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Messages - Cadron96 (19)

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1
Gemfinder is actually quite useful since:

1.SoF and SoP sometimes eat your earth quanta.
2.Burrowing is main strategy and when you get SoP you should get Pests burrowed ASAP since it provides you double growth.

Sundials are very good, but I didn't know what could I throw out. And adding them to get 38 card dek doesn't seem good idea for me.
Hourglass isn't good idea with Turtle Shield which I use now. Also you don't need drawing power when your opponent is Quanta Locked and earlier it couldn't even work well.

2
Something - that's the point. I'm not sure. Now I'm playing with -2 Dim +1 Purify +1 Turtle Shield
If you manage to catch all opponent's creature with Turtle shield (His Quanta Pool is empty), you will have elemental. Same thing with poison and purify

3
Rainbow Decks / Re: [NAME NEEDED] Patient Pests
« on: April 07, 2012, 06:06:33 am »
???- 2xSoF, 4xSoP
The deck image only shows 5 blank cards.  Are you sure this is the correct deck code?
You've got a point. I was in a hurry while writing the topic. There are 3 SoPs. But I think AI chooses Emphas over SoPs

Is enough quanta actually produced to keep the dis. shields going?
I would think about some santuaries or purifies over dims. 2 Emphas make almost 50 HP healing while your opponent is Quanta drained

I also though about adding some EQ or Trident, but I think 1 SoFractal is enough to get rid not only of his quanta producers

for name how about "Holy crap this is going to be annoying as freaking hell"
Why not?

[EDIT]

@Rutarete
Firstly I thought you mean dim shields. I chose dis, because I thought it might be cool with all those quanta drainers, but in fact it should be exchanged with sth

4
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

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6u0 6u0 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6ve 6ve 6ve 6ve 6ve 752 752 77e 77e 7am 7am 7hi 7hi 7hi 7t6 7t6 7t6 7t6 80i 80i 80i 80i 8pu


???- 2xSoF, 3xSoP

Tactic is more than easy:

1. Play Gemfinder as a earth quanta producer, play pendulums and SoP (Not necessary yet).
2. Since first SN hits the board, play pest.
3. Play All you can.
4. After playing 1st Fractal, burrow all possible pests and watch them grow, while eatinh out opponent quanta
5. You may also Fractal SoF - it's fun, however you won't provide quanta for all BH. Just a few.
6. When a part of Pests will be about 8/4, unburrow them and desroy your SoP.
7. Enjoy your 16/4 Pest Killers :D

5
Rainbow Decks / [NAME NEEDED] Vampiric giants? [Trio]
« on: April 06, 2012, 03:47:35 pm »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

Don't know why, but I love using new SoI. I wanted to make deck which main power would be right in Shard Golems. After few tries, I found out that deck consisting just of Novas and different kinds of Shards isn't that great (still was beating AI3 at usual). Then I realised, that it can be really powerfull with Mitosis. The problem was, that it costs 8 earth quanta, and first Golem costs 4 itself. After some time of thinking I managed to create deck, that usually wins against AI4 and it's only real problem is mutation (and freezing a bit)

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5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 752 752 786 786 786 786 7ap 7ap 7qu 7qu 7u2 7u2 7u2 7u2 7u2 7u2 8pm


Shards are:
4 SoI
6 SoV
2 SoR
2 SoF

Sundials can be exchanged with Precognitions or Rewinds (Rewind also solves problem of soft CC like freezing/BB)

The main tactic is pretty easy to understand. You create Golem that will kick opponent's asses.

Tips how to play:

1.Check if you want the Golem on http://xenocidius.allalla.com/shardgolem/
2.After few fights or now, you will realise that you need 3 SoVs to create Vampiric Voodoo Golem, 2 SoFs to give our Golem momentum and you cannot have more (but you can have equal amount) SoIs than SoVs, cause then you gain guarding Golem.
3.SoRs aren't well seen in creating Golem. They're useful later, with Mitosis. Sadly, we can do anything about it.
4.DO NOT PLAY MORE THAN ONE GOLEM!!! unless next one will be better. But it almost never happens. Thing is that then from Mitosis will be created new one Golems.
5.If you need do play SoFs. They're here also for PC! not olny for momentum.
6.If you'll find good way to provide quanta for Mitosis - I'm waiting. That's a problem.
7.Funny thing is that usually even without SoRs you will usually manage to Mitosis your Golem 2-4 times without waiting for quanta
8.I used sundials, because they help me stalling before I get needed shards

Waiting for questions, comments, flames, etc.

