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Messages - Powerfrog (89)

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13
Deck Help / Whats the current fastest TTW deck?
« on: February 06, 2012, 04:59:37 pm »
Just curious which is currently the best one out there.

I have one that can get 4-6 turn wins pretty often, but also can take 15+ with poor draws.

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7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 7n9 7n9 808 808 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 8pu


I plan on getting a TTW on this one soon, but i'm very doubtful it'll be number 1.

14
General Discussion / Re: #dumbstufftheAIdoes
« on: February 06, 2012, 10:36:37 am »
AI once played a procrastination shield, stole my skull buckler, played a procrastination shield, played a phase shield.

All in a single turn.

The kicker: I only had momentum'd creatures on the field.

15
Forge Archive / Re: Stone Totem | Earth Totem
« on: February 06, 2012, 12:43:06 am »
6 fire totems
6 fractals
18 fire pendulums
Mark of Aether

Turn 1:
1 totem 2 fractals 4 pends
Play pends and 1 totem.
5 fire 1 aether

Turn 2:
1 pend
Play pend
5 fire 7 aether

Turn 3:
1 Totem
Play totem
7 fire 8 aether

Turn 4:
1 pend
Play pend, fractal totem, play 2 totems
1 fire 7 aether
12 damage

Turn 5:
1 pend
Play pend
9 fire 8 aether
24 damage

Turn 6: (Note many decks have dealt 100+hp faster than this vs an unguarded opponent)
1 pend
play pend, 3 totems, fractal totem, discard 1 totem
0 fire 9 aether
72 damage

Turn 7:
1 pend
play pend
10 fire 1 aether
120 damage

Turn 8:
1 pend
Play pend, play 3 totems
1 fire 10+ aether
220 damage
This looks like the fastest method to play totems for raw damage. It starts off incredibley slow but picks up some tremendous damage as more are placed. But in this almost best case scenario, it's still pretty slow. A SN powered totem rainbow could possibly have better results, otherwise needs heavy stalling to reach it's prime.

You may be thinking 8 turn FG kill is impressive, but you have to realise most decks are capable of this under perfect conditions and no fighting back.

Note it's very likely your totems/pends/quanta/hand/damage reduction would have been messed with in this process, making it even worse than it sounds.

So yeah. Don't worry about totem fractals being overpowered...

16
Duo-Decks / Re: Damstal Blitz [Extremely fast rush]
« on: February 05, 2012, 12:42:12 pm »
take out 2 skyblitz and 2 fractals and put 4 ball lightnings

perfect fractal target and gets up to a whooping 10 damage per ball with skyblitz :D
Humm I think it's not the idea of this deck to be a fractal BoL.
maybe not the idea, but certainly an improvement
The idea of the deck is to be fast as possible. This certainly could be an improvement...
But i'm not sure it actually would be an improvement against a 100hp target. You'd need 2 fractals, one for the flies to get air quanta, and one for the BoL. By the time you use the 2nd fractal, you could just use it on the flies to kill any unprotected 100hp enemy. And in this case having less fractals in the deck would harm the chances of a speedy kill rather than help.

Still almost definatley a better damage dealer for arena/fg/healer/damagereduction though.

17
Deck Help / Need draw probability stats (Very complex)
« on: February 05, 2012, 12:21:33 am »
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7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 7n9 7n9 808 808 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 80i 80i 8pu


I want to know if i should have 6 fractal 6 blitz 6 flies in this deck, or less.

For a typical win you usually use 1-3 of each. But for a fast win you only play 4-6 turns, drawing 10-13 cards.

Draw in the order presented:
4-6 aether towers, 2-4 flies. (You only need 4 towers 2 flies. But drawing multiple fractal/blitz here interferes with future fractals.)
Fractal.
Blitz.
Blitz OR Fractal.

Heres a revised version that seems to have more power.
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7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 808 808 808 808 808 808 809 809 809 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 8pu

Those balls have 10 damage each after a blitz.

18
Duo-Decks / Damstal Blitz [Extremely fast rush]
« on: February 04, 2012, 11:58:45 pm »
This is a rush. It fails vs any type of mass CC or shield. (Single target CC hinders it, but probably won't stop it.)

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It gets turn 4 wins, and very rarely takes over 6 (on a not-awful draw)

Scenario for a perfect 4 turn win:
Turn 1: 4-5 aether towers, 2-3 flies. Play all.
4-6 damage.
Turn 2: Fractal. Use it.
24-28 damage.
Turn 3: Blitz. Use it.
64-72 damage.
Turn 4: Blitz. Use it.
104-116 damage.
OR
Turn 4: Fractal. Use it.
100-110 damage.
Scenario for a mediocre 6 turn win:
Turn 1: 5 aether towers, 1 fly, 1 blitz
2 damage
Turn 2: fractal
18 damage
Turn 3: fly. Play blitz.
54 damage
Turn 4: aether tower
72 damage
Turn 5: fly
92 damage
Turn 6: blitz.
132 damage
The only real requirment for an extremely fast kill is 4+ aether towers by turn 1, 1 fly and 1 fractal by turn 2.
It does suffer from severely nerfing itself by drawing a hand like 4 fractals 3 blitz, but this is rare. You *can* still win AI3 from this point, but it might be worth just rage quitting and starting another fight to save time.


