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Messages - dabuda (19)

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1
Archived Decks / Re: Liver Cancer [fun]
« on: February 16, 2012, 06:22:28 pm »
I have actually been testing a similar deck for about 2 weeks now after getting frustrated with another deck idea. Like yours, mine is very weak against early CC and mass CC.

Here is what I have so far.

Hover over cards for details, click for permalink
Deck import code : [Select]
4tf 4tf 4tf 4tf 52i 52i 52i 52i 52i 52i 52q 52s 52v 52v 52v 52v 52v 534 61p 61p 61p 6rv 715 715 715 71c 71c 71c 71c 71f 8pk


It works fairly well though I think I am going to have to add fire shield to your list of banes to this deck. though with this idea depending on what and when the CC is brought out it actually helps this deck (due to the soul catchers).

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@ Jippy99 That has got to be one of the most helpful posts I have seen. thank you.

The skull buckler deck is very close to what I originally had and encompass' what I was attempting perfectly. The bone walls were there mainly because I was annoyed as hell at the big-health creatures that seemed to be all over arena when I was testing (those guys drove me batty  :)) ).

I will try your suggested changes now that my score is back at a decent level (damn my constant need to try to make unique decks), however I am currently a bit skeptical about reducing the number of vultures.

Again, big thanks for such a helpful post.

Edit: definite improvement but still needs work, going to grind some when I have the chance for more coin so I can upgrade cards.

3
@ Furballdn: I have indeed tried towers, however they were slow when I needed fast quanta, and faster at the start when it doesn't matter for that quanta type.

@ Bripod: I will try the reduced number of vultures and soul catchers, however I am not so certain about the gravity pillar, the deck is a bit short on gravity quanta as is.

4
Ok, so as usual I have gotten bored of yet another deck and started making another one. This one is ALMOST a success. I have been playing platinum in arena and in 10 games was within 1 turn of beating 4 of them.... needless to say it has me pulling my hair out now >:( .

Hover over cards for details, click for permalink
Deck import code : [Select]
52k 52k 52k 52k 52k 52k 52v 52v 52v 52v 52v 52v 55k 715 715 71b 71b 71c 71c 71c 744 744 744 744 744 744 74b 74b 74b 74b 8pk


The idea behind this deck is powerful CC and was created because I noticed that platinum was full of creature-reliant decks.

For those that can't see, or want to confirm, why I made it like this, explanations are below.
Cards:
Aflatoxin: A constantly doubling supply of 1/1 critters, controllable if needed with the Otyughs if it is needed (I have needed to do this once in my per-platinum trials). Can be used on a vulture if opponent has few/no creatures or to weaken strong creatures for eating at a decent speed.
Skull Buckler: It kills creatures, which privides faster :death . It also slows down damage, or completely negates damage from 1/1 creatures (see Aflatoxin).
Vulture: Feeds off kills from Otyughs and the Skull Buckler. nuff said.
Soul Catcher: Provides quanta per death. I tried towers at first, but that failed hard. I don't know why I thought of using them, I thought they were useless before I started using them.
Bone Wall: In situations that you can't Aflatoxin an opponent, but still need a shield better than the skull buckler, or even for early-mid game stalling, this is here.
Gravity Towers: By the time you finish reading this, you will realize that there is no reason I can tell you for adding these that you don't already know.

Any help would be appreciated.

Edit: I am thinking those stats may have been a fluke, another 10, this time on gold, won 1, lost 9 by a long shot. The problem seems to be the speed at which I get my defense out.

5
The Arena / Re: How do you rate decks that beat you ?
« on: January 21, 2012, 08:41:47 pm »
If I see a deck that is common, thumbs down (for instance, fire rush, invulnerable aether, etc)

If I see any originality, or even common decks that have a sliver of original twist in it, thumbs up.

needless to say, I thumbs down over half because the two mentioned above seem to be the only ones I run into.

6
Duo-Decks / Re: [Test Me] Death Stall
« on: December 05, 2011, 04:54:04 am »
hmm, I am just reading this before I go to sleep, so testing will have to wait. But I would think that the deck would work better if the dragons were removed and an upped animate weapon were placed in there. This would remove 3 turns of stopping power, but speed up the acquisition of poisons and stalling cards, as well as make it easier to save up for the Aflatoxins without cluttering your hand. Just an idea though, I think I will test this out when I have the time to.

7
Duo-Decks / Re: Eternal Hope
« on: November 29, 2011, 10:50:27 pm »
I'd drop a hope (2 should be enough) and maybe a lucifrase and either another eternity and animate weapon or some kind of PC (though I dont know what would work). And if you can get your hands on a light nymph it could definatly replace a lucifrase.
Oh how I wish I could land me a light nymph. In all the time I have played, I have only been able to get an earth nymph.

