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Messages - Entity (3)

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Duo-Decks / Flying Titans
« on: April 29, 2010, 08:02:18 pm »
This is a PVP deck I've been having lots of fun with because it's pretty effective.
Might take a bit of grinding to get the titans, but it's worth it for the occasional "WTF?!".

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The idea here is to do lots of damage fast, with a twist:
Upped Titans become 8/70 creatures when you make them fly, which, besides being hard to get rid of, serve as your meat-shields by casting Gravity Force on them. Many times have I had a game where the opponent thought he won, only to find himself having to chew through another 70hp. Yes it's a 3 card combo, but it's a small deck and you have a very good chance of drawing the combo within the first 3-4 turns.

While the titan meat-shield is the gimmick of this deck, it doesn't rely on it, to avoid not drawing an Animate Weapon while being stuck with 5 titans in your hand. For this reason, there's 6 chargers, and only 4 titans.

Titans:
Avoid playing a Titan if you cannot immediately cast Animate Weapon, when playing against decks that focus on destroying permanents (Steal, Deflag, etc). Against elements that can't destroy permanents, play titans at the earliest opportunity.

Black Holes:
If you get a Black Hole, you should generally play it early, to stall your opponent's development, but depending on the situation you can hold on to it. I find lots of players cast (Super)Novas in their first turn and then not actually do anything with the quantas. This is when you should punish him with a Black Hole :P

Gravity Force:
They're meant to go on flying Titans to provide you with 70 extra hp. Unless your opponent lobotomizes your chargers or titans, they don't work on your opponent's creatures anyway.

Charger:
Play em fast and hard. There's 6 of them so it's ok for a few to die.


It has of course its weaknesses, as you have no means of getting rid of your opponent's creatures, and all of your damagedealers cost 5 to cast, so someone nuking your towers will stall you considerably.

However, in the time I've been playing this deck, it wins quite a lot more than it loses.

I did not include the gravity shield, because it's useless against the majority of creatures, and the creatures it does work against are often not cast early enough to pose a problem.

You could mess around with the distribution of cards (more titans/animate weapons/gravity force) but keep it close to 30 to give you a better chance to get the cards you need.



2
Heh, I got 2 nymphs so far. Too bad not the ones I actually wanted :)

3
Patch Notes and Development News / Re: Elements 1.22
« on: April 25, 2010, 01:56:04 am »
Some points of critique:

1. I don't like the separation of [unupgraded] vs [any player] in PVP.

* People with upgrades lose a lot of the advantage that upgrades give in the first place.

* The separation creates a developmental gap where people with just a handful of upgrades have no proper bracket to play in, as [unupgraded] renders their upgrades useless and [any player] is far more likely to pit you against an opponent with significantly/fully upgraded deck, against which someone with 3-4 upgrades is not going to have any statistically significant bigger chance of winning from as someone with 0 upgrades.

* People with deck strategies that require upgrades (such as those that use Animate Weapon while the deck provides no air quanta), cannot pit their deck against similar developmental level, because the separation done here renders the whole deck useless as cards can become unplayable when they get changed to regular cards.

* It decreases the pool of people to pick from when assigning random opponent in each mode, which brings me to the following point....



2. The matchmaker is seemingly too simplistic.

Tonight it pitted me against the same player 4 times in a row. While this isn't the end of the world, it is both annoying and boring when the deck match-up is one where a specific outcome is almost guaranteed. (e.g. opponent has a deck that just so happens to be the one your deck has no defense against).
Perhaps a possible fix is to have it wait just a little bit longer so it gets more people to pick from? I don't mind waiting like 5-10 seconds extra if it means more variation in opponents chosen for me.



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blarg: Entity