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Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
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Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135010#msg1135010
« on: May 04, 2014, 01:02:31 am »
Time's up!



Spoiler for Task:
Build a deck using as many different elements as possible without using QT, SoI, Nova, or Immolation (or their upgraded forms). Must be able to grind AI3

Spoiler for Silver Ferns:
RAINBOW CRUSADER

Hover over cards for details, click for permalink
Deck import code : [Select]
6u5 6ve 71a 72i 74a 75m 77d 78q 7al 7bu 7dm 7f2 7gs 7i6 7jp 7jp 7k2 7k2 7k2 7k2 7k5 7k5 7k5 7k5 7k5 7k5 7k6 7k6 7k6 7k6 7k6 7km 7km 7km 7km 7km 7km 7n0 7oe 7qu 7ri 7tb 7um 80e 81q 8pq


Making use of all 12 elements, the Crusader has a choice between SIX weapons and a variety of buffs.

Spoiler for winning screenie:

Spoiler for Cuckoo's:

A Colourful Water Deck
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5ie 6u1 6ve 6ve 72i 74e 75m 78q 7ah 7bu 7bu 7f2 7gk 7gl 7gm 7gn 7go 7gp 7gs 7gt 7gu 7gv 7k6 7la 7la 7oe 7q4 7ri 7um 81q 8pp


ElementProduced byConsumed by
:entropyPendulumnsWerewolf
:deathPendulumnPhysalia
:gravityPendulumnFiremaster
:earthPendulumnPoseidon
:lifePendulumnsForest Spectre
:firePendulumnFiremaster
:waterMark and Tower1/3 of deck consumes it
:lightPendulumnsSanctuary
:airPendulumnToadfish
:timePendulumnRewind
:darknessPendulumnWerewolf
:aetherPendulumnUlitharid

this is a deck that tries to use the rainbow side of :water, fueling it with pendulumns. This is obviously less stable than the standard waterbow as the quanta base is less reliable, but the mix of control and growing creatures is enough to defeat the level 3 AI with some confidence. According to the Xenosim, this has an 85% winrate. My testings were around 60%, which is sufficient for grinding (though not great) and it also takes some 'getting used' to it, but it uses all the 12 elements in the spirit of the task proposed.

Spoiler for Divine Light:

Coriander

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7dm 7dm 7dn 7dn 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7n4 7n4 7n4 7n4 7n4 7n4 7n9 7n9 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7t4 7t4 7t4 7t4 7t4 7td 7td 7td 7td 8pr


Different elements used: 5

A 40 card rush deck!?, you say. Correct, I say. With the Hourglasses this deck has the ability to draw cards from all the elements it need, and use them. There is not much to say about it, just play every creature you can as soon as you can, and wait with Skyblitz until the last moment. The Explosions are for those pesky shieds that can hinder a rush. Good luck!


Deck tested vs AI3 by SpikeSpiegel:

Spoiler for Hidden:

Spoiler for Hidden:

Spoiler for Hidden:

Spoiler for Hidden:


Spoiler for DDD:
Hover over cards for details, click for permalink
Deck import code : [Select]
5c1 5c1 5c1 5oj 5oj 77e 77e 77e 77k 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7i6 7i6 7i6 7i6 7k2 7n3 7n3 7n3 7n5 7n6 7n6 7n6 7n6 8pr


Six elements, and can "grind" AI3 in a basic sense.  A bit reliant on opening draw having the right quanta mix, though.  Go random collection of element-using!

Spoiler for Whispers in the Dark:
Hover over cards for details, click for permalink
Deck import code : [Select]
6ua 6ua 6ua 6ve 6ve 6ve 714 714 714 71f 71f 71f 77e 77e 7af 7af 7af 7ah 7ah 7dq 7hi 7hi 7hi 7i6 7i6 7i6 7i6 7jp 7jp 7jp 7mt 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7nq 7nq 7nq 7nq 8pn


Break-down of elements used:

 :entropy - Generated by Entropy Pends, used by Schrodinger's Cats
 :death - Generated by Soul Catchers (with the help of Schrodinger's Cats), used by Condors
 :earth - Generated by Gnome Gemfinders, used by Lava Destroyer
 :life - Generated by Life Mark, Entropy/Water Pends and Leaf Dragons, used by Forest Spectres and Leaf Dragons
 :fire - Generated by Elite Fireflies, used by Lava Destroyers
 :water - Generated by Water Pends, used by SoPas and Forest Spectres
 :light - Generated by Rays of Light, used by Leaf Dragons
 :air - Generated by Damselflies, used by SoFree and Elite Fireflies

8 elements! 8 whole elements!

This is basically a small creature rush spam. Play your small creatures. Get your quanta for bigger creatures. Grow your creatures with abilities or SoPas. Release and then win in a flurry of shield by-passing damage.

Testing showed an 80% percent win rate against AI3, with 0 EMs. Matches weren't the fastest so maybe not the best grinder out there but it never was going to was it really?



Spoiler for Task:
Depict your team's name (not team itself) using traditional medium.

Spoiler for Silver Ferns:

Spoiler for Hidden:



Spoiler for Cuckoo's:



Spot the Cuckoo

Spoiler for Divine Light:
"A spark in the darkness"
Traditional medium: Chalk pastels, masking tape, acetone, smudge tool and turntable on paper.


WIP:


Spoiler for DDD:
DEATH Dost Dominate



Spoiler for Whispers in the Dark:





Spoiler for Task:
Create a card based on your team Boss and build a deck around it.

Spoiler for DDD:
Card:
NAME:
rob77dp
ELEMENT:
Death
COST:
8 :death
TYPE:
Creature
ATK|HP:
7|5
TEXT:
When rob77dp is on the field, all Skeletons gain +1|+1.
NAME:
rob77dp, Master of Death
ELEMENT:
Death
COST:
9 :death
TYPE:
Creature
ATK|HP:
7|5
TEXT:
While rob77dp, Master of Death is on the field, all skeletons gain +2|+1.

ART:
NO art
IDEA:
Death Dost Dominate, Brawl #3
NOTES:
---
SERIES:
n/a


Deck:


Spoiler for Divine Light:

Light Follower | Light Warrior

The idea is simple but reflects very well the essence of our Boss, which has proved and still proves to be very addicted to :light. We tried to make a Groom card too, but it was too difficult to...balance it.

Spoiler for Groom card?:
This is just a small tribute from his team to our Boss who get married, and of course, he was the Broom, Groom.












This is a deck with some powerful hitters and an impenetrable defense. Play the Werewolves and Micro Abominations as soon as you can, and once you have a few on the field, play Luceferin and let the Light Warriors and the Hope shield enter play.
Takes a few turns to set up,but when you have, you have both good offense and defense. Don't believe me? Well, here is some screenshots of winnings I have with it in OpenEtG:


Spoiler for Hidden:
Spoiler for Hidden:
Spoiler for Hidden:

Spoiler for Cuckoo's:
Opsinis


Our boss Opsinis had to leave brawl early due to health issues and had to be replaced.
Firstly, our team picked up the work for the missing member, but we soon realized that a substitute is neccesairy to get the work done.
We hope Ops will be back in full health soon!

These thoughts are represented in this card.


This deck uses the ability of Opsinis to get the high cost creatures faster while passively increasing their draw chance.
Another great thing about Opsinis is, it allows us to have some utility cards in it, without slowing down the rush.

Spoiler for Silver Ferns:
Card Design:
Annele | Annele of the Ferns
Our card describes Annele due to her cautious nature (and affiliation with the dark side) and how  she likes to bid 1 point on team members for a high starting point total. Anneles stack, so if you have 3 Anneles on the field, all your creatures' costs are reduced by 3. But if the creature was, say, an Antlion, it would cost 1 :earth no matter how many multiples of Annele you have out, since the cost can't become 0.
Cautious triggers like Neurotoxin: it'll cloak whenever you play any card, and be cloaked until you end your next turn.

Deckbuilding:

Card breakdown:
6x Annele - The core of the deck, you're not going to win without drawing one early, so you need the maximum possible.
4x Mitosis - Lets you spam out Anneles early on, and your damage later. Speaking of damage...
3x Vampire - Not the best cost:damage ratio, but hey, what are Anneles for. Provide healing to prevent being rushed to death.
3x Gargoyles - Much more raw power than a Vampire, especially useful for breaking stalls.
1x Feral Bond - An extra healing card to use against stalls when you want your board to have more Gargs than Vamps, or for huge healing late game, e.g. vs a poison deck.
1x Improved Steal - Grants much needed PC to the deck, one is all you need to win past a dim chain with all he damage you can get onto the board.
1x Eclipse - The opposite of Feral Bond here: it provides a large boost to your damage to break stalls/increase vampire healing.

Stratgey: Put out an Annele+Mitosis as quickly as possible. Once you have a few copies, you can play and Mitosis a Vampire if you're in need of healing, or a Gargoyle for more damage. Play Feral Bond and Eclipse when you can (If you know your opponent has PC, you can save them for a single, more devastating turn), provided you have 5-7 creatures out. It's advisable to save your Steal for a high-impact play late-game, such as getting rid of a Wings. Because Cautious will proc off of pillars/pends, if you're starved for quanta but need to protect your Anneles it can be worth it to save a Pendulum in your hand to cloak Annele next turn, in case you draw a card you can't afford to play.

There's a bit of a complicated interaction between Annele and Mitosis. Here is an explanation:
Annele's effect will lower the cost of the Mitosis ability, but won't affect it once the Mitosis has been played. Example: Play 5 :life cost Annele, Mitosis it (4 :life cost to Mitosis, 5-1), and use the ability twice. Now, use Mitosis on one of the other Anneles. Since their cost is 2 :life (5-3) the Mitosis ability will now cost 2 :life. However, the ability cost can't change, so the original's will still cost 4 :life, and if one of your Anneles dies, the cost won't increase.

Spoiler for Whispers in the Dark:
Le Valet Noir | Le Valet Noir
"Does not deal its full damage" means that an attack phase occurred and this creature dealt less that its attack value, or did not attack. This includes damage reducing shields, being frozen, being delayed, being blocked by a shield or missing because of a shield.

 - Joey's first language is French (the name translates to The Black Knave)
 - Joey is a prominent member of darkness and is known to be a fan of Pests.
 - Joey has potential, and if you try to stop him, he'll only get stronger until he wins.
 - Joey and his friends are going to beat the opposition.



Joey's Domination
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Deck import code : [Select]
7hi 7hi 7hi 7hi 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t9 7t9 7ta 7ta 7tb 7td 7td 8pp


*The missing cards should all be replaced with Le Valet Noir (upgraded)*

The strategy here is simple; summon your Valets and grow them with SoPa whilst generating an army of Pests. You can ride it for an OTK or remove your SoPa sooner if you need to. There's enough denial to keep you afloat which, along with some healing and PC, should give you the win.

« Last Edit: May 05, 2014, 09:34:11 pm by Naesala »
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Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
  • Awards: Slice of Elements 11th Birthday CakeSlice of Elements 10th Birthday CakeDeckbuilding Competition - Tower Defense WinnerSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeBrawl #1 Winner - Team Nyan Sharks
Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135011#msg1135011
« Reply #1 on: May 04, 2014, 01:02:44 am »
Part 1

Spoiler for Task:
Write a game theory article about one deck type or strategy.

