 Post subject: Re: Ivory Control
 Post Posted: Tue May 26, 2009 11:48 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Mayhembob wrote:
Next, I would recommend more creatures. At least 20 for a 40 card deck (hopefully more)


There's a large debate on this point. I think some of the skilled players use decks with creatures capped at 15.

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 Post subject: Re: Ivory Control
 Post Posted: Wed May 27, 2009 2:53 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Mayhembob wrote:
Last comment. Only having two groves kind of worries me. If your opponent manages to destroy both (not unlikely) you won't be able to use half your cards.


Absolutely agree here. Some very respected players [Sunyaku comes to mind immediately] go for 6 domain/base cards. I personally think that is a bit high, but the slaughters me handily most every time we play so I'd be more willing to pass on his advice than my own :-P I would think VERY hard before going with less than 5 though, and then only with a deck that doesn't rely on domain heavily. In this cse, it would be no issue at all for a MF deck to drop a volcano on each of your groves and the game is over. You may not think that you need more than two out at a time, but you do want "spares" in your hand.


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 Post subject: Re: Ivory Control
 Post Posted: Wed May 27, 2009 12:02 pm 
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Joined: Thu Apr 02, 2009 4:33 pm
Posts: 50
Drop twisting intentions, they are too expensive for a rush deck.
Why do you need 3 Arcane Adjustments?
Drop Sleet Mogi, you will almost never play Vapor Mahal as your first domain building, and there are better 2nd domain cards.
Don't put more domain buildings, you should be able to apply enough pressure on the opponent, so he doesn't have time to bother with your grove that you put on your first flux well.
I also would prefer teleports instead of entangles(that's what I did with my sylvan-elemental deck) for the sole reason of teleport being able to kill Desert Demon.


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 Post subject: Re: Ivory Control
 Post Posted: Wed May 27, 2009 8:53 pm 
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Joined: Wed Feb 04, 2009 9:47 pm
Posts: 86
1) I agree that twisting intentions don’t have any thing to do in that deck. Instead of it you can put 2 more creatures or 2 teleports.
2) You need more grooves not only because the enemy can kill then with volcano but your deck is to vulnerable to hail storm for example so if the enemy came back from your rush and counter attack you will need more buildings with salvaging to keep the flux wells you have already got under your control.
3) Considerer changing the sleet mogi for flame ent. In that deck you will always be playing sylvan first and so when time comes for elemental cards you will always be already in 2 domains.
4) Some people is telling you to take out the Arcane adjustment. I completely disagree with that. Arcane adjustment and Bears strength looks like been an extreme powerful combo. You will be able to do 8 damage in a round just with 2 scouts in play, that’s amazing.
5) In play I think you should focus on destroying enemy buildings with that bears strength-arcane adjustment combo. To help your self in that I would ad 1 more tremor in the place of one sun burst.
6) Don’t worry about the number of creatures as long as you have enough 1 domain creatures with is the case and you have spells and enchantments for creature control everything will go ok. I had a deck with 11 creatures and it worked good. 20 creatures for a deck is a good number but is not universal rule. Most sylvan decks work with 20 creatures but, hello, not every deck must be the same way. In fact I think that’s why most people fail making other domains decks (because every one try to make decks as if they were sylvan)


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 Post subject: Re: Ivory Control
 Post Posted: Mon Jun 01, 2009 3:00 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Thanks for the advice everyone. This has really helped. After play testing a bit I've played this deck for awhile now with 11 buildings. Sounds crazy, I know, but my AOC are large. I've found some awesome cards, and I'm thinking of going Sylvan/Legion (Primarily because I have one Vapor Mahal and its a phantom.) So what about this list.

to Nayen: Great advice. Really. I pulled off the Bears Strength combo. It worked well. Also another plus of Arcane Adjustment is this: My opponant surged for 5 to destroy my Eye of Veraxes. I AAed that to my Mosslight Slor near his Earthworks. Destroyed it with slor because of AA. Its fun! Also, teleports. Forgot for some reason. Its a card you shouldnt leave home without.

