Post by nitrox on Nov 20, 2015 8:59:03 GMT
Beatdown decks are made to break shields at every opportunity while trying to swarm the field and reduce the opponent's defenses as much as possible. They tend to use only a few spells, and most cards are creatures. Can be rush, assault or aggro.
Controls are made to disrupt the opponent's game and strategy by attacking the hand, field and mana with spells and other means of destruction. Breaking shields normally is a BIG no. Shields are only broken when you have complete control of the duel and/or have a finisher in the zone.
So here are the best cards to use in Set35 format, Divine Evolution Saga!
Keep in mind that the list will heavily lean towards cards that are rampant in the current meta.
Feel free to suggest more cards in the replies!
Darkness:
Beatdown cards: Darkness wasn't originally a strong beatdown civ, but with the arrival of cheap grave evolution creatures, its rushing capability has become quite formidable. The staple beatdown cards are:
>Death March, Reaper of Death: The cheapest grave evolution, cost 1 with an effective battle power of 5000. It's a blocker as well. Highly useful in any rush deck that runs darkness. The only downside is that it cannot be summoned on T1(and in many cases, not even on T2) and it requires the deck to have explicit grave-feeding cards like Marrow Ooze and Dandy Eggplant.
>Animabelis, Fuuma Savage: Perfect for D/N rushes, it can allow you to turn a weenie Marrow Ooze or Hearty Cap'n into a double breaker and break 2 shields as early as the second turn.
>Kodamanma, All Devouring Puppet: A 2-mana 2000-power weenie that replenishes your hand by sacrificing a shield. Very, very useful against decks that don't try to break your shields. Against rush, not so much.
>Dorgedos, the Reaper Drake: A cheap grave evolution that can make one blocker helpless. And it's got a good 5000-power body for 3 mana, not to mention that being an evo makes it a pseudo speed attacker.
>Drain Worm, the Parasite: To take care of that pesky T3 Cocco Lupia. Or other 1k weenies that will try to suicide into your own weenies.
>Critical Blade: This card's an old staple card in rush decks using darkness. A cheap spell that can take out a blocker.
Others: Iru Luka, Storium, Snake Attack, Worm Gorvazaki.
Control cards: Control is Darkenss Civilization's forte. It's got some amazing disruption cards.
>Terror Pit: This has always been in almost any deck that runs darkness. It can get rid of any creature, however big. It's a lifesaving trigger as well, and if an opponent running a rush deck hits it early, they'll be at a great disadvantage.
>Jenny, the Dismantling Puppet: The ultimate form of sure-shot discard. Jenny lets you peek at the opponent's hand and blow their strategy to smithereens by discarding their key card before they even get a chance to use it. It can easily avoid anti-discard traps like Baiken and Zack Pichi too, provided there are other cards in the opponent's hand.
>Hanzou, Menacing Phantom: This card will make the opponent's life hell once you hit seven mana. Hanzou, with its Ninja Stike 7, comes out of nowhere to stop a game winning attack, or to unexpectedly destroy a blocker that's the only thing standing between you and your opponent. With its huge -6000 power reduction, it can even turn the tables by deteriorating a normal attack on your creatures into a suicide attack. And if normally summoned, it's a hard-to-remove demon command that serves as good bait for the Balloms.[Restricted to 1 after some changes to the DM-35 list]
>Rose Castle: This card just won't let your opponent's weenies stay in the zone. It can be devastating against dragon decks that rely a bit too much on the 1k fire birds. It can easily stop an unsuspecting rush in its tracks. Against controls, it doesn't let the opponent swarm the 1k effect creatures like Jenny, Bronze-Arm, Time Tripper.
>Heavy, Dragon God: An all-in-one card that lets you feed the grave, kill an opponent's creature and replenish your hand simultaneously. It's quite good even as a standalone, without Death and Metal. Being a creature, it's not effected by spell locking cards like Alcadeias and Maxwell. Add to that the fact that it's a friggin' dragon, and you've got a card that's worthy of being in the Hall of Fame(Restricted to 1 after DM-35).
Others: Death Circle, Time Tripper, Olzekia, Varz Romanoff, Bell Hell De Bran, Dark Soul Creation.
Water:
Beatdown cards: Water, by itself, is one of the best beatdown civilizations, and can also effectively support others in combination. The main beatdown strengths of the water civilization are awesome draw power and cheap temporary removal of opponent's creatures, especially blockers. Staple beatdown cards include:
>Emperor Marco: My personal favorite. Three draws on one side and a huge double breaker on the other, Marco is a two-pronged threat. Quite easy to evolve too, because good cyber lord baits are aplenty.