It miiight be a good idea to get rid of some fractal/blitz's. But i havn't done the maths on draw probabilities. If someone wants to do them, i'd really appreciate it.

19
Rainbow Decks / Re: CRUSADERS CHOICE [AI3] + [PVP1]
« on: February 04, 2012, 11:16:21 pm »
If i ever get crusader/light pillar/flying weapon as my arena card, i think this has some serious potential.

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The miracles are for survivng once you have your crusaders out and are bathing in light quanta. Maybe swap them for sancturies for protection from BH/Pests/Nightmare.
The weapons are pretty much interchangable, you'll notice i chose the cheap ones, this is so no matter which you get, 2 supernovas will be enough to play them. This avoids clogging your hand waiting for the 3rd supernova. The higher cost ones are probably better to use in some situations. You obviously want to take the CC/PC ones according to your enemies deck.

20
The Arena / Re: How do you rate decks that beat you ?
« on: February 04, 2012, 11:21:36 am »
I basically say to myself "Have i seen this deck before?"

Yes. Thumbs down.
No. Thumbs up.

If it's a really bad deck i'll thumb it down too, though. I admire the guts to be original, but you need to keep trying.

(Oh and SoSa. That's pretty much the one card i'll instantly thumb down regardless of circumstances. It's just rediculously overpowered.)

21
Forge Archive / Re: Stone Totem | Earth Totem
« on: February 03, 2012, 07:21:24 pm »
simple really, if totems stacked with totems of the same type, they would be exploited to hell with fractal.  fractal earth totems, have them all stack with eachother, youd have a ton of 12|12 or higher totems, which only cost 3 :earth apiece and the cost of fractal.  it would be downright silly.

and coding the time totem wouldnt be that bad, just need to limit the number of times any card can be affected by time totem's ability, same as any other totem, essentially the same as nightfall/eclipse.

Some of them are much stronger than others
-cost and hp can easily be used to tone down those which have 'stronger' effects
Oh. Wait. I thought by adjacent you just meant left and right. You mean any of the six squares around them?

Stackable would be a bit too powerful, i agree, but not allowing them to stack is incredibley lame. (And doesn't solve the rainbow being awesome)

22
Forge Archive / Re: Stone Totem | Earth Totem
« on: February 03, 2012, 06:32:16 pm »
Unupped fire totems are pretty nerfed as you can't use them together as they will die due to only having 2 hp. Either remove the hp loss or give them 3 hp, so they can at least survive their brothers.
-irrelevant, the effect of a single totem type will only affect something once.  in other words, buffs of the same type do not stack.

Do time and water abilities stack if there are 2 totems either side of the creature? EG can you make it +8/+8, or can you make it cast the ability 3 times?
-the water effect would not stack, again, same totem type. additionally, if you had two time totems next to a creature, the time totem ability would only work a max of 1 time per creature.

All totems (except death) cost 3 quanta of their respective mark, right? You might wanna clarify that.
-roughly, not all that interested in the exact details.

Upped death sounds pretty powerful but you've noticed this and already said increased cost ahead of time. How much increase?
-probably ~+2

A quantum totem might be a good idea, possibly make that one rare VS the rest being common.
-dunno, other is the bastard child of series
Oh. They don't stack. Why on earth not? They're all practically useless without stacking... Way UP unless used in some sort of totem rainbow. Plus it doesn't even make logical sense for them not to stack. Not to mention it's probably very difficult to implement, especially the Time one, i'm assuming abilities work on a binary system at the moment...

23
Forge Archive / Re: Stone Totem | Earth Totem
« on: February 03, 2012, 03:55:28 pm »
Unupped fire totems are pretty nerfed as you can't use them together as they will die due to only having 2 hp. Either remove the hp loss or give them 3 hp, so they can at least survive their brothers.

Do time and water abilities stack if there are 2 totems either side of the creature? EG can you make it +8/+8, or can you make it cast the ability 3 times?

Unupped death and dark are impossible to stack, that kind of ruins the synergy potential of them a little, not sure what can be done on this front.

All totems (except death) cost 3 quanta of their respective mark, right? You might wanna clarify that.

Upped death sounds pretty powerful but you've noticed this and already said increased cost ahead of time. How much increase?

A quantum totem might be a good idea, possibly make that one rare VS the rest being common.

That's all i have to say really. Looks like a great set of cards.

24
Forge Archive / Re: Stone Totem | Earth Totem
« on: February 02, 2012, 09:45:52 pm »
OdinVanguard unintentionally brings up a good point.

Totem abilities can either be passive or active abilities. They do not all have to be one type or the other but ideally they would be. The question to consider is whether this mechanic implementation would be better as an active or passive ability and whether totems that grant abilities should be able to buff each other or not.
Totems should certainly be able to buff each other. I think passive/active depends on the ability. Some will inherently be too powerful to be passive or too weak to be active. The totam ability, as OP said, should be passive, allowing them to take any totem ability without waste.

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