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False Gods / Re: So many rainbow variants, just waste of space
« on: March 21, 2010, 12:04:34 pm »
Tanks for your comments, Andran.
If I could deploy my hourglasses fast enough, consistency might not be a problem.
Also, with 6 hourglasses, losing some of them to Steals or Explosions will not immediately ruin my chance of winning.
I am going to try your idea.
It is a very powerful card for a defensive deck, yeah it virtually works as Time Walk(MtG) in mid-game.
And yes, it is much better when upgraded, because we need it in a HP critical situation, and when I use up my last Time quantum in hourglasses and drew sundial.
About the myth you mentioned, however I've never heard that, I am wondering if it had been said before the sundial nurf.
unupgraded:1 Time quantum + 2 Light quantum
upgraded: 0 Time quantum + 4 Light quantum
Two turn mighty sundials are no more.
I've found that the rainbow decks just work a lot better if you expand them to 50 cards and use the additional cards just for hourglasses, towers and sundials.It is an interesting idea to expand my deck only to bring in additional draw acceleration.
In order to gain sufficient speed, use six hourglasses, and in order to make use of the increased speed, add a lot of Quantum Towers. Also, sundials are still a fantastic card if upgraded, so use six of them. Some think sundials are no longer good, but that's just not true. The way to use sundials is to save them up and wait until you would die during the next round. Only then start using them. Since by this time, you will draw 2-4 cards per turn, you can stall the game for up to 12-24 additional cards, after which you play your phase shields for another 12-24+ cards. This will practically guarantee the win.
If I could deploy my hourglasses fast enough, consistency might not be a problem.
Also, with 6 hourglasses, losing some of them to Steals or Explosions will not immediately ruin my chance of winning.
I am going to try your idea.
Also, the myth that sundials shouldn't be upgraded is just complete BS. Light quanta is not used for anything, but time quanta is absolutely critical. Using sundials further speeds up the game, since you don't lose a card. It's like a free turn. There was a card in MTG like this, which was completely overpowered. For some reason, it's still in Elements and some people actually think it's not good anymore, go figure...About sundial, I totally agree with you.
It is a very powerful card for a defensive deck, yeah it virtually works as Time Walk(MtG) in mid-game.
And yes, it is much better when upgraded, because we need it in a HP critical situation, and when I use up my last Time quantum in hourglasses and drew sundial.
About the myth you mentioned, however I've never heard that, I am wondering if it had been said before the sundial nurf.
unupgraded:1 Time quantum + 2 Light quantum
upgraded: 0 Time quantum + 4 Light quantum
Two turn mighty sundials are no more.