Spoiler for Divine Light:
Speaking about draw power we first want to start with draw chances of those cards. It get's very confusing, and there's a thread with a bunch of people debating the formula for draw chances. It's often rumored in Kongregate chat that precognition lowers the amount of cards you have in a 30 card deck. This is entirely false. Usually for pillars you can run at minimum 6 for a 30 card deck and expect one pillar in your hand more then 50% of the time. This is what makes pillarless nova decks powerful and viable. If you had smaller then a 30 card deck the percentage would increase. Just because you put in precognitions though in the 30 card deck doesn't increase your chances to get a single nova or pillar at the start. Mind you,(unupped card talk only for right now) precognitions are a bit expensive as well costing 2 time, but you don't have to split up your quanta to use it like a sundial. Bravery costs you 2 fire and you don't have to split it up so using precognition over bravery when you can use both simply because it's rumored to decrease deck size or because you don't require a quanta split should never be your reason to use it.

     The only time you would use precognition over bravery is when the number of CC cards is few or you have low defense anyway. You may also have a deck where seeing the opponents hand at a random time is very useful. The only reason you'd want to use precognition over sundial is because of seeing the opponents hand, and so you don't need to split your quanta. Their is also precognition draws a card instantly, rather then waiting a turn.
     However, there's a time where you want to use sundial over precogniton even if you don't generate light quanta. To determine this we must set cards into three categories. 1.) The card is best used in short duration lasting games. 2.) the card is best used in long duration games. 3.) The card is a spell, and isn't strong or get stronger in short or long lasting games. For example: lightning.

     Now for upped gameplay. The only time you would use unupped sundial over the upped version is to get more consistant quanta generating starts due to mulligan.
     The reason to use sundial over precognition is if you have cards that get stronger over longer durations of time. Like shard of graditude for example. It heals 5 each turn, per shard of graditude. Besides Arsenic and Fharenhite, the max damage a weapon can do is 8, so usually 2 shards of graditudes and one sundial will give you HP back. Nova decks especially get good when your draw power is upped. 1 nova=1 precog and/or 1 bravery and/or 1 sundial.

     Bravery is the jack of all trades for draw power. It gives you 3 cards (with fire mark, without fire mark you draw 2) instantly instead of waiting a turn to draw them. (Of course, that's a double edged sword so you have to be picky when you put in shards of bravery to make sure that point doesn't kill you!) It gives you two more cards then any other draw power and you can combine this draw power with other forms, probably precog, because it's fire instead of time.

    The problem with using a bravery over a precog is that it gives your opponent cards as well, which again is a double edged sword. They might not be able to play cards because their not expecting such a short duration game so their quanta isn't sufficent. Under this logic, bravery would do well in quanta denial decks and hand locking right? Well, it'd be so good it'd be OP, so you can only draw 3 cards if your mark is fire and the opponent has 3 free slots. To combine it with quanta denial would be pre-acting to your opponent to stop them, which is almost never allowed in elements except the card silence.

     But where bravery doesn't have a true counter, which would be filling up your hand, silence does. (and to fill up your hand you'd have to purposely pick cards that you just wont play, which can be rather difficult.

Under this play style OTK's usually kill decks with bravery, except the OTKs would be forced to get their quanta faster then usual. Mostly nova/supernova generated quanta for OTKs then are best. If you exclude nova/supernova decks the remainding OTKs vs decks with bravery in them usually gives bravery decks a 50% win chance in my honest opinion, not a real statistic just a guess.) Silence's counter is sanctary. [P.S. If you have a sanctuary in hand vsing a deck with aether, or gravity or darkness quanta you should probably lay it first among a lot of things. I can't think of an exception to this rule, as the exception would be pretty situational.]

     If you want to do a stall/deck out deck with bravery then bravery can still be rather effective. You'll probably want cards like max wells demon, or artic squid, or pharoah, or miracle, or heal. These are all examples that are good or allow you to react well to the opponent. Healing forms of reacting to your opponent don't typically have a counter. Sosac is an exception to that because they can kill their creatures, antimatter them, or liquid shadow them. Silence can potentially conquar all if their isnt a sanctuary, so healing forms are beat by silence. 
   
     Bravery is the one and only true card that is good is long duration matches as well as short duration and hence is why it's my favorite card. It is a strong card in short or long lasting games though. For example, 6 braveries if all goes according to plan, makes the opponent draw a total of 18 cards. Thats 18 turns the opponent didnt attack you which is 18 turns multiplied by the sum of the turn by turn damage your opponent is doing when you cast bravery. So, lets say the opponent already has his max damage potential already out, which is 40 damage because in upped game play it is typically easy to aquire 40 damage a turn.Then you start using braveries. 18*40=720 HP you didn't have to heal. That's a lot of healing to be done, that you didn't have to do. That's a strong card for long lasting games if you got lucky with timing up your braveries. Imho I think you'll save yourself around 300 HP a game in pvp2 if your using 6 braveries.

     Bravery is also good with silence, it's just you have to get use to them and time up each one well. Usually when you don't need any more key cards for like a combo or something you silence them. Silence is typically then played super early or super late in the game. Meaning you don't want 6 silences and 6 braveries in a 30 card deck. Most 30 card decks shouldn't even use 6 braveries though so that could be a bad example, but you get my point. Bravery is strong in short lasting games because it shortens the number of turns the game lasts and thus does exactly what you want.

    Earlier I said it was rumored 6 precognitions in a 30 card deck essentially makes it a 24 card deck and exploited the very true flaw about this. This paragrapgh may seem contradictory to that because precognition is draw power. Precognition doesnt make your deck smaller, if that was true then I could have a 72 card deck. (I'd have a 60 card deck, then apply 6 precogs, making it now a 54 card deck if precogs made the deck smaller, then apply 6 more cards.) Which is impossible. What makes any deck seem smaller in playing is 2 things. 1.) Just having a lower amount of cards. 2.) Draw power. Why precognition is the only card that is rumored to lower your deck size is because it draws a single card instead of 2 or 3 then it draws it instantly instead of waiting a turn. If people said draw power makes your deck act like its smaller, along with adding on that's if you have the spare quanta, then and only then would I agree with them. Precognition replicates this feeling the most, however, it's not always the best form of draw power
 
     In the first category, short duration games: Nova, Discord, Pandemonium, Chaos power, Virus, Armagio, Elite Otygue (The unupped one being 2 lesser HP's doesn't really hold a good front for short games. but Elite Oty can change up a short lasting game with 2 or 3 devorers on medium-heavy hitting creatures of the opponents.) Gravity Pull, Black hole, Earthquake, Basilisk Blood, Rustler, Heal, Adrenalin, Deflagration, Rain of fire, Immolation, Rage potion, Shard of Bravery,Fire bolt if you target the opponents creature that has 3 hp or less, Freeze, Ice bolt if you target an opponents creature with 2 HP or less, but it might freeze the creature so you may go on a limb and freeze something with higher HP even with insufficient quanta. Dry spell, holy light, Blessing, Crusader, if you combine it with a burst damage weapon like titan or with discord. Fog shield, it's good both short or bad, but particularly if you're going short your going to want dusk mantle or fog shield or shield. Thunderstorm, Unstable Gas, Shockwave, Wings, Skyblitz. Reverse time, Precognition, Devourer, Dusk mantle, Steal, Drain Life you can target anything, just usually try to bide your time, but can be used as CC on like a ruby dragon or something with 2 HP or less, but you gain HP back so its usually more effective to use it long duration and I don't approve of using it as a short duration card. Nightmare, Cloak (but you can chain them,) Spark, Dim shield (but you can chain them) Silence.

     Second category, cards that grow stronger over time: All pillars and pendalums, Butterfly effect, Scrodingers cat, Skull shield, more hits against it is higher chance for the creature to turn into a skeli, hence it gets stronger turn by turn (or is best used in longer duration games.) Boneyard, Vulture, Bonewall, Aflatoxin, Deathstalker, Oty, Gravitation firemaster, Chimera can only really be used long game, and thus I've decided not to put it into the third category. Acceleration, Enchant artifact (same reasoning as chimera,) Stone skin, empathic bond, Forest scorpion, Mitosis, fire spirit, lava golem, Seraph because it can choose to be immortal turn by turn, so even sow reflect decks wont negate him, but he has high enough damage and cost to be burst damage to also work in short duration games as well, Chrysaora, Ice bolt if your aiming it at their HP or a game changing creature of the opponents, Toad fish poisoning takes time and also the turn for it to use its ability makes it only really suitable for long duration games also puffer fish. Steam machine, Luciferin it does heal 10 HP like holy light, but it's second ability to give light makes it usually better for long lasting games and wont be completely overcome light holy light if you use it that way. Holy light's only other option is to kill a death darkness creature which is so situational that it's not worth it to rely on it that way unless you're vsing a master of death or darkness, they shall fear the holy light! Solar shield, Hope (same reasoning as chimera,) sanctuary, chained Wings, fireflyqueen, firefly, Procrastination, Golden Hourglass, Sundial, Scarab, Dune scorpion, Drain life, Parasite (same reasoning as toad fish,) Voodoo Doll (same reasoning as chimera) excpet VDB is a very good deck that has utilized voodoo doll for short duration game, so good job! Not mentioning chained cloak here because I just find it less and less effective as time wears on. Not that the effect changes, just less effective.

     The third category: Dissipation shield, Mutation, Lycanthrope, Chaos seed, Fallen Elf's ability belongs here because it's more just so of something that happens but it kind of gets stronger in time and may deserve to go the 2nd category because it can mutate bad mutants, I didn't put it their though because a mutant could be worse then the original mutant for the situation. Antimatter, its kind of good in both short or long lasting games, but overall it's a good card. Flesh spider and it's upped form, stating both because of the drastic change when upgrading. Poison, Plague, Saphire charger and elite charger, Unupped gravitation Mercenary (upped is kind of a good rush card for short duration games,) Momentum, Gravity pull, catapult, gravitation salvager, antlion, plate armor, earthquake, iridium warden but when buffed it kills more and more creatures over time therfore would belong to the second category. Cockratrice, but upped it does some good damage to be in the first. Deflagration, rain of fire, blue crawler and upped it does great damage to be in the first category, mind flayer due to having not really game changing stats but skill is good, lobo, flooding, luci, it might belong here more so then the other, but whatever. Flying weapon, skyblitz, deja vu, fate egg, sundial although really good usage in long term decks, gotp+nightmare, liquid shadow, gargoyal's ability, lightning, Parralel universe, phase dragon, immortal, phase spider, (moves to second category when combined with wings,) fractal (basically a good stall break card in long term games and can be good at rushing, but especially for fractaling aether creatures its something that just happens.) and Mindgate (usually used in long term games however.)

     I've forgotten rares for the most part because I can't look at them in the bazaar, and if you need any clearification to what the 3 categories mean because of a bad explanation leading to a misunderstanding, try looking at the cards and see if you can figure what I mean out. Cards in multiple categories because they deserve to be in their according to the versatile play of the card. Remember, bravery is really the only card that belongs to all three categories. Sofo kind of could too if it was a spell that allowed you to explode 3 permanents and then cast black hole.

Spoiler for Silver Ferns:
WARNING: Tl;dr submission! Read at your own risk! :P

THEORY OF HALF-BLOODS

* Definition of Game Theory:
Game theory is a study of strategic decision making. In our case, we are going to follow a few logical steps in order to decide which deck or decks are best suited to counter a well-known rival AI of EtG that very few people decide to analyze and even to play against; the Half-Bloods.

