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Messages - SilentFH (29)

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13
Deck Help / The fat eternity lock: Light/Time duo (unupgraded)
« on: July 01, 2011, 09:30:34 am »
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5li 5li 5ll 5ll 5ll 5ll 5ll 5ll 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5rk 5rk 5rk 5rk 5rk 5rk 5rl 5rl 5rl 5rl 5rl 5rl 5ro 5ro 5rp 5rp 5rp 5rp 5rp 5rp 5ru 5ru 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2
So this is a little different to what I normally use, a 60 card build designed to lock a field down and simply pummel the opponent into submission from there (Or depending on the draw, simply pummel anyway). It's derived from the False god Lionheart, except I'd like to think this is more...Focused, just drawing and stalling until I can get several crusaders out, wait a turn, play eternity and then the lock begins.

So far I've been testing the build in AI3, with the odd game in PVP1, and short of a poor draw, it performs well enough to get wins, and hence cards for selling/money.

However, I feel it could be improved more, as several games I have found myself reliant on one of the miracles to keep me in the game. I feel firstly the build could do with a full set of sanctuary, to ease pressure on that scenario, but I'm not sure what to replace for them. I'd like to keep all the reverse times, as being able to drop several of them at once, or remove problematic cards (e.g something with butterfly effect, a creature with buffs from blessing) is very useful until eternity is played.

I'm aware that it may not be overly suitable elsewhere, as T50 rainbows with pulveriser will almost certainly kill me due to high permanent reliance and no way to remove it, AI5 I have not tested, and this would probably not be suitable for any False gods.

So yeah, hope someone likes it. I don't often play 60 card decks (not overly huge about rainbows) and I'm surprised just throwing this build together has done okay so far.

14
Deck Help / Re: Improving my RoL/Hope FG deck
« on: May 03, 2011, 07:51:26 am »
The miracle should not be necessary, drop it for another lobotomizer if you have it, which may help improve your chances against Osiris, FFQ, destiny and maybe a few others. After that you could drop a pillar to get down to 30 cards, but since this is the mostly unupped variant, I'm not sure whether that will help a great deal or not.

15
Divine Glory / Re: Oracle: Divine Glory
« on: March 17, 2011, 11:19:34 am »
Copying this to the proper thread.

Win with unupped Hope:
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5l9 5l9 5l9 5l9 5l9 5l9 5la 5la 5lj 5lj 5lj 5lj 5lk 5lk 5lk 5lk 61o 61o 61o 61o 61o 61o 61o 61o 61o 622 622 622 622 622


Might need additional pillars (or use upped Towers if you have them), because they are the only Explosion target and it seemed they would only last at most 2 turns before being destroyed.  A Light Nymph would be very helpful for this deck, as well.
Tried this deck against Divine Glory

It worked, though it is pretty reliant on a nice draw. DG does not mess about in destroying aether pillars, and it got very frantic before I set up a Hope shield with 16 life to spare (damn fractal took forever to appear), with just enough photons with luciferin to block further damage. Then hand got clogged by all remaining copies of fractal and hope before I managed to pull off a last ditch effort using my dragons and a fractal. It's certainly a nice deck for those who don't want to spend the electrum but it's risky to use and poor draws really hurt.

Though I should point out in fairness DG had about 3 morning glories going before the hope shield went up, so I had time on my side.

16
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55m 55m 55m 55m 55r 55r 55u 55u 562 562 562 562 5f6 5f6 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi
Updated the build. This is currently working ok for me but It's rather dependent on getting 3 pendulums turn 1 for an ideal start...

17
...Correct me if I'm wrong, but devourers WON'T be affected by fire buckler due to having 0 attack right?

Because if that is the case, you will need entropy pillars/pendulums. Come to think of it, you'll need them anyway as devourer will almost certainly come out before you can get the quanta to play the buckler. (Think 2 obsidian tower, then devourer/pest = gg)

18
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55m 55m 55m 55m 55u 55u 55u 562 562 562 562 5f6 5f6 5f6 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi
note: blank cards are meant to be acceleration.


So the basic idea for my deck is to create large and powerful growing creatures. This is done through the fire-eaters ability, or using acceleration on armagio, with rage potion being able to speed up the process. At the same time, it also has a limited ability to defend (spare armagios using gravity pull) and control both creatures (rage potion and if necessary, acceleration) and permanents as well (the deflagrations).

At the moment, I'm only using it in PVP1 because it is somewhat slow for AI3, and a poor draw can result in getting beaten by the elders (particularly air/light and time/light elders)

I think it could be improved more though, but other than the addition of a pair of otyughs, I'm not sure how. I don't want suggestions of shields or weapons as they will make me vulnerable to permanent control (currently PC isn't a big issue). I also don't know what to replace for the otyughs other than maybe one of the fire-eaters...