6
Deck Help / Always EM /needs help/
« on: December 11, 2011, 11:39:26 pm »
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55q 55q 55q 5c5 5c5 5c5 5c7 5c7 5oi 5oi 5rt 5rt 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 7an 7q9 7q9 7q9 7q9 7q9 80h 80h 8pn


The point is easy. Play Staff (must me unupgraded), fly and andrenaline it. 20 HP healing per turn for each of those. Dune scorpions For killing more stalling ang healing decks. Momentum is used mostly for scorpions, but if opponent is already infected, then buffing Staff is more than acceptable. Quint is for Staffs in case of CC. Sundials - if you haven't got combo - help you to dig through your deck for needed cards and later for 1-2 turns of healing without getting any dmg for EM. Flying weapons are unupgraded, cause I didn't want them to eat inpropriate quanta.

All that sounds nice... but doesn't work now. It had to be Gold farm and it happens to win in Gold. But it often has problems with Silver

HELP.

7
Water / Re: Water AI3/AI5 SoP rush
« on: December 09, 2011, 11:06:20 pm »
Physalias are actually one of best cards in here. There are usually situatins - three creatures, 2 pilars, 2 shards, 3rd comes. See how small amount of quanta is. Physalias grow here to 8/8 at least!

8
Water / Water AI3/AI5 SoP rush
« on: December 08, 2011, 10:02:36 pm »
I didn't know what to do. I wanted some new deck. I wanted sth weird... So I opened a trainer. That's what I made

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7gk 7gk 7gk 7gk 7gk 7gk 7gl 7gl 7gl 7gl 7gm 7gm 7gm 7gm 7gm 7gr 7gr 7gr 7hi 7hi 7hi 7hi 7hi 7hi 7i6 7i6 7i6 7i6 7i6 7i6 8pp


Black cards are SoPs

A bit weird. I didn't add any floodings, cause you need at least 6 creatures to make it worth to play! I usually boost creatures when I have about 3-4 of them and no more on hand.

Say what you think :) (I wish I had 6 SoPs)

9
Rainbow Decks / Re: Buffs
« on: December 03, 2011, 12:01:32 pm »
Oh, I have to admit that TU are pretty useful. Also they are needed In mid-game, not at the beggining. I didn't know that dive + TU gives creature with double attack and dive!

These are changes: +2 TU, -1 Adrenaline, -1 CP.

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55q 596 596 5oe 5oe 6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74a 7jv 7jv 7jv 7mu 809 809 80b 80b 8pr

[EDIT]

Also thought of adding Blitz, but unless you lack Wyrms at the begginning you hardly have quanta for just one Wyrm.

10
Rainbow Decks / Re: Buffs
« on: December 03, 2011, 11:52:53 am »
I thought of TU, but it needs 3 SNs. There are only 2 momentums, because they give only +1/+1 and you actually need only one momentumed creature. Once I played vs Silver based on Miracles and I had 24/28 Wyrm with momentum with dive, so...

[EDIT]

Actually I haven't mentioned that it's usuallt 7 TTW.

11
Rainbow Decks / Buffs
« on: December 03, 2011, 11:13:47 am »
I love buffing creatures. I was thinking about deck that would be completely depend on buffing.

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55q 596 596 5oe 5oe 6u2 6u2 6u2 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74a 7an 7jv 7jv 7jv 7mu 809 809 8pr



Main creature of that deck is obviously Wyrm. One of them usually comes out in 1st/2nd turn. If SNs are hiding, 3rd. As everyone know, they love being buffed.

Then comes Ball Lightning. Buff with Momentum if possible, but one bless or chaos power is worth even if you can't cast them on Wyrm.

Iridium Warden is for a little CC. If there are big creatures, CP. If not - bless. Funny thing that until now, almost always Adrenaline was coming when I had blessed Warden, which works great.

Works great on AI3 and quite good on Silver. Gold isn't that good, and didn't try half-blood.

Any questions or ideas how to improve it?

12
Buff This Card! / Re: Fate Egg | Fate Egg
« on: November 23, 2011, 09:45:50 pm »
I love the idea of spider's eggs. Especially with decreased cost. It wouldn't be so OP I think, and there could be done great decks based on spiders :D.

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blarg: Cadron96