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Battle area => Community => Deck Discussion => Topic started by: AloisTrancy on October 06, 2014, 11:50:18 AM

Title: [Great Nature] An Eggy Adventure
Post by: AloisTrancy on October 06, 2014, 11:50:18 AM
Grade 0:
Blackboard Ohm x 1
Dictionary Goat x 4
Fortune-brining Cat x 4
Holder Hedgehog x 4
Triangle Cobra

Grade 1:
Cable Sheep x 4
Loop-the-Loop, Duckbill x 4
Soft Tank Sloth x 4
Stamp Sea-Otter x 3

Grade 2:
Binoculars Tiger x 4
Compass Lion x 4
Geograph Giant x 2

Grade 3:
Egg Sage, Minette x 4
Honorary Professor, Chatnoir x 4

So pretty much the deck is made to be a draw heavy deck, making a Breakride turn into a draw 5 or more. The goal is to get to the Break ride turn with a couple of loop-the-loops, a compass Lion, a tiger, the starter and Soft Tank sloth all available.
Break ride turn should go as follows.
Break ride Egg sage. Call Compass and binoculars. Then call sloth behind Compass and move the starter to the soul, giving the skill to sloth. Call one or two loop the loops, giving the skills to Sloth, and use egg's Limit Break twice on Sloth. Attack with Binoculars, give both it's skill and the Breakride skill to Sloth, increasing it's power to 22000, then have the vanguard attack, give trigger power to compass, then attack with compass, give power to sloth, boost, brings compass to 37000+any trigger power. During the end phase, to pay for compass, retire sloth. This activates the skill chain you've been building, with this you'll draw 2 cards for minette's skills, 2  for the break ride, one for the starter, and one more for each loop the loop you called, for around 6 or more draws during the end phase. Additionally, Minette's skill unflips one damage, and then sloth's soulblast unflips 2 more.
This leaves you with +6 to the hand, and only one damage counter blasted.
Title: Re: [Great Nature] An Eggy Adventure
Post by: LaFlaga(Nick) on October 07, 2014, 06:09:46 AM
those where the days... back before legion nerfed Great Nature
Title: Re: [Great Nature] An Eggy Adventure
Post by: AloisTrancy on October 07, 2014, 10:23:11 AM
To be honest, this deck would hold up well against a Legion Deck, depending on the clan it's facing. Or, at least I believe it would.

To truly fight legion though, we'd need the Great Nature Legion guy himself.
Title: Re: [Great Nature] An Eggy Adventure
Post by: LaFlaga(Nick) on October 07, 2014, 10:24:42 AM
To be honest, this deck would hold up well against a Legion Deck, depending on the clan it's facing. Or, at least I believe it would.

To truly fight legion though, we'd need the Great Nature Legion guy himself.

we have failfox and his failfox jr buddy
Title: Re: [Great Nature] An Eggy Adventure
Post by: AloisTrancy on October 07, 2014, 10:30:40 AM
The two of them are good, but the real issue presides in how quickly they might draw out your deck. Where as Minette has a single burst of heavy draw, and then maybe some more smaller bursts, Foxes will be depleting the deck turn after turn.
Though they can also refill it, so that might just steady the flow of removal from the deck.
Title: Re: [Great Nature] An Eggy Adventure
Post by: LaFlaga(Nick) on October 07, 2014, 10:37:31 AM
lol, they're bad.
Title: Re: [Great Nature] An Eggy Adventure
Post by: AloisTrancy on October 07, 2014, 06:42:15 PM
I would not call them bad at all. They're very good cards, the issue is they aren't as good as the other legion cards. But they have a stronger potential combo than Minette, however minette is more reliable.

The foxes are strong, because they're practically costless, but they don't have a huge variety of combos, making them less elastic. That doesn't mean they're bad.