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Offline AmilirTopic starter

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(1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112960#msg112960
« on: July 12, 2010, 06:00:13 pm »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 7ba 7ba 7ba 7ba 7ba 7ba 7dq 7dq 7gp 7gp 7k2 7n3 7q5 7q5 7q5 80h 80h 80i 8pj

100 game stats:  67% win rate  63% nomalized
1 Graviton
1 Osiris
1 Eternal Phoenix
1 Chaos lord
1 Elidnis
1 Incarnate
0 Chaos Lord
0 Rainbow  Close as I'm ever going to get
0 Dark Matter
1 Neptune
1 Neptune
1 Destiny
1 Obliterator
1 Osiris
1 Ferox
1 Ferox  very close
0 Decay
1 Miracle
1 Gemini  very close
1 Octane  very close
1 Incarnate
0 Graviton
1 Divine Glory
1 Decay
0 Morte
1 Miracle
1 Seism
0 Incarnate  very close
1 Neptune
1 Fire queen
1 Incarnate
1 Seism
1 Decay close
1 Scorpio
0 Divine Glory
1 Chaos Lord
0 Ferox  pulvy at DEAD bottom
0 Dark Matter
1 Osiris
0 Hermes
1 Obliterator
1 Ferox
1 Incarnate
1 Osiris
0 Hermes
0 Seism  wow
1 Destiny
0 Rainbow
0 Divine Glory
1 Chaos Lord
DECK CHANGE
0 Osiris  wow
0 Dream Catcher
1 Morte
0 Hermes
1 Paradox
1 Ferox
0 Paradox
1 Incarnate
1 Eternal Phoenix
0 Graviton
0 Divine Glory
1 Elidnis
0 Decay one tower most of the game
1 Eternal Phoenix
0 Miracle rushed
1 Incarnate
1 Fire Queen
1 Paradox
1 Octane
1 Destiny
1 Paradox
1 Elidnis
0 Hermes
1 Gemini
1 Obliterator
0 Miracle
1 Ferox
0 Dream Catcher
1 Morte
1 Seism
0 Chaos Lord
0 Rainbow
1 Destiny
1 Destiny
1 Paradox
0 Graviton
1 Incarnate
1 Elidnis
0 Elidnis
1 Neptune
1 Elidnis
0 Rainbow
1 Incarnate
0 Scorpio
0 Obliterator
1 Octane
1 Neptune
1 Chaos Lord
1 Morte
1 ParadoxNext in line of my FG decks.  :)

I'm not going to bother with an extensive strategy guide, you can figure it out.  Three points though.
1:  STOP DRAWING after you're safe.
2:  Switch the unstoppable for another pulvy.  Done.  The only reason I didn't was that I wanted my stats to be consistent.
3:  No, it won't work unupped.

Have fun!

All right, I give in.  STRATEGY GUIDE:

Cards:
7x Quantum towers
6x Supernova
Quanta, and a lot of it.  Helps minimize bad draws.

6x SoG
Primary healing.  You may or may not want to play immediately.  If your opponent has perma control and you need the shards, wait and hope some gets wasted on your towers.  If you need to empty your opponents PC for an hourglass or pulvy, play them.  Remember they take random quanta, so you may want to avoid playing them when you have only one ent quanta so you can supernova first.  Also play everything else before them so they don't take needed quanta.
2x Antimatter
More, stronger, healing.  Remember to wait for a strong creature.
1x Miracle
^^ For use early or if your opponent gets too much damage to handle.
2x Permafrost
The strongest damage reduction shield.  Acts as a multiplier for your healing.

3x Electrum Hourglass
Two uses:  First, you can draw with it until you have what you need to survive.  Second, they are higher priority for destruction than anything else, so your permafrost and pulvy are safe as long as you have one on the board.
2x Pulverizer
Permanent destruction, pillar destruction, damage, and distraction depending on the situation.

2x Lava Destroyer
Main damage source.  Quint one early, generally you want to save the other destroyer for fractal.
1x Elite Queen
Produces fire quanta, does damage, and absorbs CC.  Can be antimattered instead of quinted in some cases.  Situational.
2x Quintessence
Anti CC.
1x Fractal
Adds a LOT of damage, can be used flexibly.
FGs:  (needs work)
Chaos Lord:  Varies 4/6
Don't play pulvy without an hourglass up or he might steal it.  FFQ is useless if he plays a demon, quint your second destroyer.  Antimatter something with a skill or he'll just mutate it.  Fractal something of his.

Dark matter:  Skip 0/2
Pretty much impossible, don't bother.  You can't do anything about his grav nymphs, so even if he doesn't kill you you'll deck out.

Decay:  No idea 2/4
A pesty FG.  Somewhat dependent on your draw.  You need lots of towers to counter the drain.  Try not to play permafrost without a pulvy or hourglass up, you don't want it stolen.  Antimatter is best used on your FFQ as another quint.  Smash shields, eclipse, shards, and elec.

Destiny:  Mostly easy.  5/5
See Chaos Lord.  Draw aggressively, if you start running out you can always fractal something and let him rewind it.  The longer the game goes on the more chance of him getting something really dangerous or just too much damage.

Divine Glory:  Hard.  1/4
The trick here is to keep him from blowing up anything useful.  I have no idea how to do it either, sorry.  You can try not playing shards immediately if (s)he gets a fire tower and hope your towers are all the get blown.

Dream Catcher:  Hard.  0/2
You can't do anything about his perma control and denial, and he has nymphs to stop your antimatter.  However, he does very little damage, so killing him before he kills you is a real possibility.  FFQ is worse than useless.

Elidnis:  Difficult  5/6
Healing, some CC, possibly poison, will eventually kill you despite anything.  He is rather unstable with his quanta and can be hurt that way with pulvy.  FFQ is very good here.  Draw even after you have damage out, your time is limited.

Eternal Phoenix:  Difficult  3/3
Probably better than you think.  Sure, lots of explosions and damage, but the disparity between ruby dragon and minor phoenix is good for antimatter, and if you can keep a permafrost out for even a few turns you'll buy a lot of time.  FFQ/Lava destroyer, just play whatever you have first and get that damage GOING.  Draw what you can.

Ferox:  Easy  5/6
Wait for a dragon to antimatter, play FFQ to get the quanta to fractal destroyers.

Fire queen:  Easy  2/2
Permafrost is important here, draw until you have it.  Antimatter can go on an EE or a FF.  Do what you want with damage.  Quinted destroyers or fractaled FFQ probably.

Gemini:  Difficult  2/2
Smash grav towers, antimatter anything with momentum, and play an unquinted ungrown lava destroyer after you're safer so he twins that instead of something with momentum.

Graviton:  Hard  1/4
What's to say?  You could try fractaling gravitons if desperate.  Mostly you just hope you get lucky.

Hermes:  Hard  0/4
You're on your own here.  FFQ s useful.

Incarnate:  Easy  8/9
Antimatter a vamp then smash eclipses.  FFQ is very good here.  Fractaling bloodsuckers is a possibility, destroyers is probably better.

Miracle:  Medium  2/4
Pretty easy, but she has the nasty habit of throwing several dragons and blessed pegusi at you in a few turns.  Smash light towers.  Fractal destroyers.

Morte:  Easy  3/4
Use FFQ to lure plagues before fractaling destroyers.  Keep extra earth quanta so you can grow the fractaled destroyers out of infection.  Antimatter dragon/angel.

Neptune:  Easy  5/5
Don't use FFQ, antimatter dragons.  Boring.

Obliterator:  Difficult  3/4
Draw to pulvy, antimatter dragons, use FFQ only is he doesn't have a diamond shield.  Maybe avoid smashing the shield so he uses a PA on it instead of his pulvys. 

Octane:  Medium  3/3
Don't play pulvy unless you need it now or have a hourglass out as distraction, you need it.  Don't use FFQ.

Osiris:  Easy  4/5
Permafrost is a lovely thing.

Paradox:  Easy  5/6
Careful of the PUs, antimatter anything that's getting big before he uses them.  FFQ is good.

Rainbow:  HARD  0/4
Ask $$$man.  Pray to the RNG while you're at it.

Scorpio:  Difficult  1/2
Antimatter dragons if he has them, if not abyss crawlers will do.  FFQ is useful.  Draw more heavily, you only have so much time before being overwhelmed.

Seism:  Medium  3/4
See other Seism guides.  Don't use FFQ until you're ready for your creatures to be rewound, draw what you can.

PuppyChow's advice.  I think he overestimates difficulties a bit.
Breakdown for original deck (2x pulvy 0x unstoppable), though I like the idea of fitting a PA in there somewhere.

Feel free to change it however you want; you have more experience with the deck and I haven't been using it for *too* long so maybe you have more tips.

