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Thread: Surviving loest

  1. #1
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    Surviving loest

    HeLLo eVerYoNe

    "Welcome to the beautiful world of Shadow era" always wanted to say that

    This is a deck that i have been using for quick matches for the past few months, and the hero is Loest, Savior of Layar and the name of this deck is “ Surviving Loest

    Here is the full deck list

    Hero :
    Loest, Savior of Layar

    Allies :
    4 x Cinderborn Fatebreaker
    3 x Entangled Wisp
    3 x Eternal Troll
    4 x Sorcerer of Endia
    2 x Eris Fateweaver

    Abilities:
    3 x Bad Santa
    4 x Fireball
    4 x Incendiary Curse
    4 x Portal
    4 x Transmogrification Curse
    2 x Supernova

    Artifact:
    4 x Tome of Knowledge

    Total Number of cards : 41+ Hero

    About the deck :
    This deck is not a rush deck, it more of a control deck based on the theme that Loest has to survive and slowly kill the opponent. Remember the key word is to “survive”. Every card has more than one function in this deck, and it is the cumulative effort of all the cards which help this deck to win in different situations.

    Here’s how the cards work

    Cinderborn Fatebreaker(2,3, 2CC) :

    Best turn 2 drop for this build, either going 1st or second. It is just like a puwen, with added abilities. It works very nicely with turn 3 drop Entangled Wisp which makes it a (3,3).
    Also saves other allies from captured preys, Now YOU are Mines, Fireballs, Crippling Blows, Poision arrows, negates the effects of Hunters Gambit etc etc
    In the late game it can come through the portal as a cheap 2 drop and do some damage. So, a good card for a Mage to have who is trying to survive

    Entangled Wisp(3,4, 3CC) :
    Very Versatile card, a must have card for any homunculus based deck. It is like Aldon the Brave for the homonculus, but its way better. Here are the reasons why

    First of all, it is not a unique card like Aldon, so you can drop a turn 5 portal and then on turn 6 use your shadow energy to remove a Braxnorian Soldier from the board( if there is one) and send two of these guys in and they are just like fireballs (4 damage - 3 cost) and can end the game next turn if you have two fireballs on your hand to follow up.
    They are immune to electrical damageLOL Zaladar. Other wisps like radiant wisp and fortified wisp also feel like they are just spectators.
    Just the presence of this card on the board makes opponents go after them, which gives you the much needed time. Remember that the goal is to survive. This is a key card in the process of survival.

    Eternal Troll(2,2, 3CC) :

    Fits very well into the board with Entangled Wisp by its side. It can crash into an opposing ally with high health and make way for Wisp to come with the finishing blow.
    This is the card which makes this deck possible with the theme “Survival”. Eternal Troll makes the survival possible because it is always there on the board and very hard to remove. It takes a lot of damage away from Loest giving him the much needed time to built up his shadow energy. Eternal Troll survives supernovas, Tidal waves, Energy discharges etc. So, you can put upto two to three allies on the board, knowing even after a board wipe Eternal Troll is gonna be there.

    Sorcerer of Endia (4,4, 4CC) :
    This is the card which takes a lot of pressure off of Loest in the struggle to survive. It really fits in this deck as if it was made to help Loest survive :
    One of the best item removals in the game. It doesn't deplete you off of your resources, doesn't cause any damage, has no negative effects. The only requirement is that your opponent has to have at least three items for this card to trigger, and with the help of 4xTransmogrification curse, you can easily force your opponent to have three items.
    It particularly shines when it comes through a portal, and destroys enemy items and does 4 damage. This card is the reason Loest can save his Shadow energy for important things and not waste them on item removal.
    It can also provide with an surprising additional 3 damage to give the finishing blow by destroying items with incendiary curse attached.

    Eris Fateweaver(5,6, 6CC) :
    What to say about this card, it the big hitter to finish things off with.
    It can come through the portal and deal 5 damage. Period. In a game where Loest is struggling to survive , and has survived quite for some time, this is the card that you bring to end the game quickly
    It also acts as the attachment removal, so that Loest doesn't need to use his shadow energy. It can remove crippling blow, captured prey etc from other allies . The funny thing is it can remove Crippling blow from itself, which is very funny and surprising to opponents who don't know that it can do so( instant rage quit if you can do this to someone)
    Eris also plays a key role when going up against warriors and wolves. The most important card that give warriors a huge advantage is Blood Frenzy. Sorcerer of Endia can remove Blood Frenzy but when Eris does it, it just looks way cooler. And She can do it again and again and being the only card in this deck with a cost above 4, has a chance to survive against Boris. Against wolves, it can target speed strike and Lone wolf.
    More importantly, it can also remove Incendiary curse, giving 3 damage to the hero, with a 5 damage swing coming.

