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Meteor Sharks

Posted: Thu May 10, 2012 11:09 am
by Syrius
That is not the permanent name. EDIT: mmm, actually, it probably is. EDIT: it definitely is.



Creatures (18 Water, 13 Fire, 31 Total):
2 x Shockwave Mako --- [cost 3 Water]
3 x Sienna Startle --- [cost 4 Fire]
2 x Violet Violence --- [cost 3 Fire]
3 x Angel Shark --- [cost 3 Water]
3 x Kilijoa --- [cost 4 Water]
3 x Snipe Rammar --- [cost 4 Water]
3 x Red Seeker --- [cost 2 Fire]
3 x Parkour L --- [cost 2 Water]
2 x Jaws Montblanc --- [cost 7 Water]
3 x Rius Meteor --- [cost 4 Fire]
2 x Cobalt Merkez --- [cost 4 Fire]
2 x Vicious --- [cost 6 Water]

Spells (1 Water, 6 Fire, 7 Total):
3 x Flash Ignition --- [cost 4 Fire]
3 x Steady Aim --- [cost 2 Fire]
1 x Foam Shield --- [cost 2 Water]

Runes (2 Radiance, 2 Total):
2 x Unity Matrix --- [cost 2 Radiance]

Cost info:
1 :
2 : RR WW WW FF FF FF
3 : WW WW WF F
4 : WW WW WW FF FF FF FF FF F
5 :
6 : WW
7 : WW

Average cost = 3.475

Creatures / Spells / Runes: 31/7/2

2 Radiance, 0 Wind, 0 Ice, 19 Water, 0 Gravity, 0 Earth, 19 Fire, 0 Lightning

Blockers: 7.5000005% (3/40).
Accelerators: 5.0% (2/40).
Damage 2: 10.0% (4/40).
Damage 3: 5.0% (2/40).
Exhausters: 7.5000005% (3/40).
Responcers: 10.0% (4/40).
Unblockables: 15.000001% (6/40).


I just couldn't help but make this deck ASAP since i was enthusiastic about the idea. Of course, Rius Meteor is not out yet, but it will be soon (http://forum.kirricorp.net/viewtopic.php?f=76&t=5985).

Re: Meteor Sharks

Posted: Thu May 10, 2012 12:17 pm
by Bell
I think that the Feeding Frenzy is actually more likely to help than even Nina, given the flow, but to make that a more 'sure thing' you would need more Sienna Startle, at least one more.

Did you choose Violent Stampede over Flash Ignition for the responcer, or for the full field effect? The possibility of more Cost Reduction would make me consider the other option.

(Note that Genesis is just supposed to be straight Responcer and not [Responcer 3] which is another reason to add another Sienna, probably replacing a Snipe Rammar)

Re: Meteor Sharks

Posted: Sat May 12, 2012 4:42 pm
by Syrius
:( At some point afterwards i realized Rius Meteor's effect activates only "before your attacking phase". I have had this deck idea before i even suggested the Pliers concept, and at that point, in my head, it worked differently, in a way it could give [Born Ready] even to units that landed during the attacking phase. This was the main reason i was enthusiastic about the deck, so i admit i'm a little down.

Straight up Responcer for Genesis, the Divine? Well, i suppose it was too good to be true. And yes, i chose Violent Stampede mainly for the Responcer. Basically, i searched everything with responcer and added what i thought could work.

It basically went like this: Rius Meteor+ Montblanc, Montblanc bringing Sharks in play and Rius giving them Born Ready, with Nina to recharge tempo to allow me to do that, Responcer creatures as an extra option for Montblanc (besides Sharks), and other Responcers as well to reinforce Nina's usefulness. Everything else followed. Kilijoa was added because i had read Kyuukei's explanation for adding it in his Prismatic Ocean so i had it fresh in mind.

