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Thread: Twisted Fate + Cerebral Fulmination

  1. #1

    Twisted Fate + Cerebral Fulmination

    I was originally not going to post this but I think people that are in the alpha are smart enough to put two and two together when looking at both of these cards.

    Cerebral Fulmination lets you draw an additional card. Twisted Fate buries a card from the opponent's deck for each card you draw, including your regular draw. I was testing the deck out in my Sabotage/Mill deck and I gotta say it's pretty nasty when you start filling your field full of Fulminations and Twisted Fates.

    I played a game where I had 3 Fulmination and 3 Twisted Fate on the field and each time I drew for each Fulmination and my normal draw, each Twisted Fate triggered for each card being drawn. So the AI instantly lost 12 cards just from me drawing. I understand that it's against the AI but when you're also getting hit from Chronic Madness as well, it really is devastating.

    Still working out some issues with the deck before I post any deck lists up though. Currently trying to make it as fast as possible but I thought I'd share my thoughts on this card combo.

  2. #2
    Another fun combo is having 2 Twisted Fates and Casting Relentless Corruption for 3 or more lol

  3. #3
    Relentless Corruption is considered a draw? That sounds extremely odd since it doesn't say anything about drawing cards in the card text.

  4. #4
    Hmm you might be right, working checking out though to see

  5. #5
    Post what you find out.

    I'm also looking into a possible Crazed Rummaging + Twisted Fate deck as well cause Crazed randomly discards stuff in the hand.. and if I'm able to force 3 discards and at least 3 card buries, that's 6 cards the person doesn't have any access to now. It also makes The Ancestors' Chosen have more valuable Ancestral Specters too cause you draw a card and they lose one.

    I'm just loving the kinds of possibilities Twisted Fate is offering. I kind of feel like Hex is giving a more solid vibe in how creative I can choose to be with the decks I want to run. Loving the depth for that reason.

    Just.. f'in love this game man.. :')

  6. #6
    This might be the card my Fulmination deck needed to become mill rather than a burn strategy. Using the shell provided in my article I can see it being very strong.
    Team Spicy Brews! Bringing you the best Hex Alpha content on the web.
    http://www.youtube.com/user/ChannelRitter

  7. #7
    Quote Originally Posted by Ritter View Post
    This might be the card my Fulmination deck needed to become mill rather than a burn strategy. Using the shell provided in my article I can see it being very strong.
    I won't post my deck list yet but in the one that I had Sabotage in I just swapped the Sabs for Fates and once I had 2 threshold Ruby and Sapphire and was consistently drawing into stall cards with the help of a single Fulmination, it usually puts the game on a varied timer. I've been able to stall long enough and Ragefire a champion enough times (takes up to 5 uses for it to be lethal) and same for Chronic Madness (about 3 or 4 uses is lethal).

    Twisted Fate literately speeds the deck up so much that things you have to worry about are Spellshield cards. Though having cards that can help produce blockers helps with that and then you're left with being put on an even smaller timer if Crush is introduced or if attackers can't be blocked but as Ragefire gets stronger it makes the card have more targets. Burn to the Ground is also a nice single target card (I know some people might consider Ruby Lance but it's weaker overall) over something like Heat Wave to be able to hit larger Defense valued Troops that are outside of the possible initial Burn or couple Ragefire uses.

    Twisted Fate probably made the Sapphire/Ruby deck milling strategy incredibly powerful. Include a side board and the deck has access to a lot more outs.

    Maybe if I have time I'll play some PvP games, get some stuff recorded, and then write an article about it. It's kind of insane how fast someone's deck can go if you're just drawing the nuts and can Chronic Madness for 12 and 16 cards at its lethal deck milling amounts.

    There's also the possibility of using some kind of deck with Twisted Fate and Crazed Rummaging as well. You draw 3, discard 3, and then your opponent mills 3 and discards 3. That's 6 cards they don't have access to from a single Twisted Fate. When you include more of them you really start to cripple someone's strategy.

    Also, Ritter you should probably use 3 or 4 Ancestors Chosen as your only monsters. The Specters are Flight troops so they help block Flight attackers. Plus they're 1 drops that let you draw 1 card and with Twisted Fate that means more deck milling off the opponent's deck. Just thought I'd throw that suggestion your way.