Spoiler for longer game theory definition:

Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers". An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory. Game theory is mainly used in economics, political science, and psychology, as well as logic and biology. The subject first addressed zero-sum games, such that one person's gains exactly equal net losses of the other participant(s). Today, however, game theory applies to a wide range of behavioral relations, and has developed into an umbrella term for the logical side of decision science, including both humans and non-humans (e.g. computers).

from Wikipedia the free Encyclopedia

*1st, we are going to analyze the HB's card pool in order to find any possible strenghts and weaknesses.
*2nd, we will find which EtG cards are best versus HBs in general.
*3rd, we are studying any existent HB farmers to provide proof of our previous results and evaluate them where needed.
*4th, we're creating our own anti-HB deck and noticing its strenght and weaknesses as well as mentioning its gameplay while facing a HB of some certain colours. 


HB CARDS



A HB deck is randomly generated each time faced by a player. It is always consisted of either 1 or 2 elements.
The card pool from which a HB selects its cards includes every in-game card, except the Shards and Nymphs (though it can create Nymphs through Nymp Tears).

Spoiler for HB Card Pool:
ELEMENT (*) Other :rainbowLight :lightDarkness :darknessAir :airEarth :earthGravity :gravityEntropy :entropyFire :fireWater :waterLife :lifeDeath :deathAether :aetherTime :timeOVERALL
Creatures0101210141612121412141216154
Spells088810812101066104100
Permanents01088464468106882
Vanilla Creatures032244434622238
Airborne Creatures0861022482666666
Non-Airborne Creatures0260121284126861086
Passive Ability Creatures (**)004024004262630
Triggered Active Ability Creatures06648686104421060
Non-Triggered Active Ability Creatures012424030248232
Passive Ability Permanents (***)20000000002006
Triggered Active Ability Permanents000422002004620
Non-Triggered Active Ability Permanents (***)822002220220022
Creatures with CC002024406040224
Creatures with PC (****)00000400200208
Permanents with CC000400024222420
Permanents with PC (****)00002400200008
Shields262422222442236
CC Spells022422564042235
PC Spells (****)004202242022020
Quanta Denial Cards002022202000010
Quanta Anti-Denial Cards020000000004612
Hand/Draw Denial Cards002000000002610
Hand/Draw Anti-Denial Cards020000000004612
Anti-CC Cards0460102142006237
Anti-PC Cards042222000220218

(*): Pillars, Pendulums, Marks, Shards, Nymphs & Relics as well as specially generated creatures (Malignant Cell, Singularity, Ash and mutants of any short) were NOT included in the board. Upgraded and non-upgraded versions of a card are counted as seperated cards.
(**): Airborne is NOT included in this line.
(***): Weapons only in this line.
(****): Shield-bypassing effects are considered PC in this line.

By studying the above board we can see the percentage chance a specific card type has in order to appear in a HB's deck. We consider every card has the same chance to appear, pillars excluded (they always appear in a HB deck).

Spoiler for Chance for a card type to appear in a HB deck:
creatures = 154 of 346 = 44.51 %

spells = 100 of 346 = 28.90 %

permanents = 82 of 346 = 23.70 %

vanilla creatures = 38 of 346 = 10.98 %

airborne creatures = 66 of 346 = 19.08 %

non-airborne creatures = 86 of 346 = 24.86 %

passive ability creatures = 30 of 346 = 8.67 %

triggered active ability creatures = 60 of 346 = 17.34 %

non-triggered active ability creatures= 32 of 346= 9.25 %

passive ability permanents= 6 of 346 = 1.73 %

triggered active ability permanents= 20 of 346 = 5.78 %

non-triggered active ability permanents= 22 of 346 = 6.36 %

creatures with CC= 24 of 346 = 6.94 %

creatures with PC = 8 of 346 = 2.31 %

permanents with CC= 20 of 346 = 5.78 %

permanents with PC = 8 of 346 = 2.31 %

shields= 36 of 346 = 10.40 %

CC spells= 35 of 346 = 10.12 %

PC spells = 20 of 346 = 5.78 %

Quanta Denial Cards= 10 of 346 = 2.89 %

Quanta Anti-Denial Cards= 26 of 346= 7.51 %

Hand/Draw Denial Cards= 10 of 346 = 2.89 %

Hand/Draw Anti-Denial Cards= 12 of 346 = 3.47 %

Anti-CC Cards= 37 of 346 = 10.69 %

Anti-PC Cards= 18 of 346 = 5.20 %


STRATEGIES AGAINST HB DECKS




According to the above percentages (and our overall experience with EtG), we have the following conclusions about how to fight against HBs:

--> Spells are very powerful cards in general (they have the fewest counters while they are all counters of other things), though they can be used only once.

--> Most durable cards are permanents because they are more difficult to counter than creatures, especially those permanents with PC or shield-bypass (a HB has a 20.38% chance to carry non-pillar permanents of any short, making PC essential), like Titan, Trident and Pulverizer, and of those 3 the best is by far Pulverizer for 3 reasons:

Spoiler for three reasons:
* Titan can bypass shields but it doesn't offer anything more versus other permanents.

 * Half-Bloods rarely create big stacks of just a single pillar type but of 10 different kind of pillars (keep in mind upped and unupped pillars/pends do not stack together, even those of the same element). That makes Trident effects much weaker than normally are:
1 )  Quantum Pillar
2 )  Quantum Tower
3 )  Pillar of element A
4 )  Tower of element A
5 )  Pillar of element B
6 )  Tower of element B
7 )  Unupped Pendulum of element A
8 )  Upped Pendulum of element A
9 )  Unupped Pendulum of element B
10) Upped Pendulum of element B

 * Pulverizer, unlike Trident, is able to target more than just pillars/pends. Furthermore, unlike Titan, it can indeed destroy the shield instead of just bypassing it.

 
--> Very good cards are also Permanents with CC (Owl's Eye, Eternity, Lobotomizer). After all, the 44.51% of all cards a HB may has are creatures.

--> Shards are golden versus the HBs; there are plenty of excellent ways to abuse the power of these cards and the fact HBs never have shards is going to make this advantage even higher!
 The fact most of them are either Permanents (SoG, SoPa, SoV) or Spells (SoSe, SoSac, SoD, SoR) make them difficult to counter (SoI,SoFo)

--> A very reliable card is any creature with CC resistance, especially if it has good stats for a low cost (). Graboids/Shriekers and Immortals/Phase Dragons are all good choices.

--> HBs can be rushed, though a mixture of rushing and stalling tactics may be needed. They may have 150 hps which means a rush against a HB must be 1.5 times faster than a normal rush against 100 hp, but shields have a small chance to appear and HBs are usually too random to organize a decent defence (theoretically, the chance for a HB having any shields is 10.40%; in practice, it seems every HB packs at least a single shield matching one of its elements). Shield bypassing creatures and spells can be very useful in a rush like this (Charger, Psion, Fire Bolt, Poison etc.).

--> HBs are AI and behave like an AI. Because of this, they have some specific habits you may take advantage of while facing them. I won't expand to further explain any habits of theirs; only experience and unlimited farming with different deck types may teach you about them. ;)



STRATEGIES AGAINST HB DECKS



Let's take a look at the most common HB farmers (both upped and unupped) and see if their builds matches our research, shall we?

Spoiler for unupped HB farmers:

The Essential Halfblood Farmer   by Essence
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61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 61s 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 63a 63a 63a 63a 63a 63a 63a 8pu


 The essential HB farmer relies on a mixture of rush and stall to defeat its opponents. Dim Shields block most of stuff (PC and shield-bypassing is quite rare to appear in enough quantities to pose a threat) while the immortality of the creatures (Immortal, Phase Dragon) provide immunity to CC effects. Its greatest weakness is probably the lack of any kind of PC but, as we said above, HBs are random decks and rarely provide a decent defense to deal with.
 Advantages: Anti-CC, Permanent-based Stalling
 Disadvantages: no PC




Limitless Speed 150 OTK   by Chapuz
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55q 5fb 5fb 5la 5mq 5mq 5mq 5op 5rl 5rl 5rl 5rl 5rl 5t2 5t2 5t2 5t2 5t2 5t2 5t2 61r 61r 61r 61t 61t 61t 61t 61t 61t 8pu


 Here we have an OTK deck. An OTK deck is usually highly CC-resistant (its single creature doesn't appear till the very end), heavily spell-based and extremely permanent-based (an OTK has to stall its way to victory). It actually has no weaknesses if we exclude it is easily RNG-screwed and the fact it needs every single card to win.
 Advantages: Anti-CC, Permanent-based & Spell-based Stalling
 Disadvantages: RNG-screwed, it may be outrushed




Very good unupped HB farmer   by Falconian
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4sa 4sa 4sa 4sa 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 55t 55t 590 590 590 590 590 590 5c1 5c5 5f6 5f6 5fb 5i7 5og 5og 61q 61q 8pm


 A Grabbow is a very good jack-of-all-trades deck, because it combines a CC-resistant & cost-effective creature (Graboid) with a variety of spells and some very cheap and strong permanents (Fog Shield, Druidic Staff). It has also a few PCs (Deflagration) mostly for removing annoying shields. However, it is easily RNG-screwed and lacks focus on any aspect other than rushing with Shriekers and Lycans.
 Advantages: Speed, Anti-CC, includes CC, includes PC, some stalling.
 Disadvantages: RNG-screwed, lacks focus on PC and stalling.




Psiontal   by Higurashi
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61o 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61t 61u 61u 622 622 622 622 625 625 625 625 63a 63a 63a 63a 63a 63a 63a 8pu


 Possibly the best unupped HB farmer, it throws away the anti-CC protection in favor of creature spamming (Fractal) and PC in form of shield-bypassing (Psion). It keeps the heavy permanent-based stalling of Dims and adds Lobotomizers, which is one of the most effective permanents with CC. Its higher disadvantage would be the appearence of Emerald or Reflective shield, though this is very unlikely to occur. Another disadvantage is the high cost of Psion & Fractal combo due to aether quanta depletion as well as the lack of any non-shield PC as well as anti-CC.
 Advantages: creature spamming, shield-bypass, permanent-based stalling.
 Disadvantages: expensive, lack of CC and non-shield PC.

Spoiler for upped HB farmers:


Cocky Half Blood Killer   by 7wavemaster
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7ac 7ac 7ac 7ac 7ac 7ac 7ag 7ag 7ag 7ag 7ag 7ag 7am 7am 7am 7am 7am 7am 7ap 7ap 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 8pn




 This monolife deck, though it lacks any sort of PC or CC as well as anti-PC or anti-CC, it makes its way through its low-cost creature spamming which also enhanches its healing stall.
 Advantages: low-cost, creature spamming, healing creature/permanent-based stalling.
 Disadvantages: lack of CC, PC, anti-CC, anti-PC.




Day Traitors   by Essence
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7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7jt 7jt 7jt 7jt 7jv 7jv 7jv 7jv 7k5 7k5 7k5 7k5 7n2 7n2 7tb 7tb 7tb 7th 7th 7th 7th 7th 7th 8pt




 A very good combo of rush and stall, Days Traitors covers its lack of PC, CC, anti-PC and anti-CC with anti-quanta denial (Rol, Solar Shield), hand/draw denial (Nightmare) and healing.
 Advantages: speed, anti-quanta denial, hand/draw denial, healing creature-based stalling.
 Disadvantages: lack of CC, PC, anti-CC, anti-PC.