    Bad Santa( 2 CC):
    Well, in a game where you are trying to survive, draw is very important. You always have to be ready for the threats that your opponent is going to drop on the board. And for that you need cards. It is the best 2 drop when going first. At 6 resources, drop a portal and fill your hand with cards using a Bad Santa. There is nothing much to say about this card. It has been there since the inception of Shadow Era and a lot of discussion is available on this card.

    Fireball ( 3CC) :
    4x fireball because it is fireball. Period.

    Incendiary Curse(3CC):
    This card is the reason why Surviving Loest can actually win the game after surviving the initial onslaught.
    Slowly kills the enemy with 1 damage each turn
    Get two of these on the opponent and its two damage each turn, three of these makes it 3 damage each turn. etc etc
    With lots of item, ability, attachment destruction in this deck, you can always pop these curses towards the end to actually do lots of damage.It deals 3 damage whenever Sorcerer destroys an item with a curse attached. Eris can also target and destroy these curses with her ability. Even Loest can join forces to do some damage by removing these to bring the fight to an end and actually use his shadow energy to direct damage to opposing heroes.

    Portal (4CC):
    It is the card that goes to the resource pool during the initial stages of the game. But at later stages, this is the game changer. All the allies are strong, and serve multiple tasks depending on the situation, but adding the element of surprise is the key to win the game. This card makes “surviving Loest” .... “Fighting Loest”. Your opponent cant stop you from causing mayhem. They can put down Armour of Ages, but you can send in Sorcerer and blast though it like it was never there. They can put Brax, but you can always remove Brax with your shadow energy. The only heroes that can get through the Portal trick are Moonstalker and Ter Adun. If you are up against these heroes, Just sac your portals and try other things. :P


    Transmogrification Curse(4CC):
    Drum-rolls please, this is the card which gives meaning and purpose to other cards in this deck. Lets have a look why:
    This card is the reason why “surviving Loest" can survive bigger allies. Any target ally becomes an artifact. LOL. When you are playing Loest and have only small allies on the board, most of the opponents will think that you are bound to use your shadow ability to remove a bigger ally. But to their surprise you just turn them into an artifact, and loose only one shadow energy.
    But this card is not here only for big ally removal, this card is here for item creation. Yes, target even small allies if can. Why smaller allies, well so that you can meet the requirement for Sorcerer to trigger its item destruction abilities. This trick helps a lot against heroes who don't have lots of items. Against warriors when they have Blood Frenzy out and you dont want to use your shadow ability to get rid it. Just Transmog one of his allies and pray that he puts an crippling blow on one of your Eternal Troll, and you can take out his Blood Frenzy. Similar type of working for other heroes too. Just increase the count of items and trigger Sorcerer.
    Transmogrification Curse sets up the platform for Incendiary Curse to enter into play. It helps to deal that ping damage which is needed for surviving Loest to win the game.
    If there is a steadfast ally, if elementals have got Exaltation out on an ally, if there is an ally with stealth, If you feel like you just want to have fun, well "HELLO TRANSMOGRIFICATION"

    Supernova ( 5CC):
    Total destruction . Feel free to use it when you have a few fireballs on your hand and have more life than your opponent and just want to end things quickly. It works much better if there is an Eternal Troll on the board trolling. Also very effective against Moonstalker and stealth allies.

    Tome of Knowledge( 2CC):
    Very important card for the struggle for survival. It gives the chance to draw the extra fireball when you need one. Draw the Transmog when you thought you have to use your shadow energy to get rid of an ally. Draw a cheap ally to send through the portal. It just gives you an extra card. Thats it.

    Thats all that I have guys, Let me know if there is any change that you would like if you were using this deck. I know its a long post, and thank you if you have read this far.

    Have a good time, GL HF ( Good Luck , Have Fun)
    Regards
    Mr9089
    Last edited by suman9089; 04-26-2016 at 12:33 PM.

  2. #2
    Senior Member The MiddleAgedNerd's Avatar
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    I would recomend -2 transmog -2 sorceror +2 entanged wisp +2 packbeast. Packbeast will help you heal which is good with mages. One other option mau be -2 santa +2 honored dead which gives unilateral draw and heal. But that will help if the game stretches out.

