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Messages - sgegmund (2)

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1
This is my deck :

(http://helltgivre.free.fr/elements/?mark=4sj&deck=z64vnz75f0z55f4z35f5z25f65f7z75giz56rn7dk7dnz27f2)


I honestly win more than 90% of my games, and most of them as Elemental Master. I will add a supernova with an enchant artifact, a reflective shield and maybe a purify. I sometimes had trouble before I added the 5 shards. Fire shield is often very important, as you want to get rid of excess creatures while healing some damage with shards and antimatter. The farenheits also give a bit more felxibility as you don't rely completely on the bolts to finish off your opponent, and you can then use the bolts on critters in dire situations.

2
Hi,
I'm a newbie, and this deck is the most friendly that I found looking around the forum.
I added 2 Farenheits (my first rares  ;D) and 2 deflagration (to get rid of catapults and nasty weapons). The Farenheits are great, because you can start using fire bolts on critters in desperate situations.
Also, I'm using the Fire Pendulum version, but I'm still trying to balance the different elements because you often tend to have too much entropy toward the end game.

I have a great record with the deck, played a lot and won a couple of upgraded. The hardest seems to be the green rush when you have an unlucky draw (no anti-matter).

As I'm still new to the game, what cards in this deck would you upgrade to continue using it ? If a veteran could give quick directions with a suggested upgrade path, that would be great.

Anyway, excellent deck, thank you .

Edit : Here's a recent reward
(http://imageplay.net/view/m7Gbd137558/reward1) and another one : (http://imageplay.net/view/m7Gbd137706/reward2)

Edit2 : Here's the actual deck, winning a lot of games, a lot of times master of the elements. The few losses are often due to a bad start or creatures overrun with no fire shield.
(http://helltgivre.free.fr/elements/?mark=4sj&deck=z64vnz45f0z65f4z25f5z35f6z25f7z95giz25gi6rn)

Edit3 : I've been playing a lot these last days. The main problems are as listed :
  • Combination of bad draw and fast AI start making it impossible to recover. Often true with red creatures, like 12/3 and 15/3 dragons out in first/second turn.
  • Discord. A first turn AI Discord combined with early creatures, not able to pull anything because of elements problems.
  • Untargettable creatures such as elite phase dragons with nothing else out (happened only once or twice)
  • Green deck healing the damage of the farenheit and having the jade shield out till the end
  • Early land destruction. Earthquakes, Quicksilvers and Trident with no deflag
  • Catapults ! :)

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