New List (easier to assemble at least):

Creatures:
3 Lawn Gargoyle
3 Hell Cat
3 Leprous Shambles
3 Thistle Falcon
2 Coldstream Guard
2 Xosan Hierarch
2 Stone Mauler
1 Medium of the 3rd Circle
1 Barkskin Dragon

Total: 20

Spells:
3 Gather Spirits
3 Arcane Adjustment
3 Morph (CAUSE IT IS AWESOME, HAVE YOU EVER CAST THIS CARD ON A DYING SCOUT TO MAKE IT A BRANDNEW BARKSKIN DRAGON, CAUSE I HAVE!!!!!!!!!)
2 Teleport
2 Bears Strength
2 Lysis
1 Entangle
1 Black Plague (Awesome with Arcane Adjustment, makes it more conventional to use.)

Total: 17

Buildings:

3 Grove
3 Graveyard
2 Bamboo Watchtower
1 Ivory Spire
1 Eye of Veraxes
1 Foul Obelisk

Total: 13
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Total Cards: 48



So what do you think? Should I switch out Bears Strength with Surge? I like it the way it is because you only need one Domain Type.

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 Post subject: Re: Ivory Control
 Post Posted: Mon Jun 01, 2009 10:43 pm 
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Joined: Sat Feb 28, 2009 4:57 pm
Posts: 40
My opinion is that one should really do his best to shrink the deck to 40 cards and not more. The lower the number, the higher the probability to draw the card you want (because you chose it for your deck for a specific reason).

No card is equally useful. Think about your deck, what are the chances to draw a creature, a spell, a building... what card you would like to draw in most situations... which are the possible combos (you already did a good job) and which may be the weaknesses of your deck (bad against building-destroyer decks for instance :P). Most often it isn't easy to decide but I think an attemp should always be made. Then you can always modify the deck if it doesn't work as you expected.

Also, a 40 cards deck costs less than a 48 one :P


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 Post subject: Re: Ivory Control
 Post Posted: Mon Jun 01, 2009 10:46 pm 
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Joined: Sat Feb 28, 2009 4:57 pm
Posts: 40
KnightoftheWild wrote:
Also another plus of Arcane Adjustment is this: My opponant surged for 5 to destroy my Eye of Veraxes. I AAed that to my Mosslight Slor near his Earthworks. Destroyed it with slor because of AA.


I thought with AA you could only move an enchantment to a figure owned by the same player. Am I wrong?


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 Post subject: Re: Ivory Control
 Post Posted: Tue Jun 02, 2009 6:50 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Yeah, didnt realize that. Thought it would be a cool combo. :mrgreen: :mrgreen: :mrgreen: Sadly, not so much.

1 Lawn Gargoyle
3 Hell Cat
3 Leprous Shambles
3 Thistle Falcon
1 Coldstream Guard
1 Xosan Hierarch
1 Medium of the 3rd Circle
1 Barkskin Dragon

Total: 14

Spells:
3 Gather Spirits
3 Arcane Adjustment
3 Morph (CAUSE IT IS AWESOME, HAVE YOU EVER CAST THIS CARD ON A DYING SCOUT TO MAKE IT A BRANDNEW BARKSKIN DRAGON, CAUSE I HAVE!!!!!!!!!)
2 Teleport
2 Bears Strength
2 Lysis
1 Entangle
1 Black Plague (Awesome with Arcane Adjustment, makes it more conventional to use.)

Total: 17

Buildings:

3 Grove
3 Graveyard
1 Ivory Spire
1 Eye of Veraxes
1 Foul Obelisk

Total: 9
________________________

Total Cards: 40

How is this list? I have four WIN creatures, 2 WIN buildings, and plenty of powerful spells. I guess the strat would be:

Turn 1: Play a basic weenie (Hell Cat, Lawn Gargoyle, Thistle Falcon, Leprous Shambles) to have a creature in play. Preferably Lawn Gargoyle or Thistle Falcon, which can survive longer.)

Turn 2: Pass unless it's really neccessary. I mean, I'm saving up for my second Domain to unleash my arsenal of spells with powerful effects and low flux costs.

Turn 3: Play my second Domain building.

Turn 4 and on -->: Play spells as needed. Kill spells and Enchantment combos to destroy their base.

Late Game: Play spells like Barkskin Dragon, Morph and Xosan Hierarch to meet their creatures. At this point I want three wells baby!!!!! But at least the first and original one.



Cards to consider:

Legs of Baby Yaga

Legs would rock in this deck. With Arcane Adjustment, I could save the enchantment or move it to where it's needed. Works great with Eye of Veraxes and Ivory Tower, and Even first Bases. Marching a base into your enemy well is awesome.

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