8
Duo-Decks / Eternal Hope
« on: November 29, 2011, 03:08:02 am »
Here it is: Eternal Hope (or if you face it with little to no creature control, annoying as hell)
Hover over cards for details, click for permalink
Deck import code : [Select]
7jp 7jp 7jp 7jp 7jp 7jp 7k2 7k2 7k2 7k2 7k3 7k3 7k3 7k3 7k4 7k4 7k4 7k6 7k6 7k6 7q0 7q0 7q0 7q1 7q1 7q1 7q1 7q1 7q1 7q8 8ps


Here is a deck I created, and by some miracle has not yet been posted by someone else. The theory behind it would be kind of obvious if you take a look at it, get they rays and Deja Vu's down, once you have enough, Lucifrin them. Get Hope down as soon as possible, and Eternity is there to give you a little boost in outlasting people as is the miracles. Sanctuary makes it difficult to affect your hand or quanta, as well as give you that little hp boost.

This deck is a work in progress (I only have about half the cards upped in my account's deck) and any constructive criticism would be welcome.

EDIT: I have slightly modified this deck for survivability reasons. Though most of the time people go after the sanctuarys in the deck, they are starting to ether hear about my deck or looking it up. So I took out a miracle and added a crusader in order to help prevent people from keeping me from reversing my own creatures. Below I have posted my actual deck instead of the one I made in the trainer so it may look a little different.
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Deck import code : [Select]
5lj 5lj 5lj 5lj 5lk 5lk 5lk 5ll 5rg 5rg 5rg 5rh 5rh 5rh 5rh 5rh 7jp 7jp 7jp 7jp 7jp 7jp 7k2 7k2 7k2 7k6 7k6 7k6 7q1 7q8 8ps

9
General Discussion / I can not believe I won....
« on: March 08, 2011, 05:18:40 am »
(http://imageplay.net/img/m7Gbd153441/Elementsthegamesoclose.bmp) (http://imageplay.net/)
I can't believe I managed to poison rush a FG!  :o

especially with this deck  :))
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Deck import code : [Select]
52u 52u 52u 52u 52u 52u 55q 55q 55q 55q 55q 55q 5c7 5c7 5c7 5c7 5c7 5c7 5de 5de 5de 5de 710 710 710 710 744 744 744 744 8pn


btw, this was my 3rd go at false gods. first 2 were seism.

10
Deck Help / Re: Aflatoxin and Vultures
« on: February 26, 2011, 05:26:20 am »
The graveyards are actually very useful, at least, 1 is, more is just redundant as you would fill your entire creature area with just one. have been thinking of taking 1 or 2 out. so I could replace those with SoG's

As for darkness... that would not be noticeable. When the play works, I have 3-5 20+/20+ vultures  :o . Also, I don't think the steals would do more good than harm, takes 2-3 turns on average to get an aflatoxen out, no first turn poison for me :( . To add another colour would slow the deck down a bit.

as for the cat. I am going to have to say that I think that wouldn't work. I have noticed that with few exceptions, adding more colours slows a deck down (but can increase control and other things besides) and the cat would be absolutely useless when I pull out the main play.

However, now that you have me thinking of adding a colour and CC, perhaps I could find a way to add flooding, pandamonium, earthquake, freeze, shockwave, or some other cheap CC.

I must go test now! thanx for the ideas and for giving me more ideas!

11
Trio & Quartet / Re: Please stop stinging me...
« on: February 25, 2011, 02:51:29 am »
surprisingly, I have had very few bad draws. As for changes, I kinda like it how it is. Just threw this deck together so I could see how fast I could get the poison counters up (had one game where the person I was playing had over 40 counters on him before he died   :))  )

12
Deck Help / Aflatoxin and Vultures
« on: February 25, 2011, 02:41:59 am »
I have been trying to create a unique mono death deck, so far it has done great against the ai 3 and pretty good on t50, but when I play pvp 2 I lose every time. here is the deck:

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52g 52g 52k 52k 52k 52k 52k 52k 52p 52p 52p 710 710 710 710 710 710 710 710 715 715 715 717 717 717 717 717 71c 71c 71c
The strategy I have been using is to hold everything back (no point in playing things that will be idle and vulnerable) until the opponent plays a creature. I use aflatoxin and play my shield, wait for the infection to spread, bring out my vultures and graveyard(s) and poison them.

alternate strategy against decks with immortal creatures, bring out a graveyard or 2 and aflatoxin my vultures, nibble them to death   :))

any suggestions to improve the deck would be greatly appreciated. I pretty much just need a way to speed the spread or slow the damage to me (I just can't think of any) but any advice at all would be appreciated.

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blarg: dabuda