    If you drop tranmog you could lose one incin curse and leave it at an even 40.
    Middle Aged Nerd
    Protector of The Dragon Orb
    Warrior of The Blue Phoenix
    Greatness Reborn

  3. #3
    DP Visionary Shadows R Us's Avatar
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    Great writeup. This looks like a fun deck.
    The Paladin of Punxsutawney
    Warrior of The Blue Phoenix
    Greatness, Reborn

    IGN: BP Shadows R Us

  4. #4
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    All the cards work together in unison. One has to anticipate the threats on the board and know opponent's hero to get a good result with this deck. Against a warrior , go after the Blood Frenzy and you have a fair chance to win. Against a weapon based hero, keep destroying the weapons and other support abilities. Against Priest, use Eternal Troll to take control of board and keep portals to surprise them. Against Jherico go right after the Lingering Essence. Against Hunters, play smartly. Against other mages, get cinder born on the board, and go all fireballs, supernovas, portal up and send Entangled Wisp. Against Gravebone, use Transmog against key allies and exile allies which provide a threat when coming back from graveyard. Against Rouges, use transmog and destroy ill-gotten gains. Against zaladar, put Entangled Wisp on the board and giggle. Against a fellow Loest, just keep the board under control.

    Well, the heroes that are difficult to beat are Victor Heartstriker and Moonstalker. The hero that is impossible to beat is Praxix. All cards in this deck work together with each other to help Loest survive and deliver a crushing blow towards late game. But if key cards are discarded ( which happens with Praxix) then it is very difficult to set the board for the winning strike.

    What to expect from this deck :
    This is a fun deck and is very good if you are learning the game. It gives you a counter to a lot of strategies and helps you learn about different situations. It is not designed for a particular meta, so can be used anytime. It doesn't do very good against rush decks but if you get the right cards, it can give you a win in a death race. This deck has helped me get up to 280s in the rating. But generally it stays at the 250s. This deck does pretty well with 6 resources when you can put down your 4CC cards and use Tome to draw.

    Is there anything that i would like to change in this deck …………. if you feel like you don't want bad santa, you can just replace it with armoured packbeast to help Loest survive a little more , but then again draw is the more important part of any deck and tome is a little slow to go with the portal. If i need to replace the bad santas, i would replace it with tainted oracle to get that unilateral draw.

    Other Notable allies which came in this deck as a replacement for Eris but couldn't bring much to the board …………..
    Marshland Sentinel
    Rider of Ellos
    Erika Shadow Hunter
    Raven Wildheart
    Last edited by suman9089; 04-26-2016 at 04:17 PM.

  5. #5
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    transmog and sorcerer are the backbone of this deck ....... so can't remove them ......

  6. #6
    Senior Member Anasia's Avatar
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    This actually seems like pretty neat control concept. This deck is a Vess' nightmare
    I don't understand only why 4 copies of Incendiary curse? Wouldn't be better to switch 2 of them to 2 lightning strike? LS is good for controlling opp's allies and killing annoying stealthy things like Nightshade and Night Owl on which you usually don't want to waste a fireball or Transmog.curse.

  7. #7
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    Quote Originally Posted by Anasia View Post
    This actually seems like pretty neat control concept. This deck is a Vess' nightmare
    I don't understand only why 4 copies of Incendiary curse? Wouldn't be better to switch 2 of them to 2 lightning strike? LS is good for controlling opp's allies and killing annoying stealthy things like Nightshade and Night Owl on which you usually don't want to waste a fireball or Transmog.curse.
    Incendiary curse is a key component to this deck, its there not only for the ping damage but also for the additional 3 damage that it does when it is destroyed. Having 4 of them in this deck is just to increase the probability of drawing the card. In a deck of 42 cards, having 4 of a kind gives it a probability of 2/21 which means that you are supposed to draw at least 2 by the mid game. After i have used the Transmogrification curse, I don't want to keep waiting for an Incendiary, I should have one at hand.

    The Lightening Strike is a very good suggestion and i had three of them in this deck when the total card count was 45. It is definitely effective against some allies but most of the 3CC or 4CC allies which are used generally, have at least 4 health. So, even after using the lightening strike, it kind of feels like i need to give that extra one damage which is difficult. Instead, I like to put a Troll on the board, and let opposing allies deal with him and eventually set up the board for a supernova.

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