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Messages - finkel (727)

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25
Card Idea Competition Submissions / Re: Shard | Shard of Intuition
« on: August 12, 2010, 10:29:47 pm »
OOOOH THIS WOULD BE SO AWESOME WITH MIND GATE AHHHHHH

26
Crucible Archive / Re: Osmosis | Diffusion
« on: August 12, 2010, 10:23:26 pm »
Yeah, elements specifically does not have any insta-kill creature control cards.

27
Crucible Archive / Re: Float | Overflow
« on: August 12, 2010, 10:21:13 pm »
Yeaaaahhhh.....

This is essentially a momentum without the shield-ignoring part, since all it does is reduce damage-reduction by 1 (if I'm interpreting it correctly). Supremely underpowered.

We already have momentum, and it can be played off your mark. Water has Chrysaoras which ignore shields (0 attack) and poison (ignores shields), so....yeah. Pointless, card, really.

*hug* Don't feel bad, the art's really pretty :)

28
Card Idea Competition Submissions / Re: Shard | Shard of Endurance
« on: August 12, 2010, 10:17:34 pm »
Every combo I can think of so far feels balanced. I've spent about 25 minutes just now going through all the combos I could think of that might be overpowered, and they all work better going a different route (usually be just having 6 of them or using fractal). Poison is way too expensive compared to having 6 Chrysaoras and improved poisons, growth costs a lot compared to growing multiple creatuers/playing more cards, etc. etc.

Very nice card, +karma

29
Competitions / Re: Card Design Competition: Shard Madness!
« on: August 12, 2010, 09:42:55 pm »
@SG: I thought about it, and all I came up with is that shards have potential because you can upgrade them >.<

*reserved for shard of humor*

I bet you saw that one coming, too...

30
Rainbow Decks / Re: Chimera Rainbow
« on: August 12, 2010, 09:37:39 pm »
and you can also save a sundial for the turn you play chimera, totally screwing the enemy :D

31
Trial of Air / Re: Phase 2 - Community Vote
« on: August 12, 2010, 12:57:26 am »
I've been feeling extremely dizzy/nauseous since this morning, and have spent the day alternatively sitting and trying not to think too hard and being violently ill. In light of this, I will respond to and only to the direct questions:

Q: Suppose you could ‘transform into’ an Air elemental in real life. What ‘card’ (i.e. spell, permanent, or creature) would you prefer to also have in that form to use in the real world? What would you use it for? (I.e. – if one person was a Light elemental, they could summon a Guardian Angel to heal others in pain, etc.)

A: First of all, very good question, and thanks for asking it. I had to carefully consider which card I'd choose, but I'm confident I picked correctly (i.e.: what I would actually hypothetically prefer to have). Firefly Queen. To start off, she won me the flavor text competition, and I have fireflies where I live. When I go outside at night I can see them flashing all around, and I like two songs in particular about fireflies - Ron Pope's and Owl City's. The beautiful thing about a firefly queen is that she can produce an army of fireflies to do my bidding. Imagine what I could do with a million fireflies! People see fireflies as just flickering points of light, but they're so much more! With enough fireflies, and I think we can all attest to how quickly fireflies queens produce them, I could lift wreckage and rescue buried victims of earthquakes. They could carry barrels of water to regions in the world where water is more precious than gold, or use it to quench forest fires. Being an Air elemental, I could communicate with them, so I could train them to enforce the law and send them out in troops to patrol the streets. Imagine trying to fight a swarm of fireflies! HAH! No chance! Yessir, with an army of fireflies, I could do just about anything. With an army of fireflies, I could change the world.

Q: @ ALL: If a noob comes and tells you Air sucks and it is the weakest element ever, blah blah....How will you respond?
A: It depends on who it is. If it's Gl1tch, I'd say "wings," if it was Essence, I'd say "shockwave." I'd ask them if they'd ever faced an immortal air nymph without a reflective shield, been overrun by an army of fireflies that heal any meager damage (s)he can do while simultaneously massacring him/her (I'd be glad to demonstrate ^_^).  Air is the basis for every flying weapons deck, it has one of the absolutely best shields in the game (upgraded it's ONE quanta to block FOURTY FRIGGIN' PERCENT of all attacks), and everybody wishes they could fly.

