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TOPIC: HelpMe

HelpMe 06 Sep 2010 22:18 #4116

  • Andyman
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HelpMe is a very basic (but brutally effective) deck I built to get the 50th medal in Culdcept DS, 20 online wins. It's currently undefeated, and none of its wins have been close (which is why I've made it the first inductee into the Culdcept DS Player Decks Hall of Fame). It really seems like nobody online has a consistent answer for a Paralyzer (Binding Mist)-heavy deck that can kill just about anything at just about any time. :D

3 Tyrannosaurus
4 Bandit
2 Flame Lord
3 Dagon
2 Pirate
4 Bloody Pudding
2 Behemoth
3 Woodfolk
2 Dryad

3 Binding Mist
4 Fly
4 Haste
4 Manna
2 Sink
2 Wild Growth
3 Wind of Hope
3 Wizard's Eye

Culdcept DS online play is considerably different than Culdcept Saga on Live. First of all, there are no Doublecast spells, no Immediates, no Territory Abilities, and no mass-enchants (other than via shrine effects and 1 downloadable E card, Theosophy). As a result, in many ways, Culdcept DS plays a lot like you'd imagine a Culdcept Lite to play.

I built HelpMe with this in mind, drawing a lot of inspiration from April's wicked-good Culdcept Saga deck, DaBlob. There's nothing flashy about it. Just claim all the Water and Earth lands you can, and level what's working that match. What's working is usually dictated by what your opponents are playing. Fire (not good on Water) and Air (not good on Earth) are both popular online on Culdcept DS. In other words, HelpMe does a great job of countering both of them. :)

The 50/60, 60/60, 70/70, and 60/80 supporting creatures might seem like overkill, but they really aren't, mostly due to the fact that they all can be used for offense and/or defense.

Nobody wants to invade Bandit when he's going to survive the attack and take upwards of 200G on top of the toll.

You also have Bloody Pudding, which you can max out with a single invasion. Even the most consistently fierce invader in Culdcept DS, Mothman, rarely has anywhere near enough ST to deal with the up to 230HP in battle that Bloody Pudding can have. Even if you do somehow lose a high land, Binding Mist just about ensures you can take it back fairly quickly.

Spell-wise, it's just about as basic as the creature half of the deck. Use Sink and Wild Growth to help you chain, whether that means casting it on your own creatures, or casting it on theirs to set them up. The movement spells serve two purposes: to skip past any trouble spots, and to make Manna worth a lot quickly. Wizard's Eye serves several purposes as well: to give you a nice bit of G (I use it on myself usually, but if an opponent is running mass damage, I use it on them - Catastrophe is 300G!). And, of course, Wind of Hope keeps the carnage going.

Weaknesses? Gremlin Amulet makes things a little difficult, but you can usually get people to use it up with a Bandit fake-out. Instant Death can be an issue, since nothing in HelpMe neutralizes attacks, but even if you do die instantly, most Instant Death creatures in Culdcept DS don't hold land well. HelpMe really doesn't have any weaknesses other than those two minor ones, and that's probably why it's undefeated.
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HelpMe 04 Oct 2010 18:45 #4532

  • Jasoya
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Awesome deck concept especially for Culdcept DS where the broken cards and combos still reign supreme :twisted: . One thing I want to ask is why not include 2 Life Forces you could make the cost of the Elemental lord cards = 0g upon summoning as a creature or using as an item with bandit?
"You think I am persistent, right. I agree." - Ryvern, Culdcept PS2
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HelpMe 04 Oct 2010 18:50 #4533

  • Andyman
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Mainly because it stops me from using Binding Mist when I need it, and Binding Mist is where this deck is at its most effective. I paralyze them, take their land, and I don't give it back, pretty much ever. I have to be able to do that the moment the opportunity presents itself.

I am with you on Life Force though, that card is wicked-good in a creature spam deck!
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