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    L/W Initiate/Tempo

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    Spaulding
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    L/W Initiate/Tempo Empty L/W Initiate/Tempo

    Post by Spaulding 24.10.19 21:12

    Hey guys,

    I'm currently working on a deck which is based on Earthpowers/CVH decklist.
    Earthpowers L/W Tempo (40):
    After playing that deck for a while (and reading Kevin Ho's guide) I realized 3 major problems:

    1. Although they called it a "Tempo deck", with 8 blockers you would often find yourself with no threat at all to pressure your opponent early on in the game. Since you want to break 2-3 shields with creatures like Emeral or Hulcus vs. slower decks and finish before it gets to the late-game with Craze, the fact that you only have 3x 2-drops and 7x 3-drops that can attack (and Miele is obviously really bad when you just play it on curve without really using its tapping ability) you would often find yourself struggling against most of the popular decks like RUB Midrange or any other deck that is more late-game and/ or value-oriented than you. This is because the longer the game goes and the less pressure you build up in the early-game, the less likely it is that you can keep up with the value generating cards from these decks like Clamp, Corile on your Initiate blockers to keep you from evolving, Searing Wave, etc. and you just lose in the late-game.

    2. Speaking of Searing Wave. One board clear ruins your whole gameplan. It doesnt matter if it is Searing Wave or Blizzard of Spears (on the play or on T5 with a Charger on T4), you will find yourself with no creatures and stranded with 1 or 2 Craze in your hand and nothing on your board to evolve it form.

    3. You only have 4x 4-drops and no Mana Accelerator to skip to 5 mana. I mean you could play 2 2-drops but as I said you only have 3x 2-drops that can attack and an Emeral and Sarius on T4 isn't that exciting. You are kind of forced into drawing Magris or losing "Tempo" (ironically in a Tempo Deck) by playing a 3-drop on T4.

    To eliminate the first problem, I removed some blockers. I replaced 2x Sarius and 2x Tajimal with 4x Ballas. Now I had more than double the amount of creatures that could attack on T2.

    After removing 2x Sarius the 3x Miele didnt look good because an Emeral or Ballas are less likely to trade efficient into an opposing 2- or 3-drop than Sarius could. So i removed 1x Miele and added 1x Lucky Ball. I also swapped 1x Awe (4 felt kind of clunky sometimes) for 1x Kolon. Having additional 4-drops sure helps and the card draw is now more likely to come up than in the original list.

    The last problem I had was that I was still vulnerable to Sweeper effects. The only thing that came to my mind was Petrova. With 13 Initiates I could protect them from getting destroyed and be sure to evolve them on T6. So i removed 1x Corile and 1x Merfolk for 2x Petrova.

    So my final version of the deck looks like this:

    L/W Tempo (40)

    Water (17):
    3x Emeral
    1x Stream
    4x Hulcus
    1x Lucky Ball
    3x Corile
    1x Merfolk
    4x Surfer

    Light (21):
    1x Sarius
    4x Ballas
    2x Miele
    4x Magris
    1x Kolon
    2x Petrova
    4x Craze
    3x Awe

    Multi (2):
    2x Tajimal

    This list looks a bit more like the L/W/N Swarm deck in Kevin Ho's guide:
    L/W/N Swarm (40):
    I think adding Nature to skip the awkward 4-drop issue due to Tribe and replacing Tajimal with Sanfist (which is a handguard, blocker and can attack) is huge (also Soulswap) but I don't have the Nature cards (except Tribe obv.).

    So what are your ideas and opinions on my version of the L/W Tempo deck?
    Is playing 4 Craze with 13 Evo baits too much?
    Should I keep the idea of Sarius and Miele for removing opponents 2k creatures because Ballas is too easy to kill with PDF, Volcano Charger or Crimson Hammer and quit the idea of attacking early?
    What do you guys think about Kolon, Stream or even Lancer?

    Please leave a comment to further help me advance my favourite type of deck!



    Final Thoughts:
    I also thought about adding Dark. This gives me the opportunity to play another good 2- and 3-drop creature that can attack in Propeller Mutant and Horrid Worm/ Windmill Mutant and also gaining more quality 4-drops in Locomotiver and Clamp (and of corse Pit). With all those Hedrians and Cyber Lords you could also include Hydrooze. The discard effects also help against Sweepers since you just discard them before they can play it (you have to get a bit lucky though).

