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Krahhl

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False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg143462#msg143462
« on: August 21, 2010, 05:49:46 pm »
"You are your worst nightmare."

Two of each card, triple mark
Code: [Select]
744 744 744 744 74a 74a 74a 74d 74d 74d 74d 74d 74d 77f 77f 77j 77j 77j 77l 77l 77l 77l 77l 77l 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q4 7qd 7qd 7qd 7t4 7t4 7t4 7t4 7t4 7tf 7tf 7tf 7tf 7tg 7tg 7tg 7tgThree dune scorpions, four voodoo dolls

Plays dune scorpions with unstoppable and voodoo dolls with gravity force and basilisk blood so that everything you do hurts yourself. Rewind for creature control, pulverizer for permanent control, quicksand for quanta control. Gargoyles and gravity forces can be used together offensively (grav an enemy creature, gargoyle kills it) or defensively (grav a gargoyle if there are no voodoos).

I decided against adding pests or black holes. Keep what you have...and use it against yourself.


Currently there is no god that uses more than three elements without quantum towers or supernovas. There may be a reason for that. I can't seem to find a perfect balance so that there are always enough cards being drawn and the right type of towers to use them.

Feel free to give any suggestions, maybe switching to a different mark.

Also, there has to be a better name somewhere out there..

WakSkylicker

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg146755#msg146755
« Reply #1 on: August 26, 2010, 11:16:14 am »
I'd probably take out the time part of the deck, seems a bit extra

...and probably won't work cos from my experience the AI would rather grav pull opponent creatures than voodoo dolls

Offline SnoWeb

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg146766#msg146766
« Reply #2 on: August 26, 2010, 12:09:36 pm »
Would this be adaptable to a PvP normal deck?

Krahhl

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg146932#msg146932
« Reply #3 on: August 26, 2010, 07:06:03 pm »
I'd probably take out the time part of the deck, seems a bit extra

...and probably won't work cos from my experience the AI would rather grav pull opponent creatures than voodoo dolls
Well yes, since dune scorpions and voodoo dolls are two different strategies that can work independently. But this deck is low on damage otherwise, as long as the player is smart enough to not play anything attacking the voodoo dolls. Eight gargoyles aren't going to kill much.

Well the AI would have to be reprogrammed; if it isn't, this won't work.

Would this be adaptable to a PvP normal deck?
I suppose you could try to streamline it into a PVP deck, but it kind of relies on a fake god's ability to draw two cards per turn to get the necessary combinations out quickly. Maybe something like the gravity and earth without unstoppables, then voodoo dolls with mark of darkness.

WakSkylicker

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147264#msg147264
« Reply #4 on: August 27, 2010, 11:04:22 am »
So I did some tweaking with the deck and this is what I came up with:

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74a 74a 74a 74d 74d 74d 75m 75m 75m 75m 77f 77f 77s 77s 77s 7q5 7q5 7q5 7qd 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7tg 7tg 7tg 7um 7um 7um 7um
Since most of the elements required very low quanta usage (ie dune scorps cost only 3, grav forces and unstoppables cost only 1), I decided that pendulums would help balance the quanta more.

???s are:
4 grav pendulums
4 darkness pendulums
7 time pendulums
3 dune scorps
3 voodoo dolls

kobisjeruk

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147284#msg147284
« Reply #5 on: August 27, 2010, 12:50:43 pm »
Quote
Also, there has to be a better name somewhere out there..
Hara-Kiri

Offline BloodlinE

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147338#msg147338
« Reply #6 on: August 27, 2010, 03:35:07 pm »
Quote
Also, there has to be a better name somewhere out there..
Hara-Kiri
what does Hara-Kiri mean??
"The Brighter the flame the deeper the shadow"

Krahhl

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147375#msg147375
« Reply #7 on: August 27, 2010, 04:50:29 pm »
Pendulums are nice, but that much earth quanta isn't needed. Three gravity pendulums won't let Pulverizer smash a permanent every round, three towers will and produce one extra for unstoppables or gravity forces.

It doesn't matter that each element has very low quanta usage, it matters that each element does have quanta usage. Therefore, more towers are needed to maximize the chance of drawing one. False gods don't work like players. We stall until we get all the cards we need and then pew pew. They get all the cards they need and pew pew.

Earth nymphs cost 8 quanta to play, 3 to use the ability. Basilisk blood costs 1 quanta to play. Earth nymph is slower, more expensive, and vulnerable to creature control. Twelve basilisk bloods shouldn't have any problem keeping a voodoo doll alive and can act as emergency creature control for anything with momentum if there are no rewinds in hand.

This deck doesn't need hourglasses. It doesn't focus on playing as many cards as possible to overwhelm the opponent like Rainbow, it focuses on getting the key cards out and then waiting.

Rewind has great synergy with neurotoxin, as it forces a card to be played again, adding another poison counter. It's also good for just clogging up their hand. Quicksand helps with this even more.

Gargoyles are kind of extra, but there just really isn't any direct damage without them.


Once this god gets out a dune scorpion with unstoppable and a voodoo doll with gravity force and a few basilisk bloods, you basically have four options.

1. Quit or wait to die.

2. Stall and finally deck out or die.

3. Get lots of healing and attack to power through the voodoos without dying. Pulverizer makes this harder than it sounds.

4. Momentum + quint and kill face or rewind the voodoo doll and then quint and kill face.

Of course, some decks will find this god impossible, while others will easily tear it down. But the same is true for most of the gods, yes?

sSethia

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147452#msg147452
« Reply #8 on: August 27, 2010, 08:08:28 pm »
It would be a hard false god... if the AI new how to play it. I doubt the AI would play the momentum on the Dune Scorpions, and it would probably play Gravity Force and Basilisk Blood on your creatures.

Krahhl

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg147607#msg147607
« Reply #9 on: August 28, 2010, 12:20:51 am »
It would be a hard false god... but not more so than Scorpio or Hermes I think. Easy enough with the right set-up.

It shouldn't be hard to fix the AI's priority list... Hermes uses fire lance on a FFQ before a firefly, so this god could be programmed to use momentum on a dune scorpion and gravity force/basilisk blood on a voodoo doll before anything else. That would be a good change; I've seen Destiny hatch a deathstalker and chaos power a fallen druid instead.

coldfusion

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg149197#msg149197
« Reply #10 on: August 30, 2010, 10:56:06 pm »
What! No Nightmare? I was so looking forward to locking a fg down with mindgate :P

Krahhl

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Re: False God Proposal: Nightmare https://elementscommunity.org/forum/index.php?topic=11667.msg149433#msg149433
« Reply #11 on: August 31, 2010, 10:53:40 am »
No actual Nightmare. I just don't see the AI having good enough targeting to make any use of it. Players can see what kind of deck/quanta their opponent has and use Nightmare accordingly. The AI can't.

 

blarg: