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Messages - LongDono (1147)

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13
Deck Help / Re: Blue Nymph deck
« on: July 27, 2011, 01:02:27 am »
Replace unstable gas with blue nymph, I had no blue nymph and I don't feel like searching through codes.
Hover over cards for details, click for permalink
Deck import code : [Select]
5f9 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5od 5om 5om 5oo 5pu 5pu 5pu 5pu 5pu 5pu 61t 61t 61t 61t 61t 61t 61u 621 621 621 621 624 8pu

I am not saying this idea is great but I do think it is something that might inspire you.
It combos off immolation and dragon fly. You can fuel 7 Unstable gas like this So it has limits.
I was thinking of making it 31 cards so it can stall, but the great thing is if you go first then stall is another option you have for winning.
The deck in your first post I felt might be heavy on aether quanta however I forgot that phase shields stall ( lol ) and took that into account. Should be ok on Quanta. Overall I like your build, it has more than 1 option for damage like immortals. It is a fairly straightforward deck but can be countered by EQ fairly had as you need alot of quanta and split your piller in such a way that with your current deck build destroying any of them could be too much to come back from.
You might also want to think about changing 1 or 2 cards at a time and see what happens, and take notes of what helps alot and what don't. Another Labo could prove priceless indeed, or heck maybe for the damage another immortal. Silence is also a good card as it can delay a combo for a turn or give you another turn to win, or stop something like stone skin or miracle if you can guess it right.

14
Trial of Air / Re: 4th Trials - Phase 1 - Proving of Worthiness
« on: July 26, 2011, 11:40:39 pm »
Reserved for me! YAY! I have only till tomorrow and maybe monday when I get back to finish all this. XD
Task 1 ( done )
Grrrrr, grinding tomorrow, I have been unlucky, I got to 3/4 rings on Gold 4 times now and then faced some evil deck.
Here is the Gold SS. It is odd and I am not sure why so I will put it into Spoilers to save space.
Now the rest will be cake, just like I said here is silver.
Next is bronze but before I forget here is my score, ect...
Bronze is done!!!!!!!!!!!!