Ghostmare   by omegareaper7
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7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q8 7qe 7qe 7qe 7qe 7qe 7qe 7qk 7th 7th 7th 7th 7th 7th 8pt




The anti-HB version of a very popular yet annoying dekc archetype; It has great rushing capabilities, combined with hand/draw denial (Nightmare), direct damage (GotP), very effective CC (Rewind, Eternity) and even a Golden Nymph for hand/draw anti-denial or faster draws.
 Advantages: very rushy, great CC and hand/draw denial.
 Disadvantages: lack of PC, anti-CC, anti-PC, it needs an Ultra-rare card.




Vamp-bow[Half-Bloods]   by Calindu
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6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 715 77f 7an 7an 7do 7gm 7jr 7q1 7q1 7td 7td 7td 7td 7td 80b 8pt




A rainbow based on a Vampiric stally rush, this deck has possibly the greatest anti-HB PC (Pulverizer) combined with great quanta production, a single mass-CC spell (rain of fire) and good buffs.
 Advantages: low-cost, includes PC, CC, creature-based healing stall.
 Disadvantages: RNG-screwed, lacks focus on PC and CC.



Your Offence Is Now Diamonds   by Higurashi
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6rk 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77c 77c 77g 77g 77g 77g 77g 77g 77h 77h 77h 77h 77h 77h 8ps




Not may things to say about a very fast CC-resistant rush (Elite Graboid, Elite Shrieker) with a fine shiel for stalling (Diamond Shield).
 Advantages: fast, anti-CC abilities.
 Disadvantages: Lack of PC, CC, anti-PC.



After the above, I think the results of our research matches the results of real HB farmer.







MY PERSONAL ANTI-HB DECK



 So, I decide to create an anti-HB deck. I am going to need speed, so some card-drawing controll will be needed. I want to keep my creatures alive, so anti-CC is vital. I want some minor PC protection but not something very big (HBs aren't very good against permanents), a single Enchant Artifact maybe? Moreover, I wish for CC, PC, healing, poison protection, spell protection, a strong shield and the potential to deal great damage. Finally, I need the possibility to outstall my opponent and even to win via EM. Am I wishing for too much?

 After more thinking and a little playtesting, I came up with this...


Spoiler for My Anti-HB Deck:
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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u0 77f 77i 7ak 7gq 7hi 7jp 7k6 7n2 7n2 7n5 7q0 7q5 7q5 7q7 7q8 7q9 7qb 7ri 80h 8ps


Of coursek I can't have anything. Its ability to deal almost with any threat comes at the great cost of long-lasting games, easily RNG-screwed hands and being prone to early heavy rushes. However, when established, it can deal with any threat.

Spoiler for card by card strategy & tactics:

Purify:
 If, for any reason, Anubis or a flying creature has been heavily poised before becoming Quinted, use purify on him/it and Quint it the very next turn if possible. Exceptions: If 2 flying weapons are quinted on your field, you don't really need Anubis anymore, though he is a great hitter, so you may avoid healing him. Also, if 2 or less poison counters are on, you may play SoPa instead to prevent death from poisoning.
If there are no poisoning threats, use Purify to yourself in order to achieve possible EM when combined with SoPa, Diss Field and Eternity/Rol combo.

ProtectArtifact:
 If opponent has :earth you should play PA on your Quantum Tower. Exceptions: If opponent has :fire or :darkness or even BE (though BE is easily countered by Eternity) there is a possibility the HB has Deflags or Steals, so better PA your non-animated weapon, SoPa or your Dissipation Field, but NOT your Sanctuary. Also, never Protect your "grounded" (non-animated) weapon before flying the other two weapons of yours.

Sanctuary:
 Use to counter quanta drain, hand/draw denial cards and stall for a while. Do NOT PA this! You may need to destroy it with your Pulverizer in order to activate your Dissipation Field.

Quintessence:
 Use it to your Anubis in order to avoid CC the 1st turn he hits the field. Exceptions: If opponent lacks lethal CC or skill-removing CC you may avoid this step. Furhtermore, if you are at a dire need of an animated weapon and you can't afford Anubis, use it on your Animated Weapon instead, at your own risk.

Golden Hourglass:
 You are usually going to need no more than 1 Hourglasses on your field at the same time. If you have 2, just play 1 of them (better to reserve your time quanta for Eternity or Anubis). Use its ability every turn, but playing Anubis or Eternity and using Rewind comes at higher priority. Exception: If you have no cards left, you should absolutely NOT use its card-drawing ability.

Precognition:
 Due to the randomness of HB, seeing their hand is actually MORE important than the card-drawing effect of precog. Use it when opponent's hand is full if possible. Exception: if you need to draw your deck asap and/or you don't have any Hourglasses or Sundial, use it asap!

Sundial:
 Very useful stalling/card-drawing card, especially on such a weapon heavy deck (Sundial won't block your 'grounded' weapon). Use it to buy time against a heavy rush if you don't have a Diss Field ready. Exception: If you need to draw cards asap and you don't have any other card-drawing means, use it asap!

Shard Of Patience:
 Play this whenever you want; very useful at growing your creatures, making them more CC-resistant in case they aren't quinted (you aer highly recommended to quint your creatures the turn you play them, RoL excluded) as well as preventing them attacking against a Thorn or Fire Shield. It also work well with Purify to grand EM via outstalling or OTK. Exception: Against a heavy-PC deck, be sure to EA your SoPa, but only if another permanent isn't in greater need. Both your 'grounded' weapon (grounded= not Animated) and your Diss Shield have higher PA priority than SoPa.

Jade Shield
 Play this early, before establishing a Diss Field defence; combines well with Sanctuary, it is immune to PC and protect from shield-bypassing spells. NEVER replace a Diss Field with a Jade Shield however. Exception: If you face many little critters and/or a damage-dealing spell-heavy HB deck, you may rely in your Jade-Sanct combo instead of destroying your Sanc with your Pulvy and replacing Jade with Diss Field.

Ray of Light
 Never play this, except if you are out of cards and Rewind it via your Eternity. Also, never Quint it. No exceptions, period.

Eternity
 The most important weapon. It is essential for your survival. Always keep it Quinted and/or Protected. Rewind RoL to prevent deckout. Exceptions: If you have cards in your deck, use Eternity as a CC to hostile creatures instead of Rewinding your Rol.

Pulverizer
 Your permanent-PC! Use it to destroy shields, pillars or whatever else threats you. However, use it a little wisely; gravity quanta will not be always easy to come by. Exceptions: Use it against your own Sanc if you wish to play your Dissipation Field.

Owl's Eye
 A very useful hitter, with or without SoPa's effect, and your main permanent-CC. Use it as you see fit; combines greatly with Eternity by Sniping small critters and rewounding bigger ones. As every other weapon, use your Anubis to quint is as soon as it flies.

Dissipation Field
 Your most stalling card. Do NOT play it early; try to have all your 10 Quanta Towers, Time Pendulum and Time Tower drawn in order to be able to stall effectively. You will regret playing it otherwise.


So here we come to an end. Hope you enjoyed this tl;dr journey deep within the secrets of HBs. Till next time, my friends. Till next time...


Spoiler for Cuckoo's Nest:
Hand Control and Draw Denial (or Control). You don't really see these terms being tossed around much, and honestly, there's a reason behind it. There aren't that many cards that can provide efficient draw or hand control at first glance, and often times they're misused to an extent that their effectiveness is severely lowered. We've all seen that moment when your opponent silences you on the wrong turn, or when you silence him on the wrong turn; or when you misuse your ghostmare and end up not filling his hand as full as you can. Rejoice, for this is the guide to Hand and Draw Control.



First, we have to specify what we mean by Hand and Draw Control. As the name implies, these are cards that control the Hand or the Draw. More precisely, we'll be calling Hand/Draw Control as anything that interferes to a certain extent with the hand or draw capabilities of the opponent. Now that we've given this main definition, we can work on the cards that do this and some cards that can benefit from of it. Hand/Draw Control often walk hand in hand, and as such tackling them separately is often hard.


To understand the power of Draw control, it's interesting to take a look on the concept of card advantage. Card advantage is normally used in the context of increasing Draw Power. If you draw more than your opponent, you'll have a card advantage over him, which in a pure rush vs rush fight, means you'll often have the upper hand. In a control deck, drawing more will bring you your defences faster and more often. The important difference is that Draw acceleration creates card advantage by drawing new cards on your side, while denial creates it by preventing your opponent's draws.

We will look now at the main cards that are used in preventing your opponent's draws


Spoiler for RT/Eternity:
RT / Eternity :

Perhaps the most hated form of CC. Eternity and RT take a creature from the field and place it on the top of the owner's deck. Not only does this means that the opponent will have to pay for the cost of the creature again, but by having to draw that card again they have lost one turn of card advantage, compared to you. If he plays the creature again, it can be rewound once more, and in the case of Eternity this can be done up to an infinite number of times as long as you have the resources to do it (we have all done this to the AI at some point and it's indeed hillarious). This tactic can be employed both ways: You can both place your enemy on an eternal loop or place yourself on an eternal loop, which also makes Eternity very useful in decks with heavy draw, to prevent deckouts (there are many other annoying things about Eternity and RT, like removing buffs and bouncing back growing creatures, but these are not our focus here).
Against human players, you can expect the player to hold the cards on his hand, until he can attempt to burst damage you (noobs are not human). This means he will avoid the loop, and if he places out more creatures than you can Rewind, he will always have an attacker on field (As long as he has quanta to keep playing them), and thus will keep dealing damage. Even in this case, doing so means sacrificing some draws as he need to go through the creatures you just rewound.
When paired up with other forms of denial, most notably Quanta Denial, the effects become considerably more destructive. Using Devourers or Earthquakes to make the Quanta Sources of the opponent become scarce means that they eventually won't be able to play any of the creatures you rewound until he draws pillars. This can lead to his hand being clogged and his damage output being low - As, even if a pillar is played or a creature is deployed, you can destroy the quanta and reverse the creature.
Likewise, if you pair RT/Eternity with other Hand Control such as Silence or Nightmare, the opponent won't be able to play/draw the card that you rewound - thus giving you more room for breather.

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7q4 7q4 7q4 7q4 7q4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t9 7t9 7ta 7ta 7tb 7tf 7tf 7th 7th 7th 7th 7th 8ps


An interesting variation, that is very rarely seen, is combining RT/Eternity with Nymph Tears/Queens, to create a draw lock while destroying the opponents pillars and rewinding the resulting nymphs. The interesting thing is that you are thinning the quanta base, while keeping the draw lock for as long as the opponent has pillars.

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7h0 7h0 7h0 7h0 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7n2 7n2 7q0 7q0 7q0 7q5 7q5 7q8 7q8 7q8 7q8 7qu 7qu 7qu 7qu 7qu 8ps


Finally we can use Eternity with Mindgate to manipulate the opponent's deck on our favour. Even though Mindgate on it's own is not well classified as Draw or Hand Control, it is extra important when talking about RT. You can RT a creature you want and mindgate it right after to get the creature. Alternatively, you can use mindgate, and if you get a card that you want you can reverse a creature, to keep the interesting card on top and mindgate it again.