  8. #8
    Also, Ritter you should probably use 3 or 4 Ancestors Chosen as your only monsters. The Specters are Flight troops so they help block Flight attackers. Plus they're 1 drops that let you draw 1 card and with Twisted Fate that means more deck milling off the opponent's deck. Just thought I'd throw that suggestion your way.
    I left the deck about a week ago in an alpha that was just not chuck full enough of combo pieces to speed past aggro decks, necessitating Heat Waves (which in turn made Ancestor's Chosen not great). Combo decks should beat aggro without much work, but when the combo decks are just very weak due to lack of synergistic cards, you need to artificially slow the game down. I'm still not sure if Twisted Fate is the card that this deck really wanted, but it's a good start. It is basically an exact copy of Jace's Erasure from MTG, which has seen basically zero constructed play. I know this isn't MTG, but in general, powerful card effects can be deduced across the games... which seems to mean that Twisted Fate is really not the card a deck like this needed.

    What I would say the deck could use is another Mastery of Time effect, or additional Cerebral Fulmination Effects. In Modern (MTG), there are 3 different cards that you can run giving you between 1 and 2 extra turns (12 copies possible to play total), along with at LEAST 3 different Cerebral Fulmination effects (another 12 copies possible). Those decks don't run the full suite, but they certainly run 7 Fulmination Effects and 9 Mastery of Time effects alongside Countermagic to buy time in the early game. Historically, those are the types of effects we would want more of, not necessarily Twisted Fate effects.
    Team Spicy Brews! Bringing you the best Hex Alpha content on the web.
    http://www.youtube.com/user/ChannelRitter

  9. #9
    Gotta make due with the tools that we have.

    Since I just got done with my homework for one of my classes, I guess I'll share this deck list cause there isn't really any point in keeping it just to myself. I don't even consider it a competitive deck anyways. Just something to go "LOL I decked him out guys!!" and something that's refreshing from the possible 1-3 competitive decks you might stick to polishing up rather than building a massive collection of different things to play.

    Champion: Nin the Shadow

    Sapphire Cards
    Troops: 3 The Ancestors’ Chosen

    Actions:
    4 Chronic Madness
    4 Time Ripple
    4 Mastery of Time
    4 Mesmerize
    4 Twisted Fate

    Ruby Cards
    Actions:
    4 Burn
    4 Ragefire
    4 Cerebral Fulmination
    3 Heat Wave

    Resources
    10 Sapphire Shards
    10 Ruby Shards
    2 Shards of Fate

    As much as I don't like Heat Wave, they are counters to a lot of 1 and 2 drops with a nice chunk of 3 drops as well that are out there. How I've typically played Heat Wave is when I can kill at least 2 of their Troops so I can get that +1. Since Chosen produce 2 Specter that draw me a card, I'm not really concerned if I block or Heat Wave a Chosen.

    The main problem I have with the deck is I have no viable option to replace Heat Wave with. I've tried Plan C but losing all your Resource for 3-5 3/3 War Bots can be pretty crippling. Burn to the Ground doesn't take out multiple Troops but it does allow me to take out Troops that are outside of Heat Wave and Burn range. It also isn't like you're going to Heat Wave the moment you can play the card either. You kind of want to trade it for multiple cards.

    Honestly if the deck could squeeze in some more reliable draw it would work easier.

    EDIT: There might be some kind of way to squeeze Crazed Rummaging in the deck since a single copy of Twisted Fate means -6 cards from their deck. But that card requires Cosmic Totems in order to work. In my days of competitive Yugioh, there was a deck that did something like this but a card called Pot of Avarice and it was recycled by a monster called Magician of Faith. The idea was to draw into outs, recycle your monsters, and continue applying pressure on your opponent by making them feel like they could be lethally crippled for the rest of the game. It was a control based deck though.
    Last edited by Entityofsin; 12-04-2013 at 07:48 PM.

  10. #10
    when i read the card I was immediately like 'sweet thats going to...' oh crap now ive got to counter it... I mean its cheap its effective and with a few exceptions theres not realy not a reason to not have it. you pay 2 mana and at minum you mill out 1 card (obviously the earlier you play nit the more 'efficient' ) while im honestly happy to play it against the AI and am happy for anything that improves one of my decks. but it seems a bit much XD.

    now granted if both people felt the effect (as cards like Fulmination) id be happier with the double sided blade aspect (high risk high rewards). as it is its just to good to be true XD.
    Last edited by Dadalos; 12-05-2013 at 12:23 AM.

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