Task 2 ( done )
Shard of cooperativeness
http://elementscommunity.org/forum/index.php/topic,28846.72.html
1/1 Shard ideas
*Shard of Fortitude by Zblader http://elementscommunity.org/forum/index.php/topic,28846.60.html
This seems like a good card, I honestly want to see it put into the game. I feel it might destroy fire rush too easy and maybe firestall because of the healing, but that's not a bad thing. Gravity is a big health element but right behind them is Earth, and so I think this card fits earth very well. I am concerned that if used skillfully it could prove to be too powerful but I am not 100% on that. It seems to be dependent enough on earth creatures that abuse wont happen. I do feel that the first effect should say if it happens at the end, start, ect... of the turn, though I am fairly sure it is the end as that seems to be the case with the second effect. If you put a higher price for playing this card you could get away with one more turn of it's effect and make it a 3 turn card but that might not be for the best but I also don't believe it will be really bad either. I think the upped one should have a small cost increase because that extra turn can change everything! I like how this card can combo with something like accelerate and Golem. Play on Golem and then watch it heal. Also rush cards with Low HP will fear this card and I love it for that. This could end up a little too powerful if mixed with a shield I think. Fire shield and this would be a mean combo against non earth decks. I would really like to see this in the game to see all the fun and yes annoying stuff people do with it, you always make interesting cards Zblader, thank you. I only have issue with the upped one not costing more, I think it would help in the balance act. *wink, wink, nudge, nudge*
*Jen-i Shard of creativity http://elementscommunity.org/forum/index.php/topic,28846.60.html
I love this shard idea the most, it is so funny and yet so deadly and has so many uses. However I would like to see it be more connected to the entropy element by price or playing restriction but that's just me. Also I would like the cost to be more than 1-2 quantum towers seeing how it filled your opponents hand with cards that may not be used because you built your deck right. Mixed with nightmare and the right cards this is way past deadly but still fun...... if your the one playing it. BWAHAHAHA! Also the randomness of chaos seed makes this even more fun, but I do feel there is not enough playing restriction on the card, because on the first or second turn it is very hard to beat ( if your deck is based around it ). I feel it should drain a certain amount of entropy quanta at the start of the turn or something. I really do wounder about the balance of this card, the idea is just awesome but I never thought I would ask about how balanced something that has to do with Random CC would be but here I am asking. I guess the balance could be said that you have to draw it too, and that it only last for awhile, and that luck can really play a big role in some games. With this card it is possible to spam like 8 chaos seeds in 1 turn, god that would be a fun card to have in the game but I do fear for it's balance. Like I said before I would like to see the cost moved up, it is still a fun card but I would hate to see it played right off the bat nearly 100% of the time, that would just be annoying. Best of luck.*Shard of endurance by mrpaper http://elementscommunity.org/forum/index.php/topic,28846.60.html
This seems like a fun card, and deadly too. If you can't kill the cards before the 2 turns are up then it's all over, however it is a permanent so it too can be destroyed, I just hope that if that shard is not in play that the immortal creatures on the timer would have the timer go bye bye.This combo with cloak or double silence would be very fun and maybe good too. Also vampires and poison creatures would love this. I would like to see more done with Aether though, it has not element restrictions or cost. Maybe that's not a bad thing but I would like to see it. I think the cost is good seeing how the upped and unupped have no effect changes, very good. Also this would be very good with momentum creatures, immortality and momentum = impossible to kill but it's a risky combo so it's fine I think. In order to make this an uber powerful card you need to combo and thus it is not so bad, it is balanced I believe. Compared to other shard ideas this one has less element restrictions but more theme of the element, very fine job sir. I am sure the combos with this are near endless and endlessly fun as well. It could even allow some decks that were not good because they would be destroyed by CC to be good once again! That's almost never a bad thing I think. I still wounder about the cost though but I think it should be fine, I would like to also know more about how this card would do in certain situations.*Shard of Assertiveness by Essence http://elementscommunity.org/forum/index.php/topic,28846.60.html
I really believe the cost of the card should go up to balance the fact that this combos so well with the fire weapon, too well... Other weapons will love it as well like Vampire Dagger but the fire weapon seems too strong now. I could be over reacting but I think a cost increase is in order. I would suggest the unupped cost 7, and the upped cost about 5. I really just feel like the cost should be alot higher than it currently is. I do like the idea though, the ability to raise the attack power of a weapon even by 1 is fun. Will this increase the attack of flying weapons? If so this would be very good with a swarm of vampire daggers and a  crusader. Just about every weapon combo gets a boost form this. Flying adrenaline druid staffs get buffed very well, they will now do 12 damage and heal for 20. So it would be a 32 LP swing. It is good that this is a permanent and not just a "rest of the game this effect is applied"  card, it makes stoppable with PC and other fun stuff. It would be fun to try this with a flying weapon deck now. ^^ Overall I think this would end up more of a fun card than anything else but it would remain very deadly too. It is kind of the nightfall but for weapons and cost less and could end up adding more damage. Also what happened to a flying weapon ( if it effects those ) if it is buffed while this is in play, will the 20-25 percent be reapplied? I don't think it should be, Also will this effect stack? That would be bad as well, if it would then please change it so that it wont, because 25% added to a big fire weapon more than once gets a little crazy if you know what I mean.*Shard of Confidence by ddevans
First of all I feel the unupped one should last 3 turns and the upped done should last 4. It just feels like it is bagging to be abused with attack increases. If an immortal or burrowed cards gets this then all you can to do is build a couple up and stall away till you win, it is like a accelerate but in shard form. A shriker could burrow and use this for like 3 turns and then have like 4 of them pop up for even bigger finishing damage than normal. Also Mono Aether would love it, that's why I wish that this would have some element restrictions so that other elements can not sue it without that element or without a price to pay. I like the idea of over time getting little guys buffed but as it is now I feel that it is over powering. Make no mistake this could be a very fun card would would work awesome with low cost but high HP cards ( so they live long enough and profit! ) but I just feel that it can be abused to easy as it is now. Maybe if you added a drain effect like flooding for this and it drains water? That would make it hard but not impossible to use this outside the water element. I feel something like that is what this shard needs, but it could just be me. I am not in love with the idea but I think it could be made to work, very nice job!*Shard of perseverance by manipul8r
This is an interesting card indeed, I can tell it for sure is not over powered but will have some really strong combos! When mixed with Vampires it makes even minor vampire deadly, and can make some weak things with strong effects very good. I do have a question, if there is a tie will both creatures attacks go up or will one be selected randomly? I hope is the second one because that means you could play a deck with creatures that have all the same attack and they would all be powered up, this would be OP almost. I do like the idea though, I like it alot because it can give good effect creatures some attack and defense over time. Something oytugh  would love this and make unupped oyt very very good. Also Dune and stalker would love this, so I fear those 2 cards could make this card too strong, is there a way this can be counter balanced? I would suggest that the cost of the card moves to 7 for unupped and 6 for upped so that it can't be early game ownage 100% of the time. Also I would really hate to see this skill stack, will it stack or will only 1 active per turn? Once things get balanced I would love to see this card in the game as it makes the little guy not so little anymore. I really do think it needs a balance to it so that dune and stalker can't abuse this to no end. ( I could be wrong. ) Anyways best of luck with this shard!6/6 Criticisms
Task 3 ( done )
6/6 Deck helps.
Will link later. ( or tomorrow. )
http://elementscommunity.org/forum/index.php/topic,29216.new.html#new
http://elementscommunity.org/forum/index.php/topic,26926.msg397847#msg397847
http://elementscommunity.org/forum/index.php/topic,29095.msg397851#msg397851
http://elementscommunity.org/forum/index.php/topic,28511.msg397868#msg397868
http://elementscommunity.org/forum/index.php/topic,29081.new.html#new
http://elementscommunity.org/forum/index.php/topic,28580.new.html#new

LongDono is done with Phase 1!

15
I went through every element and picked cards that I decided a player could learn 1 or more PvP skills from.
Here it is!
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vi 4vm 52j 562 590 595 5c7 5f6 5fb 5ib 5ie 5if 5ig 5le 5on 5rk 5rk 5ur 5v2 61q 8pp

Chaos seed - Teaches you about RNG*. ( Random number Generator.* ) Though it can be great it can also fail very hardcore. Educate yourself on all the effects of this card. ( adding link to this cards topic shortly. )After that you will be thinking of the odds of it doing what you need it to do and play it with that in mind. This can teach you that even randomness can be good if you know how to use it.
Fallen Elf - Many of the same reasons as chaos seed, but this can teach you to use CC on yourself, but with a risk. ( link to cards thread coming soon. ) Also there are many many many combos with this card in this deck as you would find out by playing it.
Flesh spider - Is here to be combed with Adrenaline, Fallen Elf, and anything else you can think of. Mostly there to fill the death quanta and not add too powerful of a card. You wont learn much from easy wins.  ;) Feel free to replace this card.
Acceleration - This card can be used as a buff, or to destroy an opponents creature ability, or over time kill it. Very few cards in this deck combo very well with it so watch out! Still a good card to learn from.
Graboid - The burrow ability teaches you on reading an opponent and generally just keeping this possible plays in mind. Also it is powerful when combo with Adrenaline! Use burrow now and again, it wont hurt.
Basilisk blood - In some rare situations this card is better to be used on your own creatures! If your creatures attack now heals them you can stop it, as well as if your card is about to die from damage you can make it live longer, just remember to make sure that the damage is not too great or else it might not live 6 turns anyways!
Adrenaline - This card can give very big damage boost to your creatures, but watch out they will become the main target of creature control cards that the other player plays! It will teach you to spread your buffs around and not on one creature!
Deflagration  - Test judgement and timing on playing cards, and the deck needs Permanent control.
Rage potion - This card can be used on you or the other player and has a down side and up side, used it well for it shall test your judgement too.
Arctic Squid - Go nuts and learn the power of stacking freeze!
Toadfish - Just needed another powerhouse. Good CC once it gets going as well!
Mind flayer - Ummmm just good and combos well.
Nymph's Tears - Every nymph it spawns can teach you something new, have fun!
Guardian Angel - Can keep things alive, and combo's with rage potion and other things, have fun!
Shockwave - Can hit your opponent or a creature! Very good for judgement.
Reverse time - One of the best Creature control cards in the game, one thing to keep in mind is even if they can play a certain card again right after drawing it you at least deny them a new card that turn and monsters need to stay on the field for a whole turn to use active skills so you can delay some of the most annoying cards in the game! Also if one of your creatures have been frozen, anti-mattered, skill removed, about to die from fire shield or poison you can save them and replay them like brand new next turn if you have the quanta!
Vampire stiletto - can teach you about healing and overall damage swing. Damage swing adds healing and damage of a card together and you get damage swing. If you do not have vampire stiletto you can replace it with Nightmare!
Cloak - This card is not one that should be played randomly, it is all about timing. When you play it right you will know. When your field becomes it's strongest and you are turns away form winning you play this unless you really really have to just to stay alive in a match.
Lightning - Look at shockwave.

