Login    Forum    Search    FAQ

Board index » Strategy & Army Construction




Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Mon Aug 17, 2009 2:54 pm 
Offline

Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
reconstruct sucks in this deck -- scrap it. add a volcano and a negate... there are more things but those are the first two things that stood out to me.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Tue Aug 18, 2009 10:10 am 
Offline
User avatar

Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
@alphabetsoups

Your right it dose. It sucks waiting for a walled outpost or mag becon to be destroyed to use it. It sucks even worse when you cast it and its negated and the ruins disapear..

Ill edit the deck. Thanks I probably would have kept those.

So, the deck as is lost to the most basic of mf/ele rushes.. thats not a good sign...


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Tue Aug 18, 2009 3:44 pm 
Offline

Joined: Thu May 28, 2009 12:08 am
Posts: 173
In my experience as someone who has both won and lost quite a bit with a MF/Ele rush deck, the key to beating it has 2 pieces:

1) Counter the rush. This doesn't mean you necessarily have to have a full on rush too, just that you need to be able to set up a flux control stalemate relatively early on. You have Galom's which is a good start, but you can't count on drawing one every game. Unfortunately, the best other option pure MF has is Hill Giant Contractors, which is very expensive. Otherwise you at least need some Hadrack's forts, also somewhat expensive at the moment, as a way to build out relatively quickly and stalemate your opponent on flux.

2) Win the stalemate. Because Mahals keep going away, without a flux control advantage Ele/MF generally has a hard time maintaining 3 domain (this is where the raise in flux cost hurt it quite a bit). As a result, if you can get to 3 domain and start dropping big cards, you can usually break the stalemate in your favor. You have 2 Bilgrin's but that probably isn't quite enough because your opponent will almost certainly be packing enough Fissure / Negate / Icy Encasement to take out 2 creatures.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Tue Aug 18, 2009 10:59 pm 
Offline

Joined: Sun May 10, 2009 11:13 pm
Posts: 75
I'm looking for solutions as well running all sylvan. Right now I'm going Spaf/Energy and then just using daring naturalists as fodder with the intent to heal them. Coldstreams are handy but really aren't an answer for those damn forts. The problem is I am down like 14-0 before I have a chance to try and tip things in my favor using all sylvan and I don't always pull the cards I need even then. Negates really stop me from getting the momentum back.

It's just a shame most of the building stopper cards are MF/ELE themselves.

Seems like everyone's answer is to just run MF/ELE and try to do it better :cry:


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Wed Aug 19, 2009 8:36 am 
Offline

Joined: Fri Jun 05, 2009 8:44 pm
Posts: 28
I play Sylvan/Elemental and Tremors help me so much in this match up.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Thu Aug 20, 2009 2:33 pm 
Offline

Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
agree with rufio. tremor is awesome.

i find spaf's too slow.. by the time you reach 3 domain in a deck that runs only sylvan you probably lose.. what you really need to do is play with the goal of grabbing a second flux well as soon as possible, backed up by your quick creatures, and then fight for control over the middle.. it's difficult, but doable.

with sylv/ele it's a bit easier to play for the middle due to vapors and tremors, but now that ascent has been nerfed you have a tough time beating blunderbuss and/or training..


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Thu Aug 20, 2009 3:33 pm 
Offline

Joined: Sun May 10, 2009 11:13 pm
Posts: 75
I agree Spaf may be too slow, but quick creatures can't touch the Forts or Thunderhead Reaches. Building spam will trump my 1 domain creatures no problem. Energy+Bear Strength is pretty nice but again requiring 3 domain.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Thu Aug 20, 2009 4:29 pm 
Offline

Joined: Thu May 28, 2009 12:08 am
Posts: 173
If they go building spam as an opening, then if you drop a cheap creature and then round 2 drop a construction site in a corner it will usually succeed. Building spam takes too much flux to have spare to get over and stop you, especially if you have something like a falcon as your guardian for it.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Thu Aug 20, 2009 5:58 pm 
Offline

Joined: Sun May 10, 2009 11:13 pm
Posts: 75
Had a earthworks completed on top of my base with hill giant contractors in round 4, that was pretty sweet.

Going with plan C, stop playing until expansion comes out. MF/Ele is all you play in clashes and I have no interest in out maneuvering with my own MF/Ele deck.


Top 
 Profile  
 
 Post subject: Re: Stopping the ele mf rush
 Post Posted: Thu Aug 20, 2009 7:15 pm 
Offline

Joined: Tue Jun 09, 2009 7:21 pm
Posts: 76
Ah Boozie. That deck is MF-only, unless you count the 3 Vapor Mahals in it. Does that make it MF/Ele already, since I don't use any cards actually requiring Ele domain?


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 24 posts ]  Go to page Previous  1, 2, 3  Next

Board index » Strategy & Army Construction


Who is online

Users browsing this forum: No registered users and 6 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: