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Messages - RoKetha (79)

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1
Aether / Re: New Card: Fractal / Fractal
« on: March 26, 2010, 02:31:08 am »
Fractal is just outright amazing with any creatures that produce quanta.

If your opponent doesn't have a mass damage spell on hand, it's like drawing six or so pillars at once over only two cards, and additional fractals only compound the matter.

Additionally, it's from the same element as Quintessence. Life + Aether can quint a Rustler/Leaf Dragon and Fractal some Rays of Light into play for ungodly amounts of quanta that the opponent literally cannot directly counter in any way. (Even killing the Rays in one turn still yields about 12 quanta at once and the player can just save one Ray to fractal again, and the original Ray and Rustler are never vulnerable.)

It also combos far too well with Hope and Feral Bond.

I had a deck that shows how this can work out to be pretty nasty but I accidentally posted it in Hope's topic, don't want to post it again in case it gets moved here.

2
Aether / Re: New Card: Fractal / Fractal
« on: March 26, 2010, 01:35:07 am »


I just made this deck and it seems really overpowered (might need a little tweaking to be optimal of course).

All you have to do to basically autowin is
--Get a measly 11 aether quanta--this is the ONLY true quantum requirement the entire deck has, the rest of the fractals and quints are more of a "just in case"
--Draw a Quintessence
--Draw a Leaf Dragon
--Draw a Fractal
--Draw a Hope
--Draw a Ray of Light

Quint a Leaf Dragon, Fractal a RoL and save at least one in your hand in case of mass damage, play Hope in two turns. Yeah there's things that can go wrong with mass damage, but I've managed to set it up in four turns before and it's basically invincibility + infinite life quanta as long as you get more fractals than they get mass damage spells. Thunderbolt would take care of some Blue Nymph and Alfatoxin problems.

It's kinda like unupped FFQ except you can make the leaf dragon immortal and use Fractal to save on heavy hitter cards. You really don't need the nymphs but they make it more fun when you can play six of them at once.

I managed to have 8 Jade Dragons in play on turn eight or something a couple times, other times I'd fractal a Green Nymph and play them all at once with the massive quanta pool.

3
Air / Re: New Card: Blue Nymph
« on: January 19, 2010, 08:52:13 pm »
Except of course having a reflective shield yourself with 999 fire quanta, 6 lances, 520  hp, 6 SoG, and 6 miracles. But even then, it is theoretically possible to lose my being killed before you activate your lances
That's 30 cards for the last four items, plus an implied 92 earth quanta, and we'll say you only need to kill 100 HP in one shot which means it only takes 134 fire quanta. You'd need a way to pay for miracles as well, and those SoGs have a small cost too.

I'd say you decked out a few turns ago. I'd also say you're cheating since you're holding 6 lances and 6 miracles in a 7 card hand.

Edit: Oh yeah, since you wanted a reflective shield that's another card used up... though you could pull it off against a player who uses a zero-offense dissipation stall deck if you used quantum pillars and Etenity...

4
Air / Re: New Card: Unstable Gas
« on: January 19, 2010, 08:03:47 pm »
edit: returning to the card discuss, have you tried it with aflatoxin you and your oponent and then explode it? with bonewall/boneyard/Condor?

122 charges on shield and 3 45/44 condors ^^
Yeah, this is currently the only multi-target spell/ability in the entire game that affects your own creatures. It's pretty useless as creature control against anything but cells though.

5
Life / Re: Shard / Shard of Gratitude
« on: January 13, 2010, 05:17:52 pm »
I meant it's way too cheap. 2 quanta of any element in any deck for renewable healing while the only other renewable healing in the game costs 5/4 life and requires you to play a deck with lots of creatures to be effective. The cost should be closer to 4 quanta if it's to be balanced. Similarly, Shard of Divinity is a little too cheap for a 20 HP heal for any element.

6
Time / Re: Anubis/ Elite Anubis
« on: January 13, 2010, 05:07:07 pm »
I suppose there are those, but the amount of time quanta used in getting those cards in play is heavy. I've never been able to afford to play them before very late in the game if I had to play an Anubis first. Makes for a deck that's so slow to start it doesn't have much of a chance.

7
Life / Re: Shard / Shard of Gratitude
« on: January 13, 2010, 03:15:14 am »
The cost to effect ratio doesn't even resemble balanced. It's even worse than Shard of Divinity in this regard.

8
Time / Re: Scarab/ Scarab (Elite)
« on: January 13, 2010, 03:12:53 am »
Parallel Universe will cause the new scarab to receive an HP bonus equal to the number of scarabs already in play.

Using this mechanic plus a Heavy Armor or two it's possible to make an army of scarabs with insane HP.



Other than that it's pretty much an Otyugh that requires Heavy Armor to eat anything at all. It even requires gravity too. There's just no situation where you can afford to hoard these in your hand and play a bunch at once to use the HP bonus.

9
Time / Re: Anubis/ Elite Anubis
« on: January 13, 2010, 02:58:29 am »
Suffers greatly from the fact that time and aether have no buffs, offensive creature abilities (aside from scarabs which aren't great without being able to target them for PU) or growth creatures. There's really nothing worth making immortal between these two elements until you add a third element. Not to mention that multiples of this card end up as a waste of quanta/draws once you have one in play and the chance of drawing a single one at the right moment is slim. Also kills to have it in your opening hand.

10
Earth / Re: New Card: Auburn Nymph
« on: January 13, 2010, 02:40:20 am »
Here's a thought, guys:

Gravity Pull is a permanent effect, not an active ability.

Meaning, you could Gravity Pull with an Armagio, then petrify it, and the ability would continue working. Or you could play Gravity Pull/Force on a petrified creature at any point.

Also, I don't believe Gravity Pull can be removed via Lobotomizer, only Eternity (could be wrong though).

11
Trio & Quartet / Deja Vu blitz deck (Time/Life/Gravity)
« on: January 12, 2010, 08:54:40 pm »
Hey guys, wonder if anyone remembers me... er, anyway.

This deck is a lot like Scaredgirl's deck over in duo decks purely by coincidence--I made the deck before checking the forums to see what anyone else had done. The difference is it's capable of killing a bit faster and has some creature control but is a bit more luck-based being a tri-element deck and all.

There are two versions of this deck, actually. The first is designed to be able to kill some level 5s as they just have too much HP for a pure blitz to work reliably.
Hover over cards for details, click for permalink
Deck import code : [Select]
5c5 5c5 74a 74a 74a 74a 74d 74d 74d 74d 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ak 7am 7am 7am 7am 7an 7an 7an 7an 7an 7an 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q1 7q1 7q1 7q1 7q1 7q1 7q5 7q5 7q5 8pl


Mark of Gravity
10 Emerald Tower (unsure if 9 is better, you only need a few but need at least one ASAP)
7 Time Tower (6 might be better, again unsure)
6 Elite Deja Vu
6 Epinephrine
4 Unstoppable
4 Gravity Force
1 Jade Shield
4 Feral Bond
3 Electrum Hourglass
2 Druidic (not Jade) Staff
1 Animate Weapon

Second version of the deck is designed to just be faster to reduce the chances of spells/weapons being used against you.

REMOVE:
2 Emerald Tower
1 Time Tower
4 Feral Bond
1 Electrum Hourglass

Gravity Force is your creature defense and also lets you kill Deja Vu hit with Antimatter. However, you will need to keep at least one creature with Adrenaline but not Momentum in order to be able to instantly kill your opponent's creatures with it--Momentum ignores Gravity Force.

Your basic strategy is to kill your opponent quickly as Deja Vu die when the wind blows and if the wind comes with rain (of fire) you will likely not get back in the game. You can't fight Eternity/Eagle's Eye/Lobotomizer either because only Fire, Darkness and Aether can in any way at all (lol balance) and you can't deal with Earthquake because you're not Earth, though your total quantum use is still low enough that it's possible to survive it when it's from someone who plays by the 6 card 1 draw normal rules. You can barely survive Alfatoxin if you can manage to keep something offensive on the field, and this will mean a lot of healing for a little while with the Feral Bond deck version. There's a good amount of luck involved in getting those Deja Vu split before things go to hell.

However, you can put out 24 shield-ignoring damage on turn two with a perfect draw and on turn three with one only slightly better than average. That's pretty nice.

This deck could also be run as Life/Time/Aether with Mark of Aether, Quintessence, and Thunderbolt... except Deja Vu won't copy immortality from what I've seen. Unsure if that's a bug or not.

Bonus pic:

12

^Gemini, not Graviton.

I agree that there should be the option to cancel without penalty. Especially since it can currently cost you dearly through no fault of your own; back-row mutants require you to click them to see their ability (oops I just used my last two life for a 2 attack Dive so I can't mutate now). Also, the cancel button almost completely obscures one of your creatures where it currently appears.

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