That aside, i'm still gonna try perfecting this deck, because i still like it. Following your suggestions, Bell, i made these changes:

-2 Nina, +2 Feeding Frenzy; -1 Snipe Rammar, +1 Sienna; -2 Violent Stampede, +2 Flash Ignition; -1 Imperial Blue, +1 Sienna (this last change is something i'm still debating, testing will decide). I might still want to play a little with Stampede as well to get a clearer idea. Considering dropping 1 Genesis (responcer 5 =bleh). Considering adding at least 1 Full Sail, it looks like it would be awesome in this deck. I don't think a third Feeding Frenzy would work, but i shall see.

Also, i just want to say i love the way Ardor Matrix works on so many things in this deck :3.

Re: Meteor Sharks

Posted: Sat May 12, 2012 10:04 pm
by Bell
Rius is now usable and you may test it.

The capacity to use its effect mid-turn may be changed, it was moreso an issue with being able to not put Rius at 'risk' so to speak, which might make it too strong. Add your thoughts on that to the other post.

As for Genesis, remember that if you have other Fire out, the responcer cost actually DOES go down, so it actually wouldn't often be 5 cost unless you were losing quite badly anyway.

Re: Meteor Sharks

Posted: Mon Dec 24, 2012 12:14 am
by Syrius
Time to get back to this. Most of the problems are actually with the way I play, rather than the deck. Anyways, here's a slightly different version. No idea if it's better or not, just testing. Also want to see how much of a diff Feeding Frenzy does. Thought about Angel Shark, but he doesn't seem to fit as far as I can tell.




Creatures (16 Water, 14 Fire, 30 Total):
3 x Shockwave Mako --- [cost 3 Water]
3 x Parkour L --- [cost 2 Water]
3 x Kilijoa --- [cost 4 Water]
3 x Snipe Rammar --- [cost 4 Water]
3 x Red Seeker --- [cost 2 Fire]
4 x Sienna Startle --- [cost 4 Fire]
3 x Rius Meteor --- [cost 4 Fire]
1 x Imperial Blue --- [cost 8 Water]
3 x Jaws Montblanc --- [cost 7 Water]
2 x Genesis, The Divine --- [cost 5 Fire]
2 x Porquer Chartreuse --- [cost 3 Fire]

Spells (2 Water, 6 Fire, 8 Total):
3 x Flash Ignition --- [cost 4 Fire]
3 x Steady Aim --- [cost 2 Fire]
2 x Foam Shield --- [cost 2 Water]

Runes (2 Fire, 2 Total):
2 x Ardor Matrix --- [cost 2 Fire]

Cost info:
1 :
2 : WW WW WF FF FF FF F
3 : WW WF F
4 : WW WW WW FF FF FF FF FF
5 : FF
6 :
7 : WW W
8 : W

Average cost = 3.6

Creatures / Spells / Runes: 30/8/2

0 Radiance, 0 Wind, 0 Ice, 18 Water, 0 Gravity, 0 Earth, 22 Fire, 0 Lightning

Blockers: 7.5000005% (3/40).
Accelerators: 7.5000005% (3/40).
Damage 2: 7.5000005% (3/40).
Exhausters: 7.5000005% (3/40).
Responcers: 10.0% (4/40).
Unblockables: 15.000001% (6/40).

EDIT:
Though I still regret giving up Feeding Frenzy, it doesn't really serve me well enough and there's nothing worth sacrificing for it. Tested this version and it seems like an improvement. However, I auto-lose versus Diana decks (the group of five: Togami, Diana, Shine, Balamar, Air Cannon). I intend to try out Roman Candle and upping a few numbers here and there, most likely sacrificing Genesis and Porquer, which have been the least useful. Hopefully, that will show some results.
Other than that...Meteor Sharks!!

Re: Meteor Sharks

Posted: Thu Dec 27, 2012 2:05 am
by Syrius
This deck has been doing better. Seems to have a weakness against fellow Assaults and against Gravity. However, it is definitely holding it's own. I already did -2 Genesis, -2 Porquer, +2 Roman Candle, +1 Mako, +1 Snipe Rammar. Idk about Roman, did not actually use it's effects yet, or summoned it that much. The rest of the additions are welcome. I regret Porquer for only one reason: now I have to summon full price Sienna and Rius quite often. But Porquer was not that useful. Testing of Roman Candle will decide what I do further.

