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Messages - Parabol (45)

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1
Card Ideas and Art / Mighty Wings
« on: December 15, 2009, 10:09:50 pm »

Aye, it WOULD work wonders with dive, tho I suspect there's a reason that Blessing, Momentum, Chaos Power et alia are kept separate from the air element - they do make dive powerful, and they WOULD make air extremely overpowered.  +5/-2 doesn't strike me as fire either, the creatures being slightly weak - maybe darkness? It has the kind of sacrifice/reward tactical thing going on, and would go nicely as the dark answer to blessing (drawback to darkness is the same as the drawback to it being fire: darkness creatures = low health).  It could also be used aggressively in a pinch, which I quite like... :D.

Probably NOT a non-elemental card as has been pointed out - would not be good for the perceived imbalance towards rainbow in the game.

2
Duo-Decks / CLASH OF THE TITANS!
« on: December 15, 2009, 10:09:50 pm »

Damn...if only I could get 4 titans :'(.

3
Deck Help / Mono-Light Deck - Sundials, Animate Weapons etc.
« on: December 15, 2009, 10:09:50 pm »

My current version of this deck does quite well in PvP, but suffers badly as the animate weapons are currently still flying weapons, consequently I can't use permanent removal.

But...I was thinking (always dangerous), why not Improved Steal/Mark of Darkness over Explosion/Mark of Fire?

The deck is NOT very aggressive, and being able to nick other people's shields could prove advantageous.  The disadvantage of this is that it costs one extra quanta (shouldn't be a problem except against mono dark), and could conceivably force me to replace a morning glory, or steal a dissipation field (ulp!).  However, I do have a reflective shield in this deck, so I don't foresee diss field being a HUGE problem to replace, and even if I am forced into nicking it and draining all my quanta, I can easily wait until after I've cast Miracle when it'll just give a one-turn advantage.

Currently the deck set-up I'm working on looks like this, then:

Mark of Darkness OR Mark of Fire
6x Explosion OR 6x Improved Steal
6x Sundial (Upgr)
6x Morning Stars/Glories
6x Improved Miracle/Miracle
5-6x Animate Weapon
1x Mirror/Reflective Shield
~20x Light Pillars/Towers.

While the actual deck I'm working with is:
Mark of Air
5x Flying Weapon, 1x Animate Weapon
6x Sundial (Upgr)
4x Morning Star, 2x Morning Glory
4x Miracle, 2x Improved Miracle
1x Reflective Shield
12x Light Towers 8x Light Pillars.

Sucks but I'm slowly getting there thanks to SGirl's deck ^_^

4
Rainbow Decks / The ULTIMATE False God killing deck!!!
« on: December 15, 2009, 10:09:49 pm »

Took out Mind Flayer for Trident:

Mind Flayer was, for me, a useless card, draining aether and not achieving much - removing momentum perhaps? Risky, and the same effect is achieved by killing, reversing, or mutating then eating them...then I realised I only have one card that uses water, and one card that uses earth, and Trident works INCREDIBLY well in this deck (and I suspect, well in any deck that carries eternity as well).

By draining the pillars gods have (and although they have a lot 10-ish seems to be the most they'll get out of any one sort), any reversals you make become incredibly tough obstacles to overcome - so even if you get a slow start, trident will see you through most games.

This one card has definitely made a lot of games seem easier, and almost certainly has stopped a couple of defeats.

Tweaking is fun xD.  But I don't think anything has as much raw power as the elite otyugh/bone wall/ffq combo, so that'll always be the focus of my deck, until the next update.

5
Rainbow Decks / [[[ Instant Win Rainbow Deck ]]]
« on: December 15, 2009, 10:09:49 pm »

Hmm, you might not need any healing but your need for creature control is also limited.  I definitely agree for PvP.  But you're definitely not getting the most out of blessing against level 3, which is a pretty damn fine card.

Ele Mastery is nice.  If I ever run a version of this at level 3 I suspect I'll be running at least one Vampire, just for those occasions when the AI plays a single virus the turn before it dies.

6
Rainbow Decks / [[[ Instant Win Rainbow Deck ]]]
« on: December 15, 2009, 10:09:49 pm »

I don't know why you'd put Bloodsuckers in over Vampires for a deck that has blessing in it o_O

7
Rainbow Decks / Uzra's Flying Weapons
« on: December 15, 2009, 10:09:49 pm »

Putting two Pulv's in a deck? You're gonna have to answer to my dry-cleaners!
Sick.  Does it work against gods at all? Purely by creature and permanent control I'd assume it had a small chance...emphasis here being on small.

8
Duo-Decks / Got Poison?
« on: December 15, 2009, 10:09:49 pm »

Yeah I agree, but poison makes a nice addition to any deck, simply because it requires that they draw purify or die.
It's one of the reasons (along with unstoppable force only being 1 grav) that I don't think "true" mono decks CAN be better than those which dabble in another Element.

9
Duo-Decks / Got Poison?
« on: December 15, 2009, 10:09:49 pm »

There's a few different poison decks to water/death I thought of:
1) Death/Aether: Spam Deadly Poison using Mark of Death to fuel, whilst stalling with Dimensional Shields and building up to using phase dragons in the event that they have Purify.
2) Water/Grav: Spam Pufferfish, put momentum on pufferfish, mark of gravity, probably go with water control methods (i.e. congeal) and keep deck size to 30, no grav pillars.
3) Water/Mark of Death: Main damage comes from Deadly Poison, with Arsenic as a weapon SOMETIMES providing a little more.  Puffer Fish are preferred over Chrysaora, although a few Chrys won't hurt, with Ice bolt included to finish off the enemy.  Again, limited to 30 cards so the death-fuelled cards will turn up early and do maximum damage.

That last is similar to this deck but...more aggressive, with less defence.
Of course, Poison is AWESOME because it is damage that cuts through shields and costs just 1 death, and so can be thrown into any mono deck by just adding mark of death.

10
Duo-Decks / Blessed Pegasus from Twin Universe
« on: December 15, 2009, 10:09:49 pm »

I used to play this deck (or a tweaked version with around 40 cards, which seemed to me to have a better balance of aether pillars/PUs/Pegasi) a while back.  I actually used Dim Shields in it in the end, and played it against False Gods...I believe my record with it was 52 games, of which I won 11, 10 against Miracle (with a 100% record, I was extremely fortunate he kept popping up) and one against rainbow, who failed to draw an electrum hourglass and was consequently slain by an INSANELY lucky draw.

I prefer to play 6 Peg/6 Bless/1 archangel/1 morning glory/1 miracle when I play my old deck in PvP now, simply because the faster damage from TU is, in my opinion, offset by it being approx twice as slow to play (going off the incredibly unmathematical technique of two elements = half the pillars available).  I like Mirror Shield because it's INCREDIBLY cheap and can pose real problems for some decks that would really like to finish you off fast, but can rarely find room in a peg deck.

As the comments suggest, it's fast damage that can be made to look very foolish indeed by hard counters that are played early - when played late your hand tends to have built up a nice collection of fast damage cards, which if you have been wise with your quanta can be rapidly deployed for what SHOULD be an instant kill.

Some cards that utterly destroy this deck if gotten out on time:
Devourer (bye-bye air quanta)
Lobotomizer/Mind Flayer
Eternity/Reverse Time
Dim Shield/Bone Wall.

It shouldn't struggle with Diss Field - the few times I've seen players attempt this shield against a dive deck it has fallen and taken all their precious quanta with it.

As a final note, I wouldn't upgrade Pegasi.

Pegasi are a 3/2 with dive.  With Blessing they can become a 6/5 with dive, essentially 12/5 assuming you have the quanta.
5 hp is the sweet spot in between Elite otyughs and Grav Shields, and utterly rips apart gravity decks which are simply not designed to cope with damage this fast (essentially, for 6 light quanta you get a 12/5 creature by around turn 2.  Further Pegasi are admittedly limited to 6/5).  There are ways around this for grav decks (most obviously, momentum), but I think the chance to hit this sweet spot outweighs the negatives, especially given the opportunity to build up and rush.  Elite Pegasi are a 3/4 with dive.  Against grav decks they have a choice between becoming oty fuel or viable damage, not both - making your primary source of damage your weapon.

8 damage per turn is nice, but not brilliant.

11
Duo-Decks / Fire and Ice
« on: December 15, 2009, 10:09:49 pm »

Great deck!

:O a water duo deck without poison OR lobotomize? Madness!

Good job imo

12
Duo-Decks / Death/Fire
« on: December 15, 2009, 10:09:49 pm »
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52o 52o 52o 52o 52o 52o 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f2 5f6 5f6 5f6 5f7 7dh 7dh 7dh 7dh 7dh 7dh 8pk


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