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Dual-Element FFA Quartet (RBGY, 22/8/20)

Oftentimes, the ideas I have for decks inspire other ideas, and my GY-focused LemonLime deck turned out to be very inspirational. After playing it in 1v1 and free-for-all matches quite a bit, I realized that I could take the "let your opponents help you" concept a step further with dual-element creatures... and then it occurred to me that I could make four versions, one for each element, with each deck having a primary element and a secondary one.

I started with the Gr version, naturally (since I'm fond of Magma hehe) and nailed down a great card set after just a few playtests. It practically built itself. From there, it was just a matter of swapping card-for-card to make the other three versions. I kept the card counts the same for the most part, to preserve how the deck flows. Each deck leans toward aggression (taking high-level lands is what these 4 do best), but all 4 can hold land like few decks can as well.

Each deck doesn't have many items, and doesn't need many either. The elemental shield is included for neutralization and the dual-element armor is included for incredible strength on offense and defense. Boomerang? You'll be amazed at how it's usually just enough to tip the battle in your favor.

The spells are intended to maneuver your stuff into prime positions, to benefit again from your opponents, and to keep your hand nice and full so you can use it all efficiently. You're going to be moving stuff around a lot, so there's 2x each of Chariot and Relief to make this happen.

They're intended to be played on mid-size maps; small maps don't have enough space to allow things to grow, and the decks' sheer power is wasted on large maps. Colosseum II is ideal, preferably with a normal land layout. These are not decks you would want to use in a short match; they take a little time to build up momentum.

Here are the deck lists, with a little discussion about each deck's specific strengths and weaknesses:

Rg FFA: (deck builder)

4 Coaloid
2 Hive Queen
4 Hive Worker
4 Crimson Vine
4 Jack-o'-Lantern
4 Magma Avatar

2 Boomerang
2 Fire Shield
4 Magma Armor

2 Chariot
4 Gift
2 Paralyzer
2 Relief
4 Trespass
2 Upheaval
4 Wind of Hope

As you might expect, the Fire+earth version benefits greatly from opponents using Fire creatures (and Earth creatures to a lesser extent). If someone else is using Hive Workers, carnage ensues! Magma Armor becomes just insane if you have help (and it's scary anyway!) Like the other 3 versions, though, this deck really doesn't need your opponents' help to prosper. As long as you get your Fire and Earth land reqs early, it's going to be very, very hard to stop. Focus on getting Fire lands to help Coaloid, spam Hive Workers all over, and Relief the Queen around to get more.

Weaknesses? This version doesn't like mass damage much, but you can cope with it by leaning on Crimson Vine and Jack-o'-Lantern. Sea Bonze can be a problem (as it is in most FFA matches); Paralyzer+Chariot onto Bonze ASAP. Yeti is no fun at all, but you don't see him much.

This deck could easily be altered to incorporate Barbarian and Tokebi, to make it into a fast-strike land-transfer deck. I chose Coaloid and Hive Worker because they fit the theme better.

By FFA: (deck builder)

4 Aspidochelone
3 Drool
3 Undine
4 Frost Beast
4 Storm Avatar
4 Stymphalides

2 Boomerang
4 Storm Armor
2 Water Shield

2 Chariot
4 Gift
2 Paralyzer
2 Relief
2 Sink
4 Trespass
4 Wind of Hope

This deck doesn't have quite the level of opponent help, so get Water lands, as many as you possibly can. Once you have a nice blue chain going, Undine is ridiculously hard to defeat. Even if he does die somehow, you can easily take the land right back. Note the sneaky-awesome Penetrates ability this deck has: Drool+Storm Armor is terrifying. You have strong Neutralize/Reflect action at your disposal as well. And then Aspidochelone joins in the festivities as the match lingers on. Muahahahaha.

Weaknesses? This deck costs a bit more than the other 3, so plan accordingly. Mass damage is annoying, but not overly so.

If you don't mind an extra Water requirement, you could include Ahuizotl to help turn the map blue. You could also include Swamp Spawn for its killer Territory Ability.

Gr FFA: (deck builder)

4 Branch Army
3 Mudman
3 Spudfolk
4 Crimson Vine
4 Jack-o'-Lantern
4 Magma Avatar

2 Boomerang
2 Earth Shield
4 Magma Armor

2 Chariot
4 Gift
2 Paralyzer
2 Relief
4 Trespass
2 Wild Growth
4 Wind of Hope

The Earth+fire version is easily the most versatile and probably the most effective all around, thanks to how popular Earth is in FFA matches. You potentially have 7 Mudmen to scatter around the map, and they're very hard to deal with on any land (even Air, with Relief and Chariot!) Spudfolk is awesome with all the Earth creatures in this and with 2x Relief in the deck; if an opponent Trades for him (which happens often), just go kill him. Yeah, they'll get paid a little anyway when he dies, but no biggie.

Weaknesses? Dhampir will ruin your day, and he's fairly common in Live play. Give him the same treatment you give Sea Bonze: Paralyzer+Chariot. Branch Army is very vulnerable to opponents using Attacks First items when they're on defense, so keep an eye out for that.

I could see working in some Immediates (Sakuya especially) to help out the land-grab, but I went with Spudfolk, Branch Army and Mudman to stick with the overall theme.

Yb FFA: (deck builder)

3 Garuda
3 Gremlin
4 Sylph
4 Frost Beast
4 Storm Avatar
4 Stymphalides

2 Boomerang
4 Storm Armor
2 Wind Shield

2 Chariot
4 Gift
2 Paralyzer
2 Relief
4 Trespass
2 Weathering
4 Wind of Hope

The Air+water version has the potential to be a complete nightmare for your opponents, with a possible 7 Garudas rampaging around the map. Don't even worry about Garuda's Earth land limit... Chariot and Relief ignore that, and he can hold any color land with ease. With Gremlin and Frost Beast in the mix, there's very little this deck can't kill... and it's relatively inexpensive on the creature side as well, with 14 creature cards costing 70G or less.

Weaknesses? This version has an extra summoning prerequisite than the others, and that can make it very difficult to get rolling if you're unlucky early in the game. Hold Chariot to guard against this problem. Also, like Spudfolk, opponents just love to Trade for Garuda. That's kind of annoying, but always remember that your Garuda+Boomerang > their stolen Garuda. Problem solved.

Adding some Attacks First creatures could help this deck (Tengu in particular), but you'd have to be careful not to make it too expensive.

Card of the Moment

Hydra 360
ST:40 HP:50 MHP:50
G:90+
Item Limit:
Regenerates: Except when on land.

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