Q: @Finkel, You have a lot of experience (I think) and you also have some points, what will you do first when you are the master of Air?
A: Throw my hands in the air, whoop, spin around in my chair, jump up, shout "YEAH BABY!" and celebrate. After that, start planning for War #2. Air did a lot better than people anticipated this past war, but I have a feeling we can do a whole lot better if we put our minds to it >:D. I'd start playing a lot more pvp and work on my archive of air decks that I haven't posted on the forums so that when War comes around and then later the trials, I'll have an edge. I have a few air-based decks that I play on a regular basis (most notably flying weapon decks or spider-wings decks), and I'll work on those as well so that I have more experience playing them and know what to expect and which cards to watch out for and how to counter various strategies or counter counter-strategies ^_^

P.S.: In the interest of truthfulness, please remember that I feel like shit currently and thus did not so much as smile at any point in writing this post, but I tried to make it cheerful for you guys. I'm off to bed, wish me luck falling asleep! Cheers.

32
Series / Re: (Trial of Air) Swarmtastic
« on: August 11, 2010, 11:50:59 pm »
seriously? I spent hours making those cards O.o

33
Trial of Air / Re: Phase 1 - Proving of Worthiness
« on: August 11, 2010, 01:59:45 am »
@Hyroen: I didn't expect it to take upwards of 6 hours in total (blew almost 3 hours on the false god deck >.<). I had to download paint.net and put names and images and shit on my cards and re-upload then re-link them, and then I had to link all the artists even though I'd already hunted them down and credited them >.<

35
Series / Re: READ THIS FIRST
« on: August 09, 2010, 02:48:59 am »

36
Series / (Trial of Air) Swarmtastic
« on: August 09, 2010, 02:47:08 am »
Wasp | Elite Wasp (http://elementscommunity.org/forum/index.php/topic,10834)

Hive | Elite Hive (http://elementscommunity.org/forum/index.php/topic,10837)

Flying Castle | Flying Fortress (http://elementscommunity.org/forum/index.php/topic,10893.0.html)

Catapult | Trebuchet (http://elementscommunity.org/forum/index.php/topic,10895)

Gust | Tempest (http://elementscommunity.org/forum/index.php/topic,10848)

Smokescreen | Improved Smokescreen (http://elementscommunity.org/forum/index.php/topic,10896)

Synergy: Basically, they all synergize together. Wasp is the centerpiece, it produces your creatures. Once you have 7+ wasps out, with 2-3 ones having been played from your hand and thus still producing more wasps, bring out the Hive. The wasps now begin to fuse, the new wasps reinforcing previous ones. Within a few turns you'll start generating a fused wasp every turn, plus possibly another fused wasp. Flying castle can be played at any point along the way, especially in the face of mass creature control such as fire storm, fire shield, spine carapace, etc. Catapult is meant to be used to eliminate annoying creatures such as otyugh and mind flayer before they have a chance to shut you down. It doesn't take into account increased HP from fusion, so make sure to sacrifice an unfused wasp. Gust works perfectly with Wasp since you don't have to worry about being able to generate new wasps (it's a passive ability), and you have tons of wasps that continually get stronger, consistently dealing damage despite the misses. This synergizes poorly with catapult, especially with the medium-cost of 2 :air, so be careful to use its ability out-of-sync with Tempest so you dont' have to worry about losing your 2 :air but it works well with a pre-existing shield in air ;) Smokescreen is your finisher/life-saver. If your opponent has several creatures with abilities all over his board, play smoke screen as soon as you can to screw him over. If you're lucky, he'll have no idea where his creatures are, and at best he'll have no idea which of your wasps are fused, still producing, or unfused and ability-less. It's also good end-game when you've got you combo up and running, especially against cards such as antimatter. If you have a flying castle amidst your creatures, cards such as antimatter will be completely wasted. In fact, smokescreen synergizes beautifully with flying castle. Ideally, you play a wasp or other creature such as catapult, then castle, then immediately smokescreen, so your opponent doesn't catch where the castle is. After wasps pop up, it's very unlikely he'll be able to remember where your castle is. The castle itself can be targeted by your opponent, and it only has so much hp, so it's especially vulnerable to gravity (oh hey, that's just as it should be!) pull.

Possible deck with these cards:
 :airmark
6 Elite Wasps
4 Elite Hives
2 Flying Fortresses
2 Trebuchets
2 Tempests
2 Smokescreens
12 Air Towers

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