I am taking time away from working on what I need to for trials to post this, I hope it helps some newbies, or even some vets that lack in one area or another, you most likely wont know until you play something like this. Also I fear this might lack damage even though I am 6-0 in PvP with it.

16
Deck Help / Re: All of my duo decks
« on: July 26, 2011, 09:43:00 pm »
On the last deck I would add more wind quanta. Take out 1 bond for a Air piller, and 1 rustler for 1 wind piller, and 1 Life piller for a fog shield.
This allows you to get your first FFQ out faster, and get more of them out faster, and the fog shield allows for you to make your healing even harder to get past. I think I will post a deck image for this to count for trials. I will edit this post shortly.
Something like this? Maybe more life quanta?
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bv 5bv 5bv 5bv 5c6 5c6 5c6 5c6 5de 5de 5de 5de 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5og 5og 5oj 5oj 5oj 5oj 5oj 5oj 8pr

I hope I can give you an idea of some sort. If I had to give another suggestion it would be to cut rustler and bonds out and try for a pure CC FQQ rush. Maybe heals instead of bond so you use less quanta and survive rushes. Your current deck would not be able to deal with a good rush.
Best of luck, and could you post how well this deck will do against certain AIs? That would great for people that look at this deck and try to help.
PM me if you want help.

17
Air Trials entry
Shard of Cooperativeness


I believe it is balanced as the effect is not over powering and it sets your quanta to a rather low level. It would have many uses.
At the start of each turn it sets your quanta very low both upped and unupped. This is to stop abuse of this card as well as give players a chance to think of ways around this a little.
"Why the name? I see no cooperativeness here, lol."
Well it is hard to explain. The dodging part comes from fish, yes fish. Some fish group together in massive fish balls in order to fend off attack and get those that would feed on them unable to zero in on a single fish. Birds could do the same thing in the air and that's the idea of this card though hard to express given limited characters and the name being set.
"But what if you only have one creature out?"
Well my friend elements is famous for not telling you everything on the card. This would be one of them, you would need at least 2 Air creatures to make this card work.
"Why the counter damage?"
For lulzy times.... I mean ...... It's the price you pay for missing the Air creatures, they will counter attack you if you miss them. Also the counter attack would work if you missed them with an effect, it would hit the opponent, evil right?
"How will mass CC work?"
Well each time something harmful is played and you are given the 50 or 60 percent chance and they will all be hit or all dodge. This is to make coding simple.
"If you dodge do you always counter attack or is that only a chance, and if you get hit can you still counter?"
You either counter and dodge or nothing.
"Is this over powered?"
Far from it, but I bet it will be very fun. The quanta being set to a certain point makes it so that you either have to wait to play this card or not play much at all for the whole game. Also the fact that it only works with Air creatures means it is mostly a mono or duo card.