[size=14]Elemental Mastery Tips:
[/size]-If you didn't need the miracle, use it before you win.
-Use growth, fireflies, and the fractal (maybe don't play every single copy) to manipulate it so your pulvy does the last hit.
-Keep in mind you can fractal fireflies to make it easier to manipulate damage (in groups of 4 versus 7). Or the opponent's creatures too.

Example Scenario: Destiny has 63 hp left, I have a 17/11 lava destroyer, a firefly queen, and a firefly out with a pulvy. My damage output is 29, so if I make a firefly this turn it's 33. That puts destiny at 30 hp, and then next turn your creatures deal 28 hp if you don't make a firefly and you win with EM since your SoGs go off.

God-by-god Breakdown:

Chaos Lord: Control: Some steals, explosions, congeals, discords, and improved mutations.
CL is easy so long as your pulvy isn't stolen and it doesn't get big attack creatures that refuse to get frozen (so there's risks). Antimatters won't do much since it'll just remutate. Quint both destroyers; maxwells will kill the fireflys. If it gets a mutant that is something like a horned toad, you can fractal that for some extra damage. Difficulty: Variable 7/10.

Dark Matter: Control: Black Holes, Gravity Pull, Otyughs
Nearly impossible since you can't control the gravity nymphs, but if you somehow get lucky enough to not be nymphd OR black holed tons you still have to get through the momentumed stuff. Quint a destroyer and queen, if you ever get that far. Difficulty: 10/10 (nearly impossible).

Decay: Control: Siphon Life, Steal, Pests (quanta)
It's a possible win; hope that he doesn't steal your pulvy/shield (even though he can't use the pulvy, it still means you need to draw another). Quint a destroyer and the queen, and note that you NEED the queen to be able to draw out siphons so they aren't used on your precious life. If you don't get lots of fire quanta you can fractal a pest (they generate more quanta, and do 2 damage with eclipse). Difficulty: 5.5/10.

Destiny: Control: Rewinds/Eternity
Rather easy. Wait for a super buffed creature to antimatter if possible. I can't remember if the AI is smart enough to rewind antimattered stuff (I don't think so) but even so at least it gets rid of the buffs. Otherwise quint two destroyers or destroyer + firefly queen depending on what you draw first; both will work. Be warned it may start rewinding your fireflys, preventing you from drawing much else for awhile (though you'll probably have the game in hand anyway). Difficulty: 4/10.

Divine Glory: Control: Lots of explosions.
Hard; you need to try and draw out the explosions on the pulvys (useless against DG) and such. If you can't do that and DG actually gets fire quanta, you're in trouble. Don't worry about quints though. Not much else to say though. Difficulty: 8/10.

Dream Catcher: Control: Butterfly Effect, Discord, Black Hole, Quicksand .... Let's just say lots    of different thangs.
Nearly impossible, if not impossible. BE Effect absolutely destroys you, and antimatter prevents you from using fireflies, so I'd recommend just quinting the two destroyers if your perms somehow survive. You can use fractal on the micro aboms or deja vus at the end for a final blow if you get there :) . Difficulty: 9.5/10.

Elidnis: Control: Congeal, Ulitharid
Quint a destroyer and queen like normal. You need to hope to get the permafrost out early to freeze spirits and stop puffer fishes (note that you'll be screwed when they get buffed to 3 attack probably), but for now it's beatable. Rather easy, even. One of your most average matchups with this deck. Difficulty: 5.5/10.

Eternal Phoenix: Control: Explosions, Fire Lances, Fire Storm,  Lightning
Easy so long as your permafrost isn't exploded (so try and draw them out somehow). Quint a destroyer and then a queen or destroyer depending on the situation you're in, and save antimatters for dragons. Difficulty: 6/10.

Ferox: Control: None
Another easy god. Don't worry about quints, and keep in mind you can fractal a giant frog. Try and save antimatters for dragons unless it gets an early rush of lots of 5 attack creatures with no dragons and you desperately need the healing. Difficulty: 4/10.

Firefly Queen: Control: Fire Lances, Eagle Eyes
Easy; quint a destroyer and the queen. In some situations you could quint two destroyers. If you are failing to draw the queen, fractaling a firefly is a fine idea. Fire lances can be a problem though if you don't get some other target other than your health out there. Difficulty: 4/10.

Gemini: Control: Electrocutor (only two)
The unstoppable creatures give you problems but you can antimatter two of them. And pray that it doesn't TU spam. Quint the two destroyers so they aren't TUed (you have the pulvys to deal with electrocutors). Difficulty: 5.5/10.