Meteor Sharks!!

Re: Meteor Sharks - Reborn (set 4)

Posted: Sun Mar 10, 2013 11:07 pm
by Syrius
Edited the OP, added set 4 cards (Cobalt Merkez wohoo!!). This version seems like in improvement and I like it. A "thank you" to Bell for giving some ratio advice and suggesting Angel Shark. Considered Angel Shark many many times but it always seemed so...bland, so I didn't test it up until that point. After adding it, it has even saved my arse once, earning a place in the deck.

The changes (which are quite a few, are):
-1 Shockwave Mako; -1 Sienna Startle; -1 Imperial Blue; -1 Jaws Montblanc; -2 Genesis, The Divine; -2 Porquer Chartreuse; -1 Flash Ignition; -1 Foam Shield; -2 Ardor Matrix;
+3 Angel Shark; +2 Vicious; +2 Cobalt Merkez; +2 Violet Violence; +1 Feeding Frenzy; +2 Unity Matrix;

And then, after the modification to Unity Matrix, I did -1 Feeding Frenzy, +1 Flash Ignition, bringing my Ignitions back to 3 because it felt needed due to the overall drop in powerup ability. With so many changes, it is debatable whether it is even the same deck anymore. Feels the same though. Only more Awesome.

Foam Shield is great at preserving an important creature. It is very nice even as a single, but I would not add more (not that I even have space atm).

I replaced Ardor with Unity Matrix to have some effect sharing. It is great on the defensive with Kilijoa, it can give a bit of extra protection to creatures by increasing power, can share [Damage 2] or Parkour's unblockable effect, can give [Born Ready] with Rius Meteor or Cobalt Merkez etc..

Fun deck.

Meteor Sharks!!

Re: Meteor Sharks

Posted: Thu Feb 19, 2015 9:03 pm
by Syrius
Creatures (20 Water, 8 Fire, 28 Total):
2 x Shockwave Mako --- [cost 3 Water]
2 x Meryl Maid --- [cost 1 Water]
1 x Madame Sharley --- [cost 2 Water]
3 x Rius Meteor --- [cost 4 Fire]
2 x Snipe Rammar --- [cost 4 Water]
2 x Togami, the Hitman --- [cost 3 Fire]
3 x Parkour L --- [cost 2 Water]
2 x Startle Moray --- [cost 4 Water]
1 x Imperial Blue --- [cost 8 Water]
2 x Jaws Montblanc --- [cost 7 Water]
3 x Red Seeker --- [cost 2 Fire]
3 x Kilijoa --- [cost 4 Water]
2 x Vicious --- [cost 6 Water]

Spells (1 Water, 5 Fire, 2 Earth, 3 Wind, 11 Total):
2 x Flash Ignition --- [cost 4 Fire]
2 x Wooden Hammer --- [cost 1 Earth]
3 x Steady Aim --- [cost 2 Fire]
3 x Air Cannon --- [cost 2 Wind]
1 x Tidal Turbine --- [cost 6 Water]

Runes (1 Water, 1 Total):
1 x Stealth Matrix --- [cost 2 Water]

Cost info:
1 : WW EE
2 : CC CW WW WW FF FF FF
3 : WW FF
4 : WW WW WW WF FF FF
5 :
6 : WW W
7 : WW
8 : W

Average cost = 3.3

Creatures / Spells / Runes: 28/11/1

0 Radiance, 3 Wind, 0 Ice, 22 Water, 0 Gravity, 2 Earth, 13 Fire, 0 Lightning

Blockers: 12.5% (5/40).
Accelerators: 5.0% (2/40).
Damage 2: 20.0% (8/40).
Damage 3: 5.0% (2/40).
Exhausters: 7.5000005% (3/40).
Responcers: 7.5000005% (3/40).
Unblockables: 17.5% (7/40).

Most recent version.

Re: Meteor Sharks

Posted: Thu Feb 26, 2015 4:17 pm
by Mikara
Hey what do you think about Quickfire Sedative instead of air cannon to assist with power up Jaw Monteblanc?