18
Deck Help / Re: The Decks for My Other Accounts
« on: July 26, 2011, 01:03:43 pm »
For dedmanwalkin I would say add some bonewalls. Yes you have no CC that helps with them but they stall 7 attacks. I would take a dragon and 2 mummies out for 3 bonewalls. This adds more quanta cost overall to your deck but the extra turn/turns you get to live from bonewalls not only makes up for it but allows poison to inflict more damage if creature attacks should be stopped.
For essencesmell I would say it is good, maybe a labo if possible, or a silence but overall it is good to go.
for greenman777 I would take out 1 cock and add in a piller or pend for faster quanta, or a heal to add EMs or just stay alive longer. ( the EMs would be very good now and again. )
Purpledude needs more entropy quanta for sure. The deck would be much better with a early elf/druid. I say take out 1 sparks, and a Qp and add in 2 entropy pillers.
eastwindwest I would try to fit in 2 or more shockwaves. They have the option of being played against an opponent and when your opponent is trying to figure out if he should start stalling or not he is most likely not taking shockwave damage into account so you can kill him before he thinks you can.
Code: [Select]
5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5od 5od 5od 5of 5of 5of 5of 5of 5og 5og 5ol 5ol 5op 5op 5ji 5ji????? = Shockwaves.
Even though you have shields a little CC never hurt anyone. I took out a sky blitz and a dragonfly. CC is also a stalling card in a way, the sooner you kill a creature the less turns it had to damage you. Also this CC can hit the opponent for 4 damage each, not much but when they are thinking about when to play that phase shield, ect... they don't take into account most fo the time the 4-8 damage from shockwaves and that can sometimes win you the game.

burningred I would take out 1 rain of fire for a piller. You use alot of quanta even with immos you need to get quanta fast.
dirtydogboy Take 1 shriker out for a piller, I played shriker rush for a long time and the piller amount for that build should be about 17-18. This allows for much more 3piller+ draws. Playing graboid as soon as possible is always good.
Blackestblack should have another piller, maybe take out a minor vampire for a piller. I find that the 13th piller in this deck helps alot when you play dragons and allows for you to draw more 3 pillers starts ( not as much as a 17-18 graboid rush. ) but mixed with your mark that means you could open 2 devs on turn 2 more often. I don't think I need to say how good that is.

19
Trial Archive / Re: 4th Trials - Phase 1 - Proving of Worthiness
« on: July 26, 2011, 12:45:05 pm »
I want to see stunning work from the Trials of :air Air. I will be keeping a close eye on things.

Good luck to all participants.
The funny part is that I just found out I will be out of town and most likely have no internet for Thursday, Friday, Saturday, and Sunday. Yay? On top of that Air is a somewhat hard element to beat gold or plat with. I should be able to do it.
 

20
Draft - Battle Results / Re: Draft II, Round 2
« on: July 25, 2011, 02:15:31 pm »
LongDono ( Team Omega ) 2
Mithcairion ( Team Delta ) 1

21
Trial of Air / Re: 4th Trials - Signing up
« on: July 24, 2011, 07:55:52 pm »
New score: 28,937
Need SS?

22
Gold League Decks / Re: What deck did you submit today? ( Gold )
« on: July 24, 2011, 09:59:20 am »
My GotP water downed is like 44-7 and in about 40th place. O.o

23
Trial of Air / Re: 4th Trials - Signing up
« on: July 22, 2011, 12:29:53 pm »
The timer is still going so I can still sign up right?
Post: over 1,100
Score: about 2,800 ( almost exact )
Time: Joined oct 2010.
I think you may be missing a '0' in your score ;)
I think your right.

24
Trial of Air / Re: 4th Trials - Signing up
« on: July 22, 2011, 11:57:33 am »
The timer is still going so I can still sign up right?
Post: over 1,100
Score: about 28,000 ( almost exact )
Time: Joined oct 2010.

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blarg: LongDono