Graviton: Control: Gravity Pull, Explosions, Otyughs, Rain of Fire (only two)
One of the hardest FGs. Momentum Ablaze + Explosion = Not fun. I've yet to beat it, but it may be possible if you get lucky and it doesn't have explosions nor many unstoppables and you get a great draw. Quint a destroyer and the queen, like always. Difficulty: 9/10.

Hermes: Control: Explosions, Fire Lances, Fire Storms
Depending on the number of explosions in its hand you may win, but still it'll be a tough match. The destroyers come out fast, and are hard to stop unless you get lucky with them freezing. Quint a destroyer and the queen like always. Difficulty: 8.5/10.

Incarnate: Control: Bloodsuckers, Retrovirii (Neither are very good creature control)
Usually pretty easy; nothing is too dangerous if you can destroy the eclipses (don't bother taking out the graveyards unless there's nothing else). Keep in mind vampires are fractal-able and able to give you some healing. I would quint a queen and a destroyer. Be warned that the bone walls might start giving trouble if how bloodsucker poison is applied starts being changed and may even give you a bit of trouble anyway. Difficulty: 4.5/10.

Miracle: Control: None
Save antimatter for buffed dragons/pegasi, and obviously don't worry about quints.  If there's both, calculate the damage swing to decide. For pegasi, the damage swing equals 3 times the attack before diving, for dragons it's double the attack. Antimatter the highest number. Destroy light towers to prevent miracle in case you fail to time it right. Difficulty: 5/10.

Morte: Control: Retrovirii, Plagues
Save antimatters for dragons or condors if they get huge for some reason. I like to quint the two destroyers since you don't want the play too many fireflies due to plagues making large condors. At the end you can fractal the skeletons or archangels for a big blow. Another option would be to quint a destroyer and then a FQ once Morte's field is full of skellys to prevent more retrovirii. Then it'll waste all its plagues on two fireflies and you're free. Difficulty: 4.5-5/10.

Neptune: Control: Congeal, Shockwave, Octopi
As with lots of other decks, very easy. I usually just win using 2x quinted destroyers since it has no healing and at the end you can fractal a abyss crawler. The fireflies mostly stay congealed so aren't that much help, and then when flood comes it's even easier to control them. Difficulty: 3/10.

Obliterator: Control: Gravity Pull and Pulverizor
Momentums = Yikes. Pulvy = Yikes... Yeah, this is a very hard battle. But if Obliterator starts lacking momentums, and you get a pulvy out before it and it never PAs one, you have a chance with a quinted destroyer/FFQ. Antimatter a basalt dragon if possible and you can wait for one to come out. Difficulty: 8/10.

Octane: Control: Fire Lance, Eagle Eye, Explosion, Unstable Gas (1 damage)
A hard god, but if you get an early pulvy out and can either draw out other explosions or get lucky with him not drawing one, it's entirely possible to win. I usually quint two destroyers (nothing to fractal though), since the un-frozen eagle eyes will kill the fireflies as they come out. Difficulty: 7/10.

Osiris: Control: Eternity, Scarabs, Rewind
Super easy. Step 1: Quint 2x Lava Destroyers. Step 2: Try not to draw at all if possible. Step 3: SoG + Permafrost deck out if your destroyers can't kill it for some reason (they should be able to easily). Oh and those steps aren't necessarily in order :) . Difficulty: 2.5/10.

Paradox: Control: None
Easy to beat; antimatter a big deja vu (before it splits if possible), and don't worry about quints. Not much else to say except you can fractal the deja vus if you want (I don't know why you would) and you need to time a destroyer fractal so paradox doesn't miracle (if it has more than 12  :light ). Difficulty: 3.5/10.

Rainbow: Control: Congeal, Gravity Pull, Lightning, Eagle Eye, Explosions, Steals
Hard to beat with the magnitude of creature control (preventing some fireflys and meaning quint is necessary) and magnitude of perm control, but if you somehow get a long lasting permafrost shield you need to time the last shot to prevent miracle. All those creatures can give some trouble too. Difficulty: 8/10.

Scorpio: Control: Congeal, Ulitharid, Arctic Octopi
Currently Scorpio is very beatable, but when puffer fish's attack is raised to 3 it will be MUCH MUCH harder. Anyway, at the moment, if you can get a permafrost out early and it doesn't play many physalias, you have a good chance of winning. Quint the two destroyers probably since the octopi will congeal tons of fireflies, but one destroyer + FFQ is just as good (I'd go with whichever you get first). Difficulty: 6.5/10, soon to be 8.5/10.

