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Messages - Andran (22)

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Patch Notes and Development News / Re: Elements 1.27 Live
« on: March 10, 2011, 07:10:56 pm »
Is it true that the chances of receiving a nymph from the oracle have been increased with 1.27?

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: April 01, 2010, 09:02:35 am »
Ridiculously overpowered? Not really, mass controls screws it and, to an extent, any type of control does. It's just that the AI sucks.
Don't get me wrong, I think it's great that there are other powerful defensive ways besides the Quinted Oty/Bonewall combo. But still, if you compare it to e.g. Phase Shield, which lasts for only three turns and can be destroyed, Hope which can block hundreds of damage per turn, lasts forever and cannot be stolen of destroyed seems overpowered. Of course, it requires the right deck built around it, which is why it's okay.

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: April 01, 2010, 07:43:58 am »
does anyone see a nerf on this deck in the forseeable future??
The nerf already happened to some extent. Hope had its quantum cost increased and it's effectiveness decreased. It's still ridiculously overpowered, though. However, as Zanz has already gone over this card, I doubt he will look at it again for the foreseeable future. Anyway, the 'nerf' really didn't hurt this deck, as light quanta is very easy to come by.

Good idea with the lobotomizer by the way, I'll test it some and then maybe modify the OP.

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General Discussion / Re: Grinding: Speed or Masteries?
« on: March 27, 2010, 09:00:39 pm »
I reset my account a couple times, using various decks. Pure darkness was by far the quickest to finish the quests (three hours), since this deck is both reasonably fast and more importantly usually achieves mastery. Also, you can win 19/20 against lvl3 with this deck. Using the fastest deck per game possible (fire rush deck), you only win 9/10, and with many games you earn very little, so it took more than six hours to finish all quests. Not sure what my conclusions were. Probably that pure darkness is overpowered at lower levels (though it doesn't work against false gods so it's fine). Also, if you want to grind as fast as possible make a mono darkness deck. It's both fast and achieves mastery, so you have the best of both worlds.

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General Discussion / Re: Just wanted to say thank you
« on: March 27, 2010, 02:27:26 pm »
Yes, thanks! The quality of this game is really astounding for a free game. Also, the design is pretty amazing...

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Rainbow Decks / Re: Aether/Rainbow/Time
« on: March 25, 2010, 07:33:11 pm »
I am quite successful with this deck so far. Not quite 50% yet, but it's close. Got a terrible start until I figured out how to play it. Basically you need to stall the game for a long time until you have all the cards and the quantum ready for the Titan combo. Maybe sundials might work in this deck? Anyway congrats for designing a Titan deck that works against false gods!

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: March 25, 2010, 03:54:02 pm »
It has a 40% win rate, (oddly enough allt he easy gods) FQ, Elid, Ferox, are all almsot impossible because of feral bonds, rainbow also hurts, and so does octane, but everything else it has a change, DG is a cake walk.
I was thinking of switching from mark of Aether to Mark of Fire and replacing the SoGs with two Aether Towers and four Explosions. This way, you'd have a shot against all gods, although the overall efficiency of the deck would decrease. Anyone want to test this? I don't have the time ATM.

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False Gods / Re: So many rainbow variants, just waste of space
« on: March 20, 2010, 10:33:31 pm »
I've found that the rainbow decks just work a lot better if you expand them to 50 cards and use the additional cards just for hourglasses, towers and sundials.

In order to gain sufficient speed, use six hourglasses, and in order to make use of the increased speed, add a lot of Quantum Towers. Also, sundials are still a fantastic card if upgraded, so use six of them. Some think sundials are no longer good, but that's just not true. The way to use sundials is to save them up and wait until you would die during the next round. Only then start using them. Since by this time, you will draw 2-4 cards per turn, you can stall the game for up to 12-24 additional cards, after which you play your phase shields for another 12-24+ cards. This will practically guarantee the win. Also, the myth that sundials shouldn't be upgraded is just complete BS. Light quanta is not used for anything, but time quanta is absolutely critical. Using sundials further speeds up the game, since you don't lose a card. It's like a free turn. There was a card in MTG like this, which was completely overpowered. For some reason, it's still in Elements and some people actually think it's not good anymore, go figure...

I am too lazy to keep stats, but I guarantee the win rate is higher if you expand the standard rainbow deck in this way.

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Rainbow Decks / Re: Yaladilae's butterfly angel
« on: March 20, 2010, 07:56:58 pm »
Since your quantum generation is not sufficient for eternity's upkeep, you might as well use an Pulverizer instead of butterfly. The deck looks strong enough anyway, but I just don't see the point.

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: March 18, 2010, 09:20:18 pm »
I think you should use the RoL combo with a rainbow deck, it worked out better, but still wasnt good enought for me to post it...
I thought about adding other powerful cards, but it just doesn't work out. Your hand needs to be almost empty for the combo to work, and the problem with rainbow is that it takes a while until you have enough quantum to play your cards. SoGs work out well because they can always be played, but any card you cannot always play immediately really takes away from the deck's efficiency.

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: March 18, 2010, 01:22:54 pm »
chaos lord: disipasion field + fallen druids/elfs that mutate the dragons -> run out of cards
fire queen: feral bond = unkillable
Sorpio: freeze + lobotomize -> no hope ;)
incarnate: the ray of lights are made to become his skeletons -> no hope and a lot of creatures on the enemies side
Thanks for testing, but you need to refine your strategy. I am about 10/10 against Incarnate (i.e. I win every time). You win by letting him fill his side up with skeletons. The skeletons will do zero damage against your Hope, and will prevent him from playing viruses or anything else. Then it's a really trivial win.

Scorpio: I win about 50% of the time, it's just a matter of getting out hope early enough to block the fishes. The SoG's should actually provide enough healing for the remaining poison. Lobotomize has never been a problem for me. One lobotomize per turn, but if you play it right you can get about 3-4 new rays out per turn on average.

Firefly Queen: Yes, feral bond is instant loss.

Chaos Lord: On this encounter, luck plays a big part with this deck as with any other deck. The dissipation field is actually no problem, as you do huge damage. Make sure to leave about 10 free spots on your board for dragons, then you'll easily outdamage his shield.

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Archived Decks / Re: 1.21 ray of light/hope/fractal anti-FG
« on: March 15, 2010, 10:02:58 pm »
Doesn't one Rain of Fire / Thunderstorm / Plague / Unstable Gas / Retrovirus wipe out all of your rays of light?
Mass creature destruction is a problem, but not an instant loss. Always keep one ray in your hand, then after a mass destruction spell, you can jump right back into the game with a ray/fractal combo. Octane is the only one that's hopeless.

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