Spoiler for Nightmare:
Nightmare:

Nightmare is another well known form of both draw and hand control. It renders most of your opponent's hand space useless because you (very likely and hopefully) nightmared a creature he doesn't have quanta for, while preventing a draw next turn, because his hand is filled, giving you one turn of draw advantage. The draw lock can be kept for as long as you can play Nightmares. The most famous (and hated) deck including Nightmare is Ghostmare. The use of Ghost of the Pasts as a nightmare target is even seen like a forced combo by some - The fact that discarding a Ghost of the Past means taking damage and that Nightmare can effectively fill your opponent's hand with only ghosts of the past means that you will be eventually forcing the opponent to deal damage to himself, or sacrifice cards that may be key to his strategy.

However, the timing of Nightmares can be a bit off. Unlike Reverse Time, Nightmare does not have a weapon counterpart that can cast it's effect ad infinitum, and thus every single use of Nightmare counts, and should be designed in a way to deal the biggest damage possible (and we are not talking only about the 2 damage per card that Nightmare deals), but also in the means of Hand Damage. Effectively speaking, you should aim to use Nightmare when your opponent has a low amount of cards on hand. This means that he likely won't have a choice but to discard what you gave him, and he has no work around it. The less cards he has on his hand, the more damage you can do, as the chances are that it's a key card or something that he can't play at whim - Even if he can, you can nightmare once more, or decide to hold it if he has zero or little quanta. This means that you've vastly limited the amount of playable cards in his hand. You can, if you are sure that his hand has no quanta, attempt to do a pure draw lock on him by repeatedly using Nightmare even if he has a large amount of cards - If he has, say, many creatures but few quanta, using nightmare repeatedly to simply deny him of his draws may be a good idea - But only if you have the damage to back it up, and of course, if he has no quanta.
Nightmare enjoys company from Reverse Time and Precognition. Knowing what your opponent has on his hand through the use of Precognition is a big advantage when talking about Nightmare - This will allow you to know when's the proper time to nightmare or not - for example, if you are playing against a human, and you are using a common nightmare archetype deck (Ghostmare), then he will likely keep "useless" cards in his hand, such as a certain amount of pillars or playable creatures that he can resort to as a scapegoat when you play Nightmare. Using Precognition lets you know how many Nightmares you'll have to waste to get to a full hand lock, or if it's worth it denying his draw right now, or quite simply if he's really holding cards that can ruin the use of nightmare or not. Precognition also gives you an extra card - Since your amount of nightmares is limited to six per deck and you often don't want to break a combo after you've started, this will give you a bit more of security as you move forward (once again card advantage is the key).
With Reverse Time, the use is rather obvious. As you're denying the opponent a draw by filing his hand with cards, you can use this combo to get rid of a card from the field, and then you won't be seeing it again until your Nightmare combo is broken. When paired with Eternity, this can be extremely annoying.
If you pair it up with Silence, you can use them both so that your opponent has his hand full and is completely forced to discard. If you manage to pair it up with Ghost of the Past, you've got pretty much guaranteed damage or discard of a key card / a card that he was keeping as escape.
When all else fails and you don't have a creature that is of a different quanta of your opponent, you can also use Nightmare simply to replenish your health or to deal damage, or you can use it on a creature with high quanta cost, thus making it so that the opponent is unable to play it anyway.


The easiest way to counter Nightmare would be, perhaps, to add Sanctuary to your deck. However, as Nightmare is of the Darkness element, it is often not hard to splash Steal in the deck, even more so if Nightmare is one of the important parts of the strategy. However, even after being stolen, the Sanctuary effect is still activated until the end of the next turn of the owner of the sanctuary. This means that if you play two sanctuaries in one turn and they both get stolen, then after you finish your next turn you're totally defenseless. But if you play one sanctuary in one turn, get it stolen, and play another one next turn, you have two turns of defense instead of just one. Plus, it isn't hard to forget that the Sanctuary effect stays, thus making your opponent waste one of his precious nightmares - It's all right as long as you remember not to do this as well.
If all else fails, simply keep a large amount of cards in hand. While there's nothing you can do about not drawing, as long as you keep a large amount of cards in hand, then there's nothing to fear as you can consistently play cards. However, a large enough combo of Nightmare can still mitigate this, as you can't replenish your cards for a while and most of your hand could be taken over by the card that is being repeatedly nightmared.

Spoiler for Silence:
Silence:

Silence is a pretty straight forward form of Hand Control. Your opponent is simply not able to play any cards that turn. While apparently simple, using this card effectively requires thought, and often, requires knowledge of deck your opponent is using in order to make it as effective as possible. There's no reason in using Silence against an Immo Rush after your opponent immolated and dumped his golems, for example.
At the relatively cheap cost of 3 aether quanta, you can play this card off early, and this is often one of the most employed tactics. If it's rush against rush, simply stopping your opponent for the first earlier turns is enough to give you a headstart that he likely won't overcome as you beat him down into submission. In this case, Silence isn't protecting your creatures, but rather, protecting your Health. Silence is versatile enough that it can be used in more than a way, just as Reverse Time can and it is not as straight forward as Nightmare is.
For protecting your creatures, you can use Silence, against Mass CC for example. If you're using a form of Fractal Deck - Something akin to Fractal Frogs, that have low HP - a single Rain of Fire can be dangerous. If you're fractaling Damselflies or something similar, then even a Thunderstorm can be dangerous. Silence gives you that one extra turn of protection, which means your creatures will hit twice as much as they'd otherwise. You can also chain Silence as long as you can - However, due to the cost, repeatedly casting it becomes a bit costly, specially in a deck that uses fractal, as the aether quanta will be usually strained by the Fractal. However, repeatedly chaining Silence means that you will be effectively stopping the opponent from doing anything that isn't simply attacking and activating abilities - Which is a huge advantage.
In the Late Game, Silence will then see some more specific uses. For example, usage of Silence against Poison Dials is a popular "counter", but often mis-used - If mistimed, the damage that Silence deals is minimum. For example, silencing one turn before SoSac ends is likely not to do much, specially as there are many people who wait one turn before casting another SoSac, as to let the AI or the opponent release a few more creatures. Yes, chaning Silence will be useful (in many situations), but one Silence tossed out at random will not do much harm in late game - Not only vs Poison Dials, for example, but in many cases. For everyone who loves stacking Silences in their Arena Decks, then this should be general knowledge, but the AI is programmed not to use many silences in a row - So your chain is eventually going to be broken, even if you have all 12 Silences in your deck.
Versus a deck that relies on a combo, such as fractal or Skyblitz, you can also use Silence at the crucial moment - This means that you will often stop his "killing blow", and in some decks where the One Turn Kill is dealt at Zero cards, means you will deck out the opponent, thus winning the game. Apart from that, you can use Precognition to watch the hand of the opponent and decide the best moment to cast Silence.
As said in Nightmare section, Silence and Nightmare form a good combo. Using Silence along with RT/Eternity isn't as destructive as other forms, but it is still good.
Silence has the same counter Nightmare has, and that is Sanctuary. Unlike Nightmare, however, Silence is in an element that does not have PC (and, arguably, does not need PC either). This means that, unless in a rainbow, you will often watch your Silences be left unused when faced with a Sanctuary. Otherwise, there's not much you can do to protect yourself from Silence - Contrary to Nightmare, you'd have to simply dump your hand and hope for the best.
« Last Edit: May 04, 2014, 01:06:19 am by Chapuz »
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Offline ChapuzTopic starter

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  • Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.Chapuz frolics as one of the Phase Dragons, timeless and superior, gargantuan beasts of peerless wisdom.
  • The weird Voodoo guy
  • Awards: Slice of Elements 11th Birthday CakeSlice of Elements 10th Birthday CakeDeckbuilding Competition - Tower Defense WinnerSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeBrawl #1 Winner - Team Nyan Sharks
Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135012#msg1135012
« Reply #2 on: May 04, 2014, 01:02:53 am »
Whispers in the Dark
Spoiler for Whispers:
Game Theory of Rush with Stall Decks: A Guide for the Aspiring PVPer
Spoiler for Table of Contents:
Table of Contents
1 - Introduction/What is a "Rush with Stall"
2 - Constructing a Rush With Stall
3 - Playing a Rush With Stall
4 - Extra Sample Rush with Stall Decks (credit: PoLdeR)

Section 1 - Introduction: What is a "Rush with Stall" Deck?

Every aspiring PVP player should know at least the basics of the seven basic archetypes of decks, so that they can succeed with and against them! While each of these archetypes goes by several different names, I'm going to use the names PoLdeR used in his decklist, as they seem to be the most common names: Rush, Stall, OTK, Allaround, Denial, Rush with Stall, and Deckout.

The first three of these decktypes already have fairly extensive guides made, and I'll link them here for your convenience:
Rush - by Acsabi44 - Strategy of Rush Decks
Stall - by Acsabi44 - Strategy and Game Theory of Stall Decks
OTK - by Chapuz - OTK Deckbuilding Guide

Of the remaining 4 deck types, Deckout and Denial are essentially specialized versions of Stall decks, and while their means to an end might be different, a lot of the same general theory applies.  The final two archetypes are fairly similar, with only slight differences between Allaround Decks and Rush with Stall Decks, and the differences aren't particularly important to how Rush with Stall Decks play in practice.

The most important thing about Rush with Stall Decks is what I like to call the "doubled core" - a set of key cards in the deck for rushing, and a set of key cards in the deck for stalling.  Consider briefly another great Acsabi article, Who is the Beatdown?.  This article talks about a given match of Elements as a race between two decks.  One deck takes the role of the Beatdown, or the deck which is fast enough to win if the opponent does nothing to stop it, and the Control, which seeks to lock down the Beatdown until the Control can cross the finish line itself.

Building a pure rush deck, as Acsabi explains in his article, means that you focus solely on killing the opponent as fast as you can.  The weakness of a rush deck is exactly the same as its strength - every card in the deck is devoted to killing the opponent as quickly as possible, with no way to slow the opponent down, or catch up after a poor draw relative to the opponent.  When you build a pure rush deck, if you don't have the fastest deck, you will lose.  The advantage of a stall deck is also quite apparent - card and quanta advantage stack up quickly when playing such a deck, and often a stall deck will have confirmed its victory long before the final point of damage is dealt by completely locking down the opponent.

A Rush with Stall deck seeks to take the best of both playstyles and merge them into a single deck.  Fundamentally speaking, a Rush with Stall deck is a Rush deck that has a backup plan if it's facing a deck that's more of a Beatdown.  The faster your rush is, the less of a stalling core you'll need to give it a chance to succeed against faster decks.

Section 2: Constructing a "Rush with Stall" Deck

Like with any other deck, constructing a Rush with Stall Deck starts with an "idea".  In the context of a Rush with Stall Deck, this idea can come in three forms: a rushing core, a stalling core, or a synergy of rushing cards and stalling cards.  In this section, we'll build three sample Rush with Stall Decks starting with each type of idea.

Catatitans:

Catatitans is one of the classic Rush Decks of EtG.  By playing a Catapult and a Titan, then using Flying Weapon to turn it into a massive creature before hurling it at the opponent for 34 points of damage, it takes just a few cards to put a lot of hurt on the opponent.  Let's check out a sample core of a catatitans rush:

Hover over cards for details, click for permalink
Deck import code : [Select]
55s 55s 55s 55s 55s 55s 561 561 561 5oi 5oi 5oi 5oi 5oi 8pr


This rushing core is actually extremely fast, and will be fast enough alone to overcome many decks if supplied with decent quanta.  Furthermore, it's a fairly robust rush - even in a bad scenario against heavy PC aimed at your catapults, you can hold titans in your hand until you can fly them immediately, then fly multiple Titans and deal fairly significant damage - and Titans are quite hard to CC with their 50 HP!  Such a strategy wouldn't work against a rush deck, of course, but few rush decks can draw the PC to take out all of your Catapults.  The other weakness of this rush core is its weakness to fast, hard hitting creatures, such as a quick Immorush or Grabbow.  That's where the stall core of this deck comes in.  What does this deck forever have too much of? Air quanta!  In a match where your rush succeeds, you'll only need 2 or 3 air quanta the entire match, but you produce one per turn from your mark.  This leaves you room for cheap :air cards that can improve your stall!

