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Messages - AiBerry (36)

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The classifications sound cool, but I'm not really thinking too hard on that concept. Its late, and I should be in bed xD

My problem is with the dying creatures returning to your hand for the cost of quantum. I do NOT think this a good feature to be implemented.
1. It basically immortalizes death creatures (they don't need much help as it is) making them OP in my opinion.
2. It's quanta draining. An otyugh constantly eating my light dragon will drain the quanta I need to play miracle to save my butt. Or in the case of the undead, something kills my bone dragon and saps the quanta i need to lay down a bone wall to protect myself. If its implemented, we need to have the choice whether to discard or pay the quanta to revive, and that gets too complicated and click heavy.

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False Gods / Re: Discussion on making a better Anti-FG deck
« on: April 26, 2010, 09:14:14 pm »
I agree with Yaladilae here. The Anti-False God Decks forum seems specifically to list possible decks to use against false gods. Theory should probably be in the false gods forum.

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Rainbow Decks / Re: my the best rainbow deck ..
« on: April 26, 2010, 09:12:02 pm »
Yaladilae, just because you believe ntz's deck is bad (to which I agree), he or she is inexperienced on the forums and has insulted a good deck, and is not providing good statistics to back their deck (most likely due to inexperience), it does not give you any right to act haughty and lord your experience and history of good/reputable decks over him/her. Nor does it give you (or anyone else) any right to take ntz out of context.

aether mono gives you very good chance (80-90%) against FGs, which don't molest a permanents.
I'm not too experienced in elements myself, but I do believe aether mono would give you a good chance against FG's that don't bother your permanents (hold phase dragons until you can kill miracle, can kill FQ, destiny, paradox, ferox...). Perhaps not 80-90 if it decks out as xdude said, but that's certainly not a claim deserving of such an insult as "please classify this in the humor category/deck help, not deck-building." This is a deck, its meant to tackle false gods, it may not be as good as others/yours but ntz has every right to post it and defend it. And what gives you the right to determine whether or not a deck should go into deck help? Every deck posted here, and many which are inefficient or have low win rates, could use help/insight and do receive help/insight in this forum, including your own.

I'm not saying your points are not valid (most of them are), nor am I condoning ntz's inexperienced arrogance to condemn SG's deck (a deck which I used and still respect),  but the way you present your arguments and yourself is rude and bullying. Yes, you have made good decks/have live account testing/have different FG decks and yes you can probably kick my ass in PvP, but that experience does not give you the right to be so condescending.

Regarding your deck, ntz, you do need stats to back up a claim that a tried and true deck is "crap" compared to yours. Also, not having fully upped cards is disadvantageous unless you purposely kept them unupped (in which case I highly suggest upping the quantum towers or testing the deck with upped quantum towers because the extra quantum is huge). The Eclipse doesn't seem like the best idea (you're mutating skellies anyways, and too often you're helping the enemy more than you help yourself)

4
Duo-Decks / Re: Scarab/Fractal Rush!
« on: April 02, 2010, 03:30:48 am »
I'm not familiar with scarab decks, but is only a gravity mark enough to power devour?

I also think you need to run more than one Turtle Shield, your odds of drawing that one early enough are slim. Perhaps you can run an anubis or two, too? 8 damage is nice, and immortalizing scarabs would be great for creature control.

Also, the obvious weakness is that you have no healing so Octane/Fire Bolt will destroy you. :( Add SoG's?

You might also be pillar heavy on aether, but I'm not sure since I've only played a fractal deck with an aether mark.

Other than that, it sounds great :)

5
Haha I totally fell for this and was all "WTF okay i'm quitting elements now" xD

Should have gotten suspicious since we couldn't reply to the post, I'm so gullible  :-[

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Duo-Decks / Re: Supervirus (fractal virus)
« on: March 31, 2010, 06:07:17 pm »
I'm working on streamlining my own version with SoG's, but so far its doing pretty good. :) I'll post it if it continues to do well.