>Qurian: The basic replacement for Aqua Hulcus after its restriction. Essential in all water beatdowns, and is also a cyber bait.
>Genius Janit, of the Hidden Blade: A quick and cheap bouncer that fares well against other decks using small creatures. Especially against aggressive decks like rushes, because of the free ninja strike.
>Emperor Maribel: A good alternative to Unicorn Fish if you're more on the cyber lord side. A cheap evo that can evolve on even cheaper things like Marine Flower.
>Lucky Ball: This has always been a good add in all beatdowns using water. Easy draw power for fast decks. In the Divine Evolution Saga, its racial synergy gets an added boost- it's a cyber.
>Aqua Surfer: The staple water trigger- instant removal, plus an attacker. Dubbed "The Hero that brings victory when all hope is lost" by a certain someone.
>Ice Lance - Paladin Spear: The legendary Paladin's soul. With Hulcus' restriction, this became a good alternative to Crystal Paladin. Can also be used in decks that are not based on Liquid People.
Others: Cutie Heart, Maxwell, Emperor Tina, Cherenko, Astral Rush, Baiken, Aqua Evoluter, Crystal Axe. (Restricted cards): Emeral, Astral Reef, Paradise Aroma, Spiral Gate, Streaming Shaper(for mono water).
Control cards: Contol isn't water's main strength, but "supporting" control decks is a different story. Water is one of the best civilizations in that department.
>Pakurio: The card-locking lord. Much like Jenny, but cards taken out by this guy are really, really hard to get back.
>Corile: Words fail to express the hopelessness this card draws the opponent into. If correctly used with discard, it can skip entire turns for the opponent.
>Vacuum Crawler: Easy recycling AND draw power in one package. Great for re-using damaging creatures like Jenny, Zalberg, Gajirabute and the above 2 cards. Special locking combo with Fuuma Adorak/Corile.
>Energy Stream, Triple Brain, Cyber Brain: The 3 cards for the pure, unadulterated draw power that every control deck needs. Even though Cyber Brain is restricted, it still packs a punch.
>Yasaka Shark, Viral Torpedo: One of the rare finisher-class water cards that can be used in control decks. Mills 8 cards from the opponent's deck per attack, perfect for forcing a deckout.
Others: Thrash Crawler, Noble Enforcer, Deepsea Searcher, Spiral Drive, Hide and Seek. (Restricted cards): Amaterasu, Miraculous Plague, Miraculous Snare, Aquan(for Light and/or Darkness decks).
(I'll add more civs here later)
Controls are made to disrupt the opponent's game and strategy by attacking the hand, field and mana with spells and other means of destruction. Breaking shields normally is a BIG no. Shields are only broken when you have complete control of the duel and/or have a finisher in the zone.
So here are the best cards to use in Set35 format, Divine Evolution Saga!
Keep in mind that the list will heavily lean towards cards that are rampant in the current meta.
Feel free to suggest more cards in the replies!
Darkness:
Beatdown cards: Darkness wasn't originally a strong beatdown civ, but with the arrival of cheap grave evolution creatures, its rushing capability has become quite formidable. The staple beatdown cards are:
>Death March, Reaper of Death: The cheapest grave evolution, cost 1 with an effective battle power of 5000. It's a blocker as well. Highly useful in any rush deck that runs darkness. The only downside is that it cannot be summoned on T1(and in many cases, not even on T2) and it requires the deck to have explicit grave-feeding cards like Marrow Ooze and Dandy Eggplant.
>Animabelis, Fuuma Savage: Perfect for D/N rushes, it can allow you to turn a weenie Marrow Ooze or Hearty Cap'n into a double breaker and break 2 shields as early as the second turn.
>Kodamanma, All Devouring Puppet: A 2-mana 2000-power weenie that replenishes your hand by sacrificing a shield. Very, very useful against decks that don't try to break your shields. Against rush, not so much.
>Dorgedos, the Reaper Drake: A cheap grave evolution that can make one blocker helpless. And it's got a good 5000-power body for 3 mana, not to mention that being an evo makes it a pseudo speed attacker.
>Drain Worm, the Parasite: To take care of that pesky T3 Cocco Lupia. Or other 1k weenies that will try to suicide into your own weenies.
>Critical Blade: This card's an old staple card in rush decks using darkness. A cheap spell that can take out a blocker.
Others: Iru Luka, Storium, Snake Attack, Worm Gorvazaki.
Control cards: Control is Darkenss Civilization's forte. It's got some amazing disruption cards.
>Terror Pit: This has always been in almost any deck that runs darkness. It can get rid of any creature, however big. It's a lifesaving trigger as well, and if an opponent running a rush deck hits it early, they'll be at a great disadvantage.