What have we already done? Made our opponent spend all their PC that they'd normally spend on shields on our catapults? What does that leave us? Oh right, shields that are hard to break!  With your spare :air, you can power a fog shield, and reduce a pretty significant chunk of the damage your opponent would deal to you.  Since this deck is currently pretty roomy, I'm going to go ahead and add 3 of them - draw chance on the Fog Shields is really nice, as getting them out ASAP goes a long way towards keeping you alive, and you don't need a ton of the combo cards to make this deck's combo work wonders.

We're looking to hit pretty close to 30 cards, and this deck's going to want a lot of gravity quanta in it to speed up the combo, but we've got room for one or two more stalling cards.  A great choice here is Armagio, giving you effectively 25 extra HP (or more!) to buy you a couple more turns against the rushier rushes.  With these stalling cards added, you've got something like this:

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55m 55s 55s 55s 55s 55s 55s 561 561 561 5og 5og 5og 5oi 5oi 5oi 5oi 5oi 8pr
.

Since we built the air quanta in this deck to be fully mark-powered, we can fill the rest of the deck with gravity pillars, and voila! A Rush with Stall deck built from a "rush core" idea, with winning chances against a wider range of decks added by combining 4 key cards worth of stall.

Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55m 55s 55s 55s 55s 55s 55s 561 561 561 5og 5og 5og 5oi 5oi 5oi 5oi 5oi 8pr


Chargetal:

Suppose now we wanted to build a Rush with Stall Deck from a Stall core.  Everyone seems to think that the two most OP cards in the game are Dimensional Shield and Fractal, both of which are right at home in Stally decks, as Dimensional Shields can block many attacks, and Fractal lets you create card advantage by generating many creatures from just two cards.

A simple stall core for this deck might look something like

Hover over cards for details, click for permalink
Deck import code : [Select]
61t 61t 61t 61t 61t 622 622 622 8pu


In just 8 cards (not counting the needed quanta, of course, you've created a massive stalling core which can in theory generate up to 24 creatures and prevent all opposing attacks for 15 turns.  In actual gameplay of course, you'll rarely reach either of these numbers, but it gives a bit of context to how powerful these 8 cards are.  Since, however, you're likely taking up nearly 1/3rd of your deck with stalling cards, you need the creature you intend to fractal to be both efficient (having a good damage/cost ratio) and robust (hard for its damage to be prevented).  One great example of this lies in a classic combo with Fractal - Sapphire Charger.  With this deck being a Fractal based deck, you don't need to draw a ton of them, and you don't want useless cards clogging up your hand, but as your main source of damage, you still probably want 5 of them.  Chargers' 4 damage for 5 :gravity might not be the most efficient card in the world, but they have 5 HP, making them immune to a decent number of CC cards (<20 quanta bolts and Shockwaves, most importantly), and their momentum renders your opponent's shield or Gravity Pull useless.  Since a huge portion of our robustness of the deck lies in Momentum, and we've got a decent amount of gravity to pair well with the Fractals, we can go ahead and toss in a Titan or two while we're at it.  As a general rule of thumb, unless you've got a compelling reason to do otherwise, toss a weapon or two of the element you expect to have the most spare quanta of into your deck - it rarely hurts to draw it!

Our dual core for Chargetal looks something like this:

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Deck import code : [Select]
55l 55l 55l 55l 55l 55s 55s 61t 61t 61t 61t 61t 622 622 622 8pu


At this point, you're pretty much ok to just quanta up your deck, though it's not a terrible idea to toss in a Shard of Focus or an Amber Nymph if you're playing in a meta that allows it.  15 quanta cards might seem like a lot, but when you consider that you're looking to Fractal up and win, having a lot of quanta immediately is usually quite important.  A completed Chargetal Rush with Stall looks something like this.

Hover over cards for details, click for permalink
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55k 55k 55k 55k 55k 55k 55l 55l 55l 55l 55l 55s 55s 576 576 576 576 576 576 576 576 576 61t 61t 61t 61t 61t 622 622 622 8pu


Simple, Brutal, Efficient.

Grabstall:

Next, let's look at a Rush with Stall made by noticing a cool synergy between a popular rush core and a devastating stall tactic. Earth happens to have one of the best rushing cards in the game, the Graboid, and one of the best Stalling cards in the game, Basilisk Blood.  6 turns is practically forever in a rush, but Basilisk Blood doesn't feature in true rush decks, as it's a waste of a card slot that could be used for damage (Catapult-boosting exemptions barred, of course).  A Rush with Stall deck is the answer!  First, let's place both cores into a deck and see what else we could use!

Hover over cards for details, click for permalink
Deck import code : [Select]
590 590 590 590 590 590 595 595 595 595 595 595 8ps


This deck, like our Catatitans earlier, needs only 6 :time to use every card in it so far, so we have room to add an inexpensive time card or two to help the deck out.  While neither Eternity nor Procrastination is cheap enough for a role in our deck, Time has one of the lynchpin stalling cards - entire games can be turned on a single Reverse Time, and many decks lose a lot by having a creature rewound.  Flying Weapons, Buffed Creatures (Pegasus and Otyugh in particular), Growth-based creatures, Overdriven Dragons, any remotely expensive card in a nonrenewable quanta deck (i.e. a Nova/Immo based deck) - there's so many cards that your opponent can be devasted by playing just a single Reverse Time on!  Let's toss in 2 of them!

Remember when I said above that most decks could benefit from adding a weapon of the spare quanta element?  Here's a slight exception to the rule - the spare quanta in this deck is clearly going to be :earth, but a Pulverizer is of only marginal use, especially since we're not packing any :gravity sources.  Instead, we'll pack an Other weapon, specifically a Short Sword.

Time to ask the key question - is it time to quanta up?  Let's see what the deck would look like if we did.

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4t4 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 590 590 590 590 590 590 595 595 595 595 595 595 5rk 5rk 8ps


This deck looks ok, but only 6 creatures for damage, and those creatures only having 3 HP, isn't the most robust source of damage in the world, and 15 quanta cards in a deck whose most expensive card costs 3 is most definitely overkill.  I recommend switching out 3 of the pillars for additional creatures, but what creature you choose to add is up to you.  This still leaves you 40% quanta, and a pretty good chance of 3 pillars in the starting hand for a second turn graboid to start the rush with.  The original version of this deck runs Hematite Golems, another fairly cheap creature that still contributes to the attack, and rarely do you fail to have the quanta to play it.  If you have tons of spare quanta in your playtesting, switching the Golems for Shriekers or Stone Dragons is also an option, dealing a bit more punch per card, but harder to rush onto the field.

The final version of the Grabstall with the Golems looks like this.

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Deck import code : [Select]
4t4 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58q 58q 58q 590 590 590 590 590 590 595 595 595 595 595 595 5rk 5rk 8ps


Now, you've seen a sample building process for each of the three ways to come up with a Rush with Stall, and seen a variety of different decks that can result.  Now, it's time to talk about actually playing the decks.



Section 3 - Playing Tips[/color]

The key to playing a Rush with Stall deck successfully is to focus on determining the speed of your deck compared to your opponent's.  If you are piloting the faster deck, you should spend as much of your quanta as possible on your damaging cards, forgoing your own safety with confidence that your opponent will fall to 0 HP first.  On the other hand, if the opponent is playing the faster deck, you need to focus your efforts onto slowing them down, and counting on the fact that your damage will come later.

Choosing dual-function cards for your deck, such as Gravity Pull, can come in very handy in making your deck more flexible, as you can either use it to kill a dangerous enemy creature or to set up a tanky creature of your own as an extra line of defense.  Speedbumping, using Gravity Pull on a weak creature such as a Photon, to block a large attacker in the opponent's 1st slot is a useful strategy when only a little bit of stall is needed, and it can often buy you an extra turn of staying alive. 

Remember the key rules of both rushes and stalls - if you're faster, keep rushing and ignore damage, and remember the power of card advantage. 

Look at your deck, and consider the types of decks you're most likely to see that could screw you over.  Make a list of these, and see if any of these decks could be neutralized even partially by including a particular card.  Sanctuary, Deflagration, Steal, Reverse Time, Empathic Bond, Bonewall, and Titanium Shield, for example, each severely weaken a fairly significant number of decks, so considering the inclusion of any of these cards if on-element is usually not a bad idea - though testing is the only real way to be sure.

Practice your deck in PVP1 if possible before the event you intend to use it in, unless it's a tournament with a heavy amount of restrictions.  There's just no substitute for human opposition, and 100HP as opposed to 150 or the variance of HP in the Arena gives a very different dynamic to some decks.  In highly restricted tournaments, using AI3 as a testing ground is probably your best bet.

Know what cards you have and what cards you want to draw at any time, and plan your quanta usage carefully.  It does you no good to draw your Dimensional Shield if you just spent all your :aether on a Fractal.  Know what card is most important to you at any time, and play accordingly.


Section 4 - Bonus Decks[/color]

In this section, I present a few more Rush with Stall Decks without extensive commentary to showcase the great variety of decks possible.

Psiontal

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61o 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61u 61u 622 622 622 625 625 625 625 625 625 63a 63a 63a 63a 63a 63a 63a 8pu


Wingsbow

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4sa 4sa 4sa 4sa 4sa 4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52q 52q 55q 55q 590 590 5c1 5c1 5f6 5f6 5lb 5oo 5oo 5oo 5oo 61q 61q 8pr


Owls and Queens (sharded)

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5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oi 5oi 5oi 5oj 5oj 5oj 5oj 5ol 5ol 5ol 5ol 5ol 5pa 5pa 5pa 5pa 5pu 5pu 8pn


Cocktosis (sharded)

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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5c0 5c0 5c0 5c0 5c0 5c0 5c5 5c6 5c6 5c9 5c9 5c9 5c9 5cq 5cq 5de 5de 5de 5de 5de 5de 8pn


Lycansteal

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4vc 4vc 4vc 4vc 4vc 4ve 4ve 4ve 4ve 4vh 4vh 4vh 4vh 4vh 4vh 50u 50u 50u 50u 50u 50u 50u 5uo 5uo 5up 5up 5up 5up 5ur 5ur 8pt




Spoiler for Task:
dapt a viral video to Elements (E.g. "Leave Brittney alone"->Leave Zanz alone!)

Spoiler for Silver Ferns:
OVERLY ATTACHED NOOB



Overly Attached Noob is an Elements version of Overly Attached Girlfriend, more specifically this OAG - a parody of Call Me Maybe.

