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jc14

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False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg149333#msg149333
« on: August 31, 2010, 03:18:00 am »
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??? is Chimera.

Double cards, triple mark.

Creature Control: 4 Gravity Force, 2 Electrocutor
Permanent Control: None


Strategy: Fractal Graviton Guards, bring in Light Nymphs, and Hope. Late game, when the light quanta reaches high levels, fractal Light Nymphs to bring pain. In essence, a more durable version of RoL-Fractal


-Weaknesses
    Relatively low early damage output. The hardest hitters are the Nymphs, and she can't bring those out in significant numbers until late game. Three damage is nothing to most shields.No permanent control at all. With a permafrost shield out (fairly common in FG decks), and some Shards, you should be able to outheal any damage dealt.
    Buffed Otyughs, Double firestorm, Spine Carapace
-Strength: Hope can reach ridiculous levels. Fractal Light Nymphs pack an incredibly hard punch (It's similar to the FFQ+Fractal+Destroyers combo in CCYB?)

If you want to test this deck out in trainer, add some lucifirase or light towers. The 3X mark is crucial to get that first Nymph out.



Possible changes:

-Add one Light Dragon for Fractal, but it seems Light Nymph is pretty powerful anyways.

-Add an Electrocutor, remove the Morning Glory. That'd probably make it harder though, since it stops growth creatures, which make hope almost impossible to beat. *Done*

-Add Gravity Forces for CC. Seems like it'd also make it a bit on the hard side. *Done*



Please rate it's difficulty...for a entropy-based rainbows, like CCYB, I think the main concern would be deckout, but with any large, time based rainbow, you could probably win by deckout (68 cards) or get enough mutants to overpower the hope.

Krahhl

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg149456#msg149456
« Reply #1 on: August 31, 2010, 12:04:58 pm »
There are too many weaknesses. It lacks both control and early damage output, the two things that make false gods so difficult. Any deck would have so much time to set up, it could easily stop this god from ever being a threat. And she can't do anything about it.

jc14

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150193#msg150193
« Reply #2 on: September 01, 2010, 04:25:02 pm »
Added Gravity Forces, Thunderbolts, and an Electrocutor for CC, 2 Chargers and 2 Recluses for damage.


I was thinking about adding Otyughs and Quintessences, but it seemed like it was pushing it.

Krahhl

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150221#msg150221
« Reply #3 on: September 01, 2010, 05:53:12 pm »
That doesn't really help, it might even slow down the actual strategy involving hope. False gods don't just have whatever cards of the quanta they use that might randomly be helpful. They have a specific strategy and the cards needed to make that strategy work.

The main problem here is that graviton guards can and will be killed, then hope becomes useless.

I may be underestimating the speed of double draw and triple mark, and how fast light nymphs will actually come out. But based on my experiences with Decay and Eternal Phoenix, it does take a while. Even with 12 copies of fractal in a 60 card deck and pests/phoenixes costing 2 quanta, they're still slow. In this deck, there are 6 copies of fractal out of a total 84 cards, while nymphs cost 8 (or 9? something). Elite chargers or phase recluses can add damage, but only that. They don't help with producing light/fueling hope at all.

I'd try to trim it down to just towers, guards, nymphs, hope, and fractal. Electrocutor might help, but it's the only destroyable permanent other than towers. So it's probably going to be destroyed. You could add a bunch of thunderbolts, but that would slow down the damage output, making this more like Neptune. Enough CC to make anyone cry...if it weren't for quintessence, but so little damage that the opponent already has healing, defense, and control by the time anything dangerous comes out.

Also, false gods having two copies of each card and drawing two cards each turn really makes having a ton of towers unnecessary. There just needs to be enough to minimize opening hands with zero or one tower.

jc14

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150244#msg150244
« Reply #4 on: September 01, 2010, 07:22:00 pm »
My first version was actually just towers. guards, nymphs, hope, fractal (and 1 miracle, and 1 morning glory), but you said (correctly) that it was too easy because of no CC.

I think electrocutor definitely needs to stay, and either the thunderbolts or the gravity forces have to go.

It needs to be programmed to play Light Nymph before any other light cards, because once that's out (3 turns), you should enough light quanta to play Hope and Miracle.

Either the Recluses or the Chargers should be dropped, but once again, it probably needs some early damage.


The first idea: just towers, guards, nymphs, hope, fractal + 2 other cards was basically a more durable version of Hope + Fractal.


Yes using the mark alone to pay for card costs is slow, but unlike Eternal Phoenix, after the first Nymph comes out, the light quanta starts pouring in, in that sense its more like Decay.


The new version has thunderbolts removed, recluses removed, some towers removed, and more fractals and guards and nymphs added.


Also, the Chargers have been replaced with Massive Dragons, which are a lot more durable then guards and can still get bioluminescence. I added more gravity towers to pay for the extra dragons.

Krahhl

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150330#msg150330
« Reply #5 on: September 01, 2010, 09:35:18 pm »
I think it's a lot better now, with the dragons. They aren't exactly fractalable, but they do add some nice damage. I'd take out the miracle though; not every deck that produces light quanta needs to use it. I'm not even sure why Morte does, although the rest (Divine Glory, Paradox, Miracle, Rainbow) may be understandable.

Yes using the mark alone to pay for card costs is slow, but unlike Eternal Phoenix, after the first Nymph comes out, the light quanta starts pouring in, in that sense its more like Decay.
Well actually Eternal Phoenix uses fire towers and is aether marked, so it's a bit different. But you are right. The only thing could be that the AI will use fractal with a full hand, so not as many graviton guards are played as should be assumed.

jc14

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150612#msg150612
« Reply #6 on: September 02, 2010, 05:07:31 am »
Point taken on the overuse of Miracle, it's been replaced with...a chimera.

Graviton Guards have a low damage output easily blockable by shields, and in the end game, when your crouched behind a permafrost shield or bone wall, a chimera comes out with insane health (gravity dragons, graviton guards), and momentum. Ouch.


Of course, as soon as the Chimera comes out, the Hope goes down to one, so it has to be played when it can kill you in one shot...

Krahhl

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Re: False God Proposal: Illuminatus https://elementscommunity.org/forum/index.php?topic=12029.msg150782#msg150782
« Reply #7 on: September 02, 2010, 04:12:39 pm »
Well actually the Chimera will have gravity pull, and with that much health, it might survive a turn or two.

It's a good idea, but the AI might play Chimera when it's not supposed to. (Not sure how it would be programmed, as the "trigger" wouldn't be very specific. Maybe something like Gemini's Twin Universe spam.)

Otherwise, I can't think of a way to make it more solid without actual testing.

 

anything
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