>Jenny, the Dismantling Puppet: The ultimate form of sure-shot discard. Jenny lets you peek at the opponent's hand and blow their strategy to smithereens by discarding their key card before they even get a chance to use it. It can easily avoid anti-discard traps like Baiken and Zack Pichi too, provided there are other cards in the opponent's hand.
>Hanzou, Menacing Phantom: This card will make the opponent's life hell once you hit seven mana. Hanzou, with its Ninja Stike 7, comes out of nowhere to stop a game winning attack, or to unexpectedly destroy a blocker that's the only thing standing between you and your opponent. With its huge -6000 power reduction, it can even turn the tables by deteriorating a normal attack on your creatures into a suicide attack. And if normally summoned, it's a hard-to-remove demon command that serves as good bait for the Balloms.[Restricted to 1 after some changes to the DM-35 list]
>Rose Castle: This card just won't let your opponent's weenies stay in the zone. It can be devastating against dragon decks that rely a bit too much on the 1k fire birds. It can easily stop an unsuspecting rush in its tracks. Against controls, it doesn't let the opponent swarm the 1k effect creatures like Jenny, Bronze-Arm, Time Tripper.
>Heavy, Dragon God: An all-in-one card that lets you feed the grave, kill an opponent's creature and replenish your hand simultaneously. It's quite good even as a standalone, without Death and Metal. Being a creature, it's not effected by spell locking cards like Alcadeias and Maxwell. Add to that the fact that it's a friggin' dragon, and you've got a card that's worthy of being in the Hall of Fame(Restricted to 1 after DM-35).
Others: Death Circle, Time Tripper, Olzekia, Varz Romanoff, Bell Hell De Bran, Dark Soul Creation.
Water:
Beatdown cards: Water, by itself, is one of the best beatdown civilizations, and can also effectively support others in combination. The main beatdown strengths of the water civilization are awesome draw power and cheap temporary removal of opponent's creatures, especially blockers. Staple beatdown cards include:
>Emperor Marco: My personal favorite. Three draws on one side and a huge double breaker on the other, Marco is a two-pronged threat. Quite easy to evolve too, because good cyber lord baits are aplenty.
>Qurian: The basic replacement for Aqua Hulcus after its restriction. Essential in all water beatdowns, and is also a cyber bait.
>Genius Janit, of the Hidden Blade: A quick and cheap bouncer that fares well against other decks using small creatures. Especially against aggressive decks like rushes, because of the free ninja strike.
>Emperor Maribel: A good alternative to Unicorn Fish if you're more on the cyber lord side. A cheap evo that can evolve on even cheaper things like Marine Flower.
>Lucky Ball: This has always been a good add in all beatdowns using water. Easy draw power for fast decks. In the Divine Evolution Saga, its racial synergy gets an added boost- it's a cyber.
>Aqua Surfer: The staple water trigger- instant removal, plus an attacker. Dubbed "The Hero that brings victory when all hope is lost" by a certain someone.
>Ice Lance - Paladin Spear: The legendary Paladin's soul. With Hulcus' restriction, this became a good alternative to Crystal Paladin. Can also be used in decks that are not based on Liquid People.
Others: Cutie Heart, Maxwell, Emperor Tina, Cherenko, Astral Rush, Baiken, Aqua Evoluter, Crystal Axe. (Restricted cards): Emeral, Astral Reef, Paradise Aroma, Spiral Gate, Streaming Shaper(for mono water).
Control cards: Contol isn't water's main strength, but "supporting" control decks is a different story. Water is one of the best civilizations in that department.
>Pakurio: The card-locking lord. Much like Jenny, but cards taken out by this guy are really, really hard to get back.
>Corile: Words fail to express the hopelessness this card draws the opponent into. If correctly used with discard, it can skip entire turns for the opponent.
>Vacuum Crawler: Easy recycling AND draw power in one package. Great for re-using damaging creatures like Jenny, Zalberg, Gajirabute and the above 2 cards. Special locking combo with Fuuma Adorak/Corile.
>Energy Stream, Triple Brain, Cyber Brain: The 3 cards for the pure, unadulterated draw power that every control deck needs. Even though Cyber Brain is restricted, it still packs a punch.
>Yasaka Shark, Viral Torpedo: One of the rare finisher-class water cards that can be used in control decks. Mills 8 cards from the opponent's deck per attack, perfect for forcing a deckout.
Others: Thrash Crawler, Noble Enforcer, Deepsea Searcher, Spiral Drive, Hide and Seek. (Restricted cards): Amaterasu, Miraculous Plague, Miraculous Snare, Aquan(for Light and/or Darkness decks).
(I'll add more civs here later)