Spoiler for lyrics:
I stare at my laptop screen
The trainer in front of me
Where the heck have you been
Why is it not done yet

I love this game but you see
The bugs are bothering me
Where the heck have you been
Why is it not done yet

Your game's addicting
Nice cards lots of strategy
Great art (thanks vrt)
But pvp still borks the heck out

Hey I just found your
Amazing card game
But there're some problems
And you haven't not fixed them
I have a high score
About a thousand
Come back, improve it
You owe it to me

Hey I just found your
Amazing card game
But there're some problems
And you haven't not fixed them
All the other elementals
Say that you're busy
It's just a portfolio
But it means more to me

You're taking long with 1.4
Even though you know that I want more
Please add more cards I implore
Why is it not done yet

Coding should not take so long
Are you professional or not
Is Elements not your job
Why is it not done yet

Your game's addicting
Nice cards lots of strategy
Great art (thanks vrt)
But pvp still borks the heck out

Hey I just found your
Amazing card game
But there're some problems
And you haven't fixed them
I have a high score
About a thousand
Come back, improve it
You owe it to me

Hey I just found your
Amazing card game
But there're some problems
And you haven't fixed them
All the other elementals
Say that you're busy
It's just a portfolio
But it means more to me

If you don't come back you should know that I can find you
That I can find you
That I can find find you
If you don't come back you should know that I can find you
And I can hurt you
And I can hurt hurt you

I've got a high score
About a thousand
Come back, improve it
You owe it to me

Hey I just found your
Amazing card game
But there're some problems
And you've not fixed them
All the other elementals
Say that you're busy
It's just a portfolio
But it means more to me

If you don't come back you should know that I can find you
That I can find you
That I can find find you
If you don't come back you should know that I will find you
And I will hurt you
And I will hurt hurt you

Spoiler for Cuckoo's:



EtHS

Spoiler for Whispers in the Dark:
An amusing twist on "Charlie bit my Finger" would be "Otyugh bit my Finger", in which a cartoonized Otyugh bites the wingtip of a youthful Phase Dragon, who says that it really hurts, but of course isn't damaged at all, because he's immaterial!  He continues to adorably and Britishly state that such a bite really hurt.

(original for reference:
)




Spoiler for Task:
Write, in diary form, about a creature's life from its point of view. Three to five entries.

Spoiler for Silver Ferns:

DIARY    OF    AN    ANIMATED    ETERNITY

Day 1
Time just doesn't go by...

 ...here, in the Sand Desert of Time. An endless desert where the sun is always at its zenith and wind never blows!
 The immobile, mildly bright sun has doomed this sandly plain to an eternal day with a never-changing high temperature. The absolute lack of any change to the temperature is responsible for the permanent absence of wind. See, the wind is created due to pressure differences between cold and warm places, but the strange sun is evenly heating the atmosphere at all its areas, making the air as calm as it is inside a closed room. Nah, who am I kidding? I never believed in the scientific nonsense of those Graviton scientists. Obviously, the creator of this place has casted a powerful anti-wind spell and its effects remain nowdays!
 Thanks to the lack of any kind of wind, the sands can be easily carved into anything you wish and its shape will remain as it is for millenia! Except if a careless Dune Scorpion ruins it while unborrowing from the deep sand or a nasty elemental stomps onto the carvings of course. This gave me an idea; by gently pressing my hilt into a sandhill and swiftly moving around, I can shape letters and carve words. I may even write a whole book if I wanted to!
 So here I am, starting to write my diary. A diary you are actually reading right now, my dear yet unknown traveler. The diary of an once soulless which was Animated by its master, a master who was seperated from it years ago during the heat of a great battle, and yet the female personality of His item is still searching for Him, even if it takes a whole eternity to be found!
 I have absolutely no idea of your status, good reader. If you are a small critter or a mighty dragon, a young Elemental or a respected Elder, all is irrelevant and unknown. I would just plead you NOT stepping on my writtings, so the next passer-by may read my story too. Be nice, thank you!




Day 2
I feel so lonely.

 I haven't felt the warmth of a hand holding me gently for a very long time. I really start to think I will go mad if I keep on like this. I am even starting to think about finding a new master to equip me.
 So I took of...
 I really doubt the winged creatures could fly into the air of this windless land. Even the mightiest of dragons would have serious trouble ascending without any rising air currents; their flapping wings would fail them and they would fall, but I have no issues at this matter. See, I am an Animated Eternity. I can magically hover here and there without even trying! Furthermore, unlike normal creatures, I am tireless and the sun can not burn my golden skin no matter how much or how long I am exposed to it, though the mild light of the sun probably won't cause burnings even to an unprotected fleshy skin.
 But who is that white being walking to the horizon? I should investigate...
 Yes! He is a Crusader! And a quite good-looking one too! Well, at least he looks good and strong inside this bright full-plate of his. I was about to politely ask him to hold me. Then I noticed a Flying Electrocutor floating around. "The Sparky Lady", that's what the Electorutor called herself. A really lame name if you ask me. And a pretty ugly and useless weapon too! How can a noble warrior of light prefer such an unpleasant companion while I hover around? But I showed her; just with a swift move of my head and she was Rewound! Even if she manages to escape the time bubble I trapped her in, she is going to be a soulless abject once again.
 Now that my rival was gone, I asked the Crusader once again to hold me tighly. But he had already Endowed the Electrocutor, let alone he was truly mad about what I've just done to his flying weapon, so I left.




Day 3
If I could just Rewind myself...

 I always return to the same sandhill to keep writing my diary. I seperate my entries according to the day I write them, though it is really difficult to determine the length of a day in this desolate desert with the endless sun. Even I, a time-related entity, have lost calculation in here. A "day" in my diary can be an hour, week, month or even a year! It is so difficult to tell.
 About my previous encounter with the Crusader, well, now that I think about it, I am actually glad I wasn't Endowed by him. How could I possibly be satisfied with a mere Crusader when I once was the beloved weapon of Him, who is the greatest Crusader of all time? Him, who has entire legions of Crusaders and Anubis himself under His command? My rightful master is a true God! Oh, how I miss His noble touch, the gentle way He engulfed my hilt, His tight hold while swinging me against our enemies.
 I would gladly Rewound myself back in time just to be with Him once again.




Day 4
Blasphemers!

 I tried Reversing myself back in Time, risking my own Airborne status just to be with Him, yet I failed miserably. My owner, in His almighty wisdom, had Quintessenced me, turning me effectively into an Immortal. Due to this, I am an immortal being who is unable to be affected by anything, even by its own powers. Too bad! It was probably my only hope of meeting Him once again; time to return to my hopeless search for my master through this infinite land. Yet I hold no grudge for Him Quintessencing me. Considering how fierce and dangerous the last battle we fought together was, the very same battle we became seperated and I don't know or remember why, He possibly did the right thing. That Scarab swarm would had me Devoured in an instant if they could touch me. After all, who am I to question the almighty wisdom of my beloved one?
 Yet, there are fools existing in this world, foolish enough to dare questioning Him...
 Today, I encountered a Fallen Elf wandering the desert, searching for timeless artifacts buried in the sand, accompanied by a small army of Abominations. I asked him if they had seen or heard anything about my master who was seperated by me long ago. Their replies were outrageous. They answered by denying His divinity; they claimed He wasn't a true God but a False one! They continued by mocking His skill and power; "Lionheart is by far the weakest False God ever existed!" they said. Finally, they questioned His pure heart and good will; "Lionheart is a coward! He was not seperated by you, he just abandoned you! He always abandon his companions in a battlefield after losing the fight! You are neither the first nor the last Animated Eternity suffering this fate!"...
 After that, I can only recall myself shaking the still air via my repeated enraged shouts; "Blasphemers! Blasphemers! Blasphemers!"...




Day 5
I thought I was... Immortal...

 The Fallen Elf tried to Mutate me. He failed dearly. You do not mess with a Quinted Eternity, do you? I replied my charging against him and his companions, Rewounding both the Elf and the silly Abominations of his. I used such a great amount of Time quanta while Reversing them I am pretty sure they are going to remain trapped in that time bubble for millenia! It serves them right! But the Elf had me blocked by his Thorn Carapace before vanishing into thin air via my Rewind...
 I came back to my sandhill to finish the last part entry of my diary. Thorn's poison is spreading fast through my golden hilt and by the time it reaches the tip of my head I will be a goner for sure; and I thought I was... Immortal...
 Please, kind traveler, if you encounter my beloved Lionheart during your travels, please, tell Him about me. Tell Him the Animated Eternity He lost at the battle which took place at the Sand Desert of Time had never stopped thinking about Him, loving Him, wishing for nothing more than being held by Him... for a last time before dying...
 Farewell world... I am going to rest for an eternity...


Spoiler for Cuckoo's:
Turn 1

Dear diary,

Today I was drawn in the starting hand. I'm so proud. I want to be the best Gemfinder of them all and I know I'm on the right track.

Turn 3

Hi diary,

I found some huge rocks today and my master used them to build a Shrieker. I wonder where these guys would be without me~

Turn 4

I'm a bit scared today, diary. One of my fellow gnomes was immolated and this ugly Golem appeared on its place. I'd better keep feeding him my stones, otherwise I might be next.

Turn 6

I'm really sorry diary, this is my last entry. The master said he needs a Phoenix and he's about to immol--.

Spoiler for Divine Light:
[A diary is something personal, and it needs that personal touch. So I wrote the entries by hand with some intentional corrections and stuff. Check 'em out (click for larger pics). Also, if you think the handwriting's illegible, the cleartext is at the bottom:]

Spoiler for Entry 1:

Spoiler for Entry 2:

Spoiler for Entry 3:


Spoiler for Entry 4:


Spoiler for Cleartext:
Fireday, 29/04.
And the Bazaar gets dustier by the day! Today I was put on auction once again, but apparently 103 electrum is too much for the beggars in this joint! And honestly, how can people choose those hunky Crimson Dragons over an elegant and efficient attacker like me! Gah!! I hate these noobs newer players. (Shouldn't insult them, I'll belong to one someday.) really piss me make me angry. What's the use of having an eternity in my hands, if I'm gonna have to spend it in this hellhole!!

Aetherday, 31/04
Finally, today someone decided to do a good thing and buy me. God, I'm just so ha-appy! Luckily I didn't fall in the hands of a newbie either! This guy wants to make a mono fire with bolts and Phoenix which can beat all deck types - at least that's what he was rambling on about. I dunno, seems like a plan to me. What I do know is that this guy has another Phoenix as a pet, and my god is she a beauty! She looks... well, more sophisticated then others I've met. It must be her time away from the Bazaar.

Wait, was I just drawing a doodle of her? God, I think I'm falling for this chick Phoenix. I hope she never sees this, I'm already blushing.

Lifeday, 02/05.
Today I had my very first PvP battle, against a totally archaic Life rush. Seriously, people noobs still use this stuff! Even in the Age of Shards? Of course My Master annihilated him. And it's all thanks to me. He top decked two phoenixes in his starting hand, guess who? Yep, me and her. And soon we were chipping at that noob's HP.  I tried to catch her eye, gossip about how primitive a rush we were facing. She's just so proud, she won't even look at me. She flew on and striked, her feathers waving gracefully in the breeze. God I think I am in love! Am I seriously, this is just to weird. This girl, I could head off into a thunderstorm or cremate myself, just for her. Gah! Why wouldn't she just look at me even once? She must hate me, think that I'm Bazaar riff-raff, while she's a gift from the great oracle. And it's all so true! She's just soo special. God, can I ever get her? Whatever, I'm just gonna love her for eternity. She can't ignore me forever!

Deathday, 07/05
I'm literately lost for words. You know, I don't even want to live anymore. Oh God, why have you cursed me with the pain of Phoenixhood, Why can't you let me die!!