7
Duo-Decks / Re: Supervirus (fractal virus)
« on: March 31, 2010, 03:42:29 am »
For Healing:

Easiest, for those who have them, would be to toss in a few Shards of Gratitude.

Running boneyards, you could easily build up a lot of skellies though, so splash a luciferin/ase with miracle... but that could be unwieldy and unnecessary, I'd prefer SoG's.

8
Light / Re: Hope / Hope
« on: March 16, 2010, 12:11:21 am »
Haha, that's my poor choice of words there, with "survivable" xD;; Beatable might have been a better choice.

And I agree, I would rather just quit because I think Hope will make fights horribly long. Hope + Miracle + SoD's =   ??? Unless a nerf capped/changed Hope's ability, you could still PA it or run it multiple times and fights would still be extended drastically.

In my second case, you would eventually win when the opponent ran out of luciferins/rases and you could kill them with whatever you have. By that time you would either already have quit or would stick around for the kill after having spent all that time. xD

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Light / Re: Hope / Hope
« on: March 15, 2010, 11:58:02 pm »
I don't think that would be impossible to do, icy. Think about it.

1. Light Nymph + Hope = major defense, good luck.

But otherwise...

2. In the case of RoL/luciferin spammable creatures are weak. They can easily be blocked by a shield so they aren't hurting you, therefore giving anyone with an eternity and a rewindable creature plenty of time to lobotomize them. Then you go for the kill. If you aren't killing the light spammers, they take up room on the board and your opponent can't play more of them. Yeah, they can cast luciferin/rase again and it'll suck butt while you lobotomize them all again, but light doesn't have permanent control so keep that permafrost/other shield up. And if they rewind, then you rewind as well, eventually they'll run out of luciferins/rases. Any deck with sustainable miracles was going to be a long eternity requiring fight anyways.

3. If they're luciferin/rasing dragons, your problem isn't so much cracking their shield, it's keeping yourself alive. (a.k.a. Hope will not be the reason why you lose). Whether or not the dragons produce light, I don't think that extra light will be the difference between you killing them before they kill you. You can either survive the dragons or you can't. Besides, if they can spam dragons they probably have miracle so they'll recover even if you were able to hit them hard.

I'm basically arguing that Hope is survivable as it is now, but I'm not arguing for/against a nerf. xD

10
Light / Re: Hope / Hope
« on: March 15, 2010, 11:43:37 pm »
Creature control is one way around this, but how about just lobotomizer/Ulitharid? You don't need to knock out the creatures, you just need to get rid of their abilities. And usually RoL's/(skellies you can mass luciferin/rase) don't hurt too much and can be blocked/weakened by another shield, and dragons are still a force to be reckoned with whether or not they're producing light.

Of course Light Nymph kills this strategy, but that Nymph was looking to be completely useless anyhow (why would you need renewed luciferin, at a high cost, when the card is already free?)

I think Light needed Hope. I had dismissed luciferin as pretty much useless (aside from a light splash for miracle), and the Light Nymph as even more useless (again, why do you need repeat castings of luciferin for the expense of a nymph.) Hope pretty much saves bioluminescence.

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Light / Re: Luciferin / Luciferase
« on: March 15, 2010, 11:26:26 pm »
The in development card Hope suddenly makes Luciferin/rase incredibly viable in my opinion. O_O (Shield, protects from 1 + N damage, N is the number of light producing creatures, 5 light cost) Skelly army turns into a wonderful shield.

12
I agree with BluePriest that the towers are the way to go, especially if you plan to play rainbow decks for a while yet. The extra quantum is love <3

Scaredgirl wrote an order for her old ultimate deck which can be found here: http://elementscommunity.org/forum/index.php/topic,132.0.html
I'm sure the gist of it is about the same for this new deck.

Following that advice, I'd suggest to upgrade half your pillars to towers (maybe 2/3 ) to keep two piles against Seism, though with EA this may not be necessary. It depends on what you feel like doing. Then upgrade the Oty's, making them a real force to be reckoned with. I'm not sure what else is in this deck right now, though, cause I can't display the pic and don't feel like fighting for it.

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