    So the deck would look like this:
    L/W/D Tempo (40):
    You could argue: "Why even play Light when you could just go all in on one of the best decks in Hydrooze Tempo?"
    Well...I love Craze...
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    diffindo
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    Post by diffindo 28.10.19 17:30

    Thanks for reading my article! Hope it helped  Very Happy


    I generally agree with your observations about Earthp0w3r/CVH/Gorby's deck. Your version looks good overall, but these changes might be worth testing:

    -1 Merfolk
    -1 Lucky Ball
    +1 Stream

    Mainly for consistency. For a deck that is quite vulnerable to sweepers and removal, Merfolk will probably miss more often than is acceptable. The deck probably also doesn't want to be forced to attack early to let Lucky Ball go off at times.

    -1 Kolon
    +1 Sarius
    +1 Emeral

    4th Emeral as the 8th 2-drop that can attack + more card selection with the "scry" effect. 2nd Sarius makes Miele on T3 less awkward, as you rightly observed. More 2-drops overall also makes T4 potentially less awkward, since it increases your odds of being able to play two 2-drops on T4 when you don't have Magris.

    Kolon is pretty weak despite being a trigger since it won't get buffed by Petrova and can't evolve into Craze. On that note, even if you're forced to play a 2/3-drop Initiate on T4, it'll probably be better than playing Kolon since the 2/3-drop will probably become something bigger later on.


    The LWD version actually looks better than the LW version! Windmill and Locomotiver definitely make the mana curve smoother (no more awkward blockers that can't attack too). I'd probably cut the Clamp for a Petrova to hit 13 Yellow sources for T2 Ballas, and to have something to buff Initiates with. Might even consider cutting something else (perhaps a Locomotiver since there'd still be 7 4-drops) for a second Petrova.
    Promised.
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    Post by Promised. 29.10.19 1:42

    Nice work. I initially thought this was a generic WL initiates shitpost that we have seen countless of times on here lol, so I didn't click on it at first haha.

    Do test Kevin's suggestion for 2x petrova. That would shift the deck towards a more aggressive playstyle.

    Perhaps you could also try skydiver to push the deck towards a more tempo oriented playstyle (2x clamps and 3x hydrooze). Sad that skydiver isn't also an initiate in addition to liquid people lol.

    Water ( 10 )
    3x Emeral
    3x Hulcus
    3x Corile
    1x Surfer

    Light ( 12 )
    3x Ballas
    4x Magris
    2x Craze
    3x Awe

    Dark ( 13 )
    2x Propeller Mutant
    4x Windmill Mutant
    3x Locomotiver
    2x Clamp
    2x Pit

    Multi ( 4 )
    1x Skydiver
    3x Hydrooze

    Colors
    Blue 14
    Yellow 13
    Black 16



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    Spaulding
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    Post by Spaulding 29.10.19 16:05

    diffindo wrote:-1 Merfolk
    -1 Lucky Ball
    -1 Kolon
    +1 Stream
    +1 Sarius
    +1 Emeral

    Thank you for your suggestions (and also Promised ofc).

    Don't you think that playing 4 Emeral with now only 7 shield triggers is too much or is the 8th attacker more important?
    Maybe even a Brain Serum (Shield trigger and 4 mana) instead of the 2nd Stream?
    What do you think about a spicy Unicorn Fish as another possible 4-drop? Its a worse Corile but for 4 mana. It could give you Tempo advantage when you decide to start swinging (and you don't care about card advantage at this point).
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    Post by diffindo 29.10.19 17:48

    With 7 shield triggers, you have a 71.1% chance of having at least 1 shield trigger in hand by T2 (when you’d normally play Emeral). That’s fine. Even when you don’t have a shield trigger to set with Emeral, its effect functions as card selection — you can put something you don’t need in shields to get a fresh card. Virtual card advantage.

    Unicorn Fish has too small a body to justify the slot. Though it’s a tempo-positive play, the small body eventually loses you board presence anyway, so it’s not worth the trade-off. Same as why Kolon probably doesn’t deserve a slot.

    Brain Serum is just weaker than Energy Stream and you wouldn’t want to set it as a shield trigger anyway — your opponent would hit the set shield last (to avoid the risk of losing tempo) and by then, a Serum trigger would have pretty much no utility.

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