Today we faced off against a Mono-Aether. I had been out for ages, trying to find a way through the Phase Shield chain. And suddenly, right as the chain broke, my master had a lucky topdeck and she came down. I was elated! Just imagine, it was just the two of us, waiting about. I tried to talk to her, about
how we made a great team. But no, it'd just kill her to talk to me. I got a glance, a glance though, that's something!

But then, I heard a crackle in the air and a bolt of lightning reduced her to ashes. I was shocked, but it was standard fare, Phoenixes don't die so easily. That's when a second bolt came, and suddenly she wasn't there.

God, why couldn't it have been me? Why? Why didn't I just fly over and take that bolt myself. And now, now she's gone. Just gone. Forever! Will I ever get someone like her, someone to spend an eternity with? No, I'll just have to whither all alone.
I swear, I'm never NEVER gonna LET ANOTHER MONO AETHER GET PAST ME. NEVER AGAIN!

Spoiler for DDD:
Malignant cell
10/4/2014
Ugh, I woke up today inside another animal. I'm not entirely certain which one, but I know that it seemed to be an arm of sorts. Anyway, we killed it and released us out to the open so yay for us... I hate my job. Pacifism gets me nowhere these days.

11/4/14
So I tried to quit my job right, I succeeded, but I couldn't find an opening to escape from. And the body we were in was some gravity thing or some crap so it took forever to kill it. That's another 3 hours wasted

12/4/14
So I finally quit my job right, but I'm walking through the streets, or rather, floating, but I'm spawning hundreds of new cells each second and it's really getting on my nerves. To finish a perfect day, it rained. A lot. And I was locked out of my own house. My life sucks.

13/4/14
I went to see a psychiatrist to see if they could help with my depression but they didn't help at all. I told them what was wrong with me and they wrote it down. That's it. Most useless psychiatrist ever.

14/4/14
So I got a letter in the mail, it turns out that gravity thing I killed wasn't a gravity thing. It was apparently a voodoo doll with basilisk blood placed on it. We got a new record for it and everyone who helped kill it was paid generously. My life may be turning around now.

Spoiler for Whispers in the Dark:

 
 
« Last Edit: May 04, 2014, 01:08:36 am by Chapuz »
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Offline ARTHANASIOS

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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135056#msg1135056
« Reply #3 on: May 04, 2014, 09:02:45 am »
Awesome work from all teams and tasks this round! Special praise goes to Forum Experts! Superb work, guys!! I am going to +REP all of ya!!!
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Offline Zawadx

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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135062#msg1135062
« Reply #4 on: May 04, 2014, 11:34:59 am »
Hmmm, isn't the Whispers in The Dark Writer's entry missing 1-3 diary entries? :-/ I really wanted to see how that story ended.

Great Job everyone. Really awesomesauce entries everywhere.
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Offline ARTHANASIOS

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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135066#msg1135066
« Reply #5 on: May 04, 2014, 11:41:02 am »
Hmmm, isn't the Whispers in The Dark Writer's entry missing 1-3 diary entries? :-/ I really wanted to see how that story ended.

Great Job everyone. Really awesomesauce entries everywhere.

I don't think they missed them. The task was "3 to 5 entries", so they have the bare minium of 3 entries. Since it is a diary, it doesn't really have to end, does it? But I suppose WitD can enlight us to this matter much better than I do. :)
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Offline Zawadx

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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135068#msg1135068
« Reply #6 on: May 04, 2014, 11:54:45 am »
Oh sorry; apparently the first image hadn't loaded. So yeah, I see the minimum 3 entries now (I thought some were missing, so it'd be from 1-3 missing entries)

But yeah, Ending. Nao. :P
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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135070#msg1135070
« Reply #7 on: May 04, 2014, 12:00:58 pm »
While this will sound biased, and probably is, I'm not a really a big fan of the "include one pend and one card from an element"-bows in the Boss task. Many of those cards will end up as dead cards when actually playing, and you are extremey unlikely to actually use all elements in one battle. WitD, DL and DDD are definetely my favourites for this round for this reason.
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Offline ARTHANASIOS

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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135073#msg1135073
« Reply #8 on: May 04, 2014, 12:21:47 pm »
While this will sound biased, and probably is, I'm not a really a big fan of the "include one pend and one card from an element"-bows in the Boss task. Many of those cards will end up as dead cards when actually playing, and you are extremey unlikely to actually use all elements in one battle. WitD, DL and DDD are definetely my favourites for this round for this reason.

 While I know how you feel (I am not very fond of this either), my playtesting of our "Rainbow Crusader" has showed me this is not very true. It was meant to be more of a rushy deck rather than a stally one. With all these SoDivs, Sancs and Miracles, it can stall long enough to draw both the card and its respective Pendulum and the fact it is a 45-card deck means it can outstall every AI3 deck (AI3 decks can be found here and the fattest is 44-cards). Moreover, due to the low cost of cards and since the Pends are upped, you are going to have your 2 :underworld or 3 :underworld quanta to play the respective weapon in 1-2 turns. There were plenty of times where I had a playable Electrocutor, Discord or Arsenic in my hand but I preffered to keep my Vampire Dagger or Jade Staff in order to Endow it with my Crusaders (just an example). If the situation required, I switched weapon and Endowed that weapon with my Crusaders (I loved endowing Jades or Daggers first for stalling and switching to Arsenics later for massive poisoning). SoR helps with lack of quanta, especially if Endowing a hostile weapon like the Owl's Eye (that appears many times at many different AI3 decks btw). Unstoppable and Heavy Armor are underused buffs that really help your Crusader(s) to survive that 5-damage-dealing Lighning or Rage Pot of your opponent.
 In the end, my cards were dead much fewer times than I thought and the times they were dead they weren't really needed. Overall, I was quite positively surprised from the versatility and capability of our deck.
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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135102#msg1135102
« Reply #9 on: May 04, 2014, 06:35:31 pm »
I see Silver Ferns OT might be trying to appeal to me.  ;)
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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135236#msg1135236
« Reply #10 on: May 05, 2014, 10:50:08 pm »
boss task- ddd
artist - cuckoo's i think its a perfect picture for them
cd and db task- whispers from the dark Le valet noir its a classic for me now
forum expert task - divine light - i totally agree with it
off-topic:silver ferns-hahahahaha
writer- cuckoo's i like the idea of turn instead of chapter nice
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Re: Brawl #3 - Round 5 Voting https://elementscommunity.org/forum/index.php?topic=54441.msg1135389#msg1135389
« Reply #11 on: May 07, 2014, 03:12:04 am »
It's that time again...

Spoiler for Boss:
Vote - Divine Light

SF - While you did manage all 12 elements, I feel as though including one pendulum and one card to use it is against the spirit of this task. Yes it counts as using an element but it just really feels cheaty to me. Plus I don't rate your draw chances much. I know you have that winning screenshot but I don't think it would be entirely reliable.

CN - Again, you got all 12 elements in there but I don't think it really counts. Yes you can play a wide array of water creatures without using any other creature, but this again feels cheaty. I know it isn't, but it feels it. What's the odds of getting both you aether pend and your ultharid for example? Probably pretty low.

DL - My favourite deck here. Maybe not including the most elements,but certainly the deck which uses each of its elements the best. An original concept and, if you can be believed, potentially not useless. A good point is that no element is the focus, they're all pretty balanced (except fire)

DDD - One more element than DL, but much less usage of them. The lone miracle that would be difficult to play any day of the week is an example of this. Whilst being better than one card per element, I still feel you just played them without correlation. I believe you said it best yourself, "Go random collection of element-using!"

Spoiler for Artist:
Vote - Cuckoo's Nest

SF - Poor quality image and on square paper. I'm just not a big fan of this, it seems a bit bland and boring. I suppose depicting ferns in an exciting way is hard though :P blame Annele for choosing the name.

CN - Nice picture of a nest. Good job on the shading and looks very tree-like. A nice drawing, basically.

DL - I see you tried to be a little more different. And I don't think it went so well. Not that I blame you for trying, I mean, how can you actually draw light?! Dammit Krzy... But in all serious, its not my favourite.

DDD - Probably would have won were it not for one thing. The God... Damned.. SQUARE PAPER! Maybe could have better shading, making darks darker for emphasis etc. Plus that globe looks a bit... peculiar. Not sure why.

Spoiler for Card Designer / Deck Builder:
Vote - Cuckoo's Nest

DDD - The card is a little bland, leading to the deck being a little bland also. I know Rob is the master of death and that skeletons are like death's main card, but still, a simple buff is pretty meh for an ability. And I know that there are multiple ways to generate skeletons, but this is still kinda only a one trick pony I would also expect a better deck with that ability. I think a Schrodinger's Cat deck could have gone well (but maybe that's because I just like Schrodinger's Cats decks).

DL - I swear I've seen this idea before. Perhaps your version is a little more balanced but I can't give you points for re-using an old idea (even if it was accidental). Given that this isn't the most original idea card idea, I would expect that the deck would compensate for it. The entropy-dark-light trio doesn't seem to fit for me. I don't know. Maybe the lack of CC and PC bothers me. It doesn't really seem rushy enough or stally enough to be anything in particular. It looks very basic and incomplete. Maybe it's just me. I personally would have gone mito-RoLs with Rustlers. Maybe you were trying to avoid the obvious, maybe you just didn't see that possibility. Either way, kinda disappointed.

CN - I'm guessing you meant for the ability to be an active triggered ability. If so, you should add a cost or a 0 if there is none. Otherwise, it looks like a non-triggered active, which wouldn't work...? Would it? Yeah. But other than that. I like the concept. It fits nicely into Time and looks feasible in game. It also isn't stated but this card goes back into your deck when it's triggered? Either the unupped is a shade UP or the upped is OP, probably the former. The deck you have there works it in nicely, looks a tad over-quanta'd to me, I'd be tempted to swap out a few Rewinds for Silurians if it were me, but it wasn't me so I won't judge.

SF - The card seems too complicated. Are the two effects one ability or is one is active and one passive? Does it cloak the whole field or just this creature? If the latter, how would it work? I also don't think that this should work with mitosis. The ability cost for mitosis is determined by the cost of the card, which will always be fixed. You aren't reducing the cost of cards, only what you pay to summon them. Basically, it shouldn't affect the mitosis ability IMO. And your deck seems a little... strange. Is there a reason you chose to pair it with Darkness? It just seems a little peculiar.

Spoiler for Forum Expert:
In the interests of fairness (and not getting murdered by ALLCAPS), I am going to read all of these, as soon as I have the time. Be patiant

Spoiler for Off-Topicker:
Vote - Silver Ferns

SF - You didn't get the vote for Annele's vocal talents. Nor did you get it for your song-writing capabilities. And you certainly didn't get it for making your hyperlinks obvious. You did however get it for being ballsier than most people on the internet. And for making me laugh. It is funny how Annele and OAGf share a strange likeness... (jk)

CN - Perhaps the editing of the creatures could have been a little better, but I'd be lying if I said I didn't laugh for the duration of that video. Close second place.

DL - Meh, I don't think that "BLANKS react to BLANK" counts as viral, but I wasn't a fan anyway. It just lacked the pure lulz value of other submissions.

I also can't believe no-one spoofed The Fox by Ylvis (or however you spell it)

Spoiler for Writer:
Vote - Divine Light

I can't criticize anyone here. Really everyone did great. DL got it partly because of the nice touch of being hand written, but mostly because it was fun to read and the most diary-ish.
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