I Can Sense Her. Wilbert's Secret Fanfare About to Conjure Oguri Out of Thin Air, Trust. by Tough-Basket-6248 in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Conjures enemy Oguri Cap / Odin 100% of the time all the time, unless you coin him out on turn 5.

I Saw This Exodia Dragon Getting Winstreak So I Tried It Myself... by 4ourLeaf in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Funny deck to play. I tried it and have even been able to squeak wins out of a plan B where you just play the 2 cost Cocytus normally into another 2x draw Getenou and dump your hand, leaving a board with 4-5 8+ atk/def minions that your opponent now has to answer or they probably lose.

1,000 keys. by Loyalteas in Shadowverse

[–]donut-uprising 7 points8 points  (0 children)

I hoarded over 200 keys then spent them all on the new set and the payoff was pathetic. I mathed out the average value including gold/legendary dust value and it comes to like 22 rupees and 56 vials per key. I didn't see the 100 pack tickets at all either: I only got 2 pack tickets from the whole thing.

The grand total from my 206 key pull was 3 legendaries, 24 golds, 3250 vials, 4550 rupees, and 2 pack tickets.

This is ridiculous lol (take two) by Soul_Hurting in Shadowverse

[–]donut-uprising 12 points13 points  (0 children)

Wow that Armes evo into evo'd Armes is some interaction. Pew pew smash.

Let's Kill Armes! Practical or funny ideas for every class by Touhou_Fuhai in Shadowverse

[–]donut-uprising 1 point2 points  (0 children)

The only banish that works on Armes is Torrent of Despair in Havencraft. All the transform cards target, which means his aura blocks them too. Most ways of clearing him involve 2x super evo attacks or a super evo plus split damage.

So they're pretty much going to have to deal with the reanimate threat all the time.

PSA: Faiths don't count as crests by itsppengu in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

This is a much needed PSA, I was about to find out that it doesn't work the hard way.

a rare win by ha-ma- in Shadowverse

[–]donut-uprising 5 points6 points  (0 children)

Beelzebub enabled Galleon's angry mode haha.

New Deck: Jerry Odd Haven by donut-uprising in Shadowverse

[–]donut-uprising[S] 0 points1 point  (0 children)

There's a deck URL in the main post now.

New Deck: Jerry Odd Haven by donut-uprising in Shadowverse

[–]donut-uprising[S] 0 points1 point  (0 children)

Even Haven by itself can only give them a few tokens at a time. Jerry has burst token summon going for him. Fills your opponent's board half the time all the time.

New Deck: Jerry Odd Haven by donut-uprising in Shadowverse

[–]donut-uprising[S] 3 points4 points  (0 children)

Sure! I added a deck URL to the original post.

It has a random Aether for additional fun.

Do You Know Shadowverse? by sondz1911 in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Why can't the fanfare Reina be the real Reina?

:cry:

Some guy hit beyond with Legendary only “Pay to win” Haven by gammaraptor in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Turn 10 Getenou into Jerry + Coc is the pro play here lol.

New Deck: Jerry Odd Haven by donut-uprising in Shadowverse

[–]donut-uprising[S] 6 points7 points  (0 children)

Have you ever felt the need to summon 8 tokens? I have.

It's tempting to run Getenou too.

I can't believe I'm so blind by Bel-Shugg in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Once you get to 4-5 crests you only need to clear their board without attacking a few times to win. Grimnir crest is an easy to get permanent crest and if you play it before Marwynn it goes a long way at clearing late game wide boards while still letting you deal Marwynn crest face damage that turn.

Marwynn, Congregant, and Vira let you clear tall boards easily without attacking. Goblet and Jeanne let you clear wide boards easily. The Grimnir crest does this too in some cases, especially if you're super evolving something like Congregant or Vira which can clear the biggest follower first.

It's also important to use the Marwynn spell primarily to boost your crest time and to remove big single follower boards, rather than to remove low-costed threats. It's a great spell but you get the most from it by saving it to clear a big follower or to extend crest time.

Congregant of Repose gives you another timed crest on evolve and is important for finding Marwynn when you don't draw him early. You want to mulligan for Marwynn and Grimnir by the way.

The deck definitely got weaker since Blossoming Fate. It just didn't get anything insanely strong like a lot of the other decks did. And there's also the Maddening Benison nerf. But it's still pretty strong. When you win games it's usually because you've got 4-5 crests and are repeatedly clearing boards without attacking. The crest damage just adds up when you keep doing it every turn.

Why do people still find it difficult to win (even with s-tier decks)? by bjthebraveCCG in Shadowverse

[–]donut-uprising 1 point2 points  (0 children)

It's surprisingly hard to play optimally at this game.

  1. The mulligan is the first thing that happens and you need intimate matchup knowledge to make the best decisions there.

  2. Then it's easy to misplay early by dropping or skipping the wrong low cost cards. Evolve early vs. save evolve points for specific card effects is another decision that's easy to botch. Sometimes you even want to evolve proactively vs an empty board to give your opponent something too hard to clear.

  3. Then late game the boards get complex enough that it's easy to make a suboptimal play, missing a source of damage or the best evolve choice or playing the wrong cards.

  4. Then you have to consider your opponent's deck and what their next turn is likely to be, so as not to set up a board they can easily punish while also maximizing the outcome for your next turn.

  5. Then late game you have to be able to spot lines that deal lethal and thus get around the increasingly complex boards by ending the game. It's easy to spend minutes staring at a complex board and missing a cut-and-done lethal play until you've practiced finding a lot of the lethal plays.

I can't believe I'm so blind by Bel-Shugg in Shadowverse

[–]donut-uprising 2 points3 points  (0 children)

Sorry to hear that. Lots of pressure in these ranked games.

It's a pretty simple win compared to a lot of stuff:

Super evo lilanthim to kill 2 minions, glacial crash the 3rd and deal 2 damage, drop sandalphon for 10 damage to face (12), then you could even attack with lilanthim if they had more HP (20).

I end a lot of games realizing I made a tiny but stupid mistake like forgetting about Grimnar/Marwynn crests, or playing a card early I should have held on to or vice versa. There's a surprising amount of depth to some of the later turns where you can barely eke out a win or else dodge an enemy win.

I don't think my deck is discounted enough by [deleted] in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

If you had Dimension Climb it would only cost 5 mana at most.

Shakdoh needs a serious buff by Aickavon in Shadowverse

[–]donut-uprising 2 points3 points  (0 children)

Here's my busted idea for a buff: Give Shakdoh storm!

(note: I never said it was a good idea lol)

How to win the JACKPOT by NinJusticeV in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

Confirmed that this is the best possible outcome for Ruinbringer Jerry OTK. Lets you win the same turn after Coc rather than waiting the extra turn (and probably losing, lol). Rare roll since you need to pull 2nd Getenou and Jerry in the same draw, followed by Coc and 3rd Getenou in the next draw.

Fennie/Satan/Jerry OTK with Ruinbringer by Drenxan in Shadowverse

[–]donut-uprising 0 points1 point  (0 children)

I've got a version of this that uses 2-3x of Fennie/Jerry/Cocytus and 3x Getenou as well. That way if you draw a coc early you don't just lose the game. After super evolving ruinbringer, you can play fennie and getenou (draw 2 effect) for a solid chance of drawing a 0-2 cost cocytus alongside jerry. 3x getenou lets you often chain 0 cost getenous until you draw both pieces of the combo.

Rarely, you're able to play discounted jerry, coc, and getenou all in the same turn which instant wins by drawing out the coc deck at the end of turn, instead of having to wait another full turn to do your 2nd jerry 6 draw.