Seism: Control: Rewind, Quicksand
You have a good chance against Seism if you get a nice amount of novas early. Quint one destroyer. The other quint kinda depends imo. If you have lots of earth, and you won't be in danger of decking out, quint two destroyers. If you have plenty of air and your damage is coming a little late (remember stone skins) so you're afraid of deck-out, you can quint a destroyer/firefly queen. Seism will rewind your fireflies. Finally, if he PAs a shield, you should probably quint the two destroyers unless you desperately need him to use those rewinds. Difficulty: 6/10.
« Last Edit: January 07, 2013, 09:58:32 pm by willng3 »

killfer8

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112975#msg112975
« Reply #1 on: July 12, 2010, 06:30:40 pm »
This works incredibly great i will start upgrding this

$$$man

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112977#msg112977
« Reply #2 on: July 12, 2010, 06:34:08 pm »
This is amazing i love this deck.

IT works GREAT
just for consistency i suggest putting up a step-by-step god thing :)

Offline tyranim

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  • tyranim is a Ghost, obsessed with their Elemental pursuits.tyranim is a Ghost, obsessed with their Elemental pursuits.tyranim is a Ghost, obsessed with their Elemental pursuits.tyranim is a Ghost, obsessed with their Elemental pursuits.tyranim is a Ghost, obsessed with their Elemental pursuits.tyranim is a Ghost, obsessed with their Elemental pursuits.
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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112979#msg112979
« Reply #3 on: July 12, 2010, 06:35:16 pm »
nothing like some good ol' creature control :P
question though, why arent there any shockwaves? or lightnings for that matter? both are great for dragons and pesky otys
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Belthazar666

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112993#msg112993
« Reply #4 on: July 12, 2010, 06:58:42 pm »
nothing like some good ol' creature control :P
question though, why arent there any shockwaves? or lightnings for that matter? both are great for dragons and pesky otys
"CC? Why bother?" As in, there isn't any creature control.

Amazing deck, great job.

Offline tyranim

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg112996#msg112996
« Reply #5 on: July 12, 2010, 07:00:58 pm »
oh, i thought the name was something the opponent says when its used against them. and besides, antimatter is CC
my milkshake brings all the boys to the yard and they're like "its better than yours" damn right, its better than yours! i can teach you but i'd have to charge!

Offline asymmetry

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  • asymmetry is taking their first peeks out of the Antlion's burrow.asymmetry is taking their first peeks out of the Antlion's burrow.
  • Immolating myself non-stop since 2012
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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113005#msg113005
« Reply #6 on: July 12, 2010, 07:13:50 pm »
It kicked Eternal Phoenix in the nuts! (ingame) +Karma!!
So, tell me my friend, what can you see? What comes into your mind as you breathe?
'cause I see colors flourishing like you'd never believe... like a pendulum swings, they swing with me!

$$$man

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113046#msg113046
« Reply #7 on: July 12, 2010, 08:04:14 pm »
Whooped destiny's ass in game.
Major props to you my friend in the form of karma :D

guy_fawkes

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113049#msg113049
« Reply #8 on: July 12, 2010, 08:07:58 pm »
i was quite skeptic in the beginning!
but wow :)
this deck is really good!
i just beat miracle and ferox, this army of fractal destroyers is scary :)



(+1 karma from me)

implosion

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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113146#msg113146
« Reply #9 on: July 12, 2010, 11:19:04 pm »
Epic deck. +karma is very much deserved. I'm using this as my main fg farmer :).

Offline lava golem

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  • lava golem is a Spark waiting for a buff.
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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113169#msg113169
« Reply #10 on: July 13, 2010, 12:25:14 am »
Is this deck better than the ROL/hope deck?

I'm not quite sure how to use the deck either, could you post a guide of some sort?
lava golems are the best creatures in the game cause I said so

Offline Terroking

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  • Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.
  • The best practice is experience.
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Re: (1.24) CC? Why bother? https://elementscommunity.org/forum/index.php?topic=9545.msg113175#msg113175
« Reply #11 on: July 13, 2010, 12:44:40 am »
Is this deck better than the ROL/hope deck?
Very. It's at least as fast, if not faster, and has a much higher win rate.
I ask nothing of humanity but fairness in all things, but I do not expect even that.

 

anything
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