Finally, I'm not so sure about quanta production. I think some of my pendulums should be pillars, but so far it seems all pendulums hasn't caused too much trouble...

Hopefully someone likes the build  :)


19
Patch Notes and Development News / Re: Elements 1.27 Beta
« on: March 01, 2011, 04:58:01 am »
The new cards are not showing up for me in the bazaar...everything else is working fine though...

20
Miracle / Re: Oracle : Miracle
« on: February 18, 2011, 08:54:25 am »
with the new card silence, mono aether can beat miracle with fair ease
I know this thread hasn't been posted on for a long time, but I figured that updating it to the current version is a good enough idea to post on it
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61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 61v 61v 624 624
The oracle predicted I would fight miracle today so I used this variant, except I removed one pillar for a 3rd silence.

I got a very favourable draw but it worked nicely and I got an improved miracle as a reward  :D which is a pretty damn good return for an unupped deck, so thanks TheIdioticIdiot

21
Deck Help / Re: A mini-octane variant, I think...
« on: February 10, 2011, 02:16:29 am »
Thanks for the replies.

Wonder: Yeah it is rather slow and inefficient compared to most AI3 grinders, I generally use that as a test of any build.

Hyroen: Thanks

Omegareaper7: I'd prefer some constant damage sources, rather than just be reliant on the gases, as permanent control can cause my build considerable difficulty, while the dragons can withstand most CC other than stalling-based (BB, freeze) or reverse time.

Killybob: Considered it, but flying weapon can be too much of a dead draw early game, and that's where most of my games are lost due to too many of the wrong card and lack of pillars. I may try going to 31-32 with another air pillar and something though.

22
I like the water life idea the most. I suppose you could do something like this

Water Mark

12 Life pendulum
  5 Nymph queen
  6 Forest spirit
  2 Ice shield
  2 Druid Staff
  3 ? Maybe ice bolt/freeze

That should allow you to take advantage of the synergy between life and water with your forest spirits being able to do high damage from buffing themselves and being given adrenaline by the life nymphs you'll eventually create, while the druid staff and ice shields buy you more time to set up your buffed spirits.

You could also do water/aether and make yourself immortal nymphs with 7 attack (that is, if they survive one turn to use their ability the next turn), while also combining mind flayers to provide you with a large amount of creature effect removal, and lightning for creature control. Additionally, the flayers could be used as bait for CC while you set up for your nymphs.

e.g

Water Mark

12 Aether pendulum
5 Nymph Queen
4 Mind Flayer
2 Lobotomizer
4 Lightning
3 Phase Shield

Just some ideas. Hope they help.

23
Deck Help / A mini-octane variant, I think...
« on: February 09, 2011, 02:18:06 am »
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5f6 5f6 5f6 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5og 5og 5oi 5oi 5oi 5ol 5ol 5ol 5ol 5ol 5om 5om 5om
So this is the current build I'm using against the AI3. So far it has been working out well (I'm not sure of an exact win percentage, but it'd be around the 85-90% mark), but some games I've lost because it has drawn so poorly at the start (either too many pillars and no owl's eyes/dragons or weapons/dragons and few pillars) which seems to be the main problem of my build, with the fog shields saving me on a few occassions. While nice, I wouldn't mind reducing the poor draws, as I'd like to try it in PVP1 as well.

Other possible problems I've found
-While not impossible to beat, it does struggle against the entropy/dark voodoo doll AI3
-The AI3 Air/light with the crusaders is probably the biggest challenge for my build, and if I can't get the field control going early, I find I lose.

In terms of help.
-I do have a 6th Owl's eye I could use.
-I sometimes find I have excess fire quanta, which I wonder if it could be put to better use...

24
Deck Help / Re: Mono Darkness( again! I know!)
« on: January 17, 2011, 12:03:42 pm »
Well as you stated, you have way too much death quanta going there, it actually took me a while before I figured out what you were using it for.

The idea of parasites might seem nice but it seems like a very unreliable form of creature control. I'd probably drop all the parasites myself.

-4 parasite

I suppose from there you could try a few ideas (note: all untested, just throwing them out there)

+6 poison
It'd take your deck to 32 so you might have to make room, but you could focus on quanta denial while slowly killing your opponent (Would also help vs shields, but I suppose that's what the steals are for)

Change mark to  :earth
+4 Drain life
or +2 drain life, 2 basilik blood

devourers would then become a very big problem for opponents, as they couldn't be targeted

Change mark to  :darkness
+4 drain life
Just a big finish when you drop them after massing dark quanta, but something tells me you've tried this before.


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