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Messages - elementarinous (22)

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Introduce Yourself / Re: this game is too hard.
« on: November 11, 2011, 04:40:55 am »
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This is what I'm working with now :)

I'm gonna start transitioning to something more multicolored. Maybe rainbow. Problem is: I probably won't be able to do better than this deck for a while. Adding more different elements will really throw everything off. So I'll have to bank a lot of upgraded cards, and make the jump later.

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Introduce Yourself / Re: this game is too hard.
« on: November 01, 2011, 12:39:04 am »
Yeah I can imagine that would work well in a  :death deck.

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Introduce Yourself / Re: this game is too hard.
« on: October 31, 2011, 12:32:04 am »
Yeah, I see a lot of decks that brag about SoG, and I'll admit the one hasn't been THAT helpful. Maybe if I had more. But it's possible the nerf has made them less relevant.

SoSas... haven't considered it. It seems like a bad way to deal with a bad situation: you're taking lots of damage and you're waiting for your quanta to come in so you can do something about it... so you do a lot of damage and throw out all your quanta. When would you use that shard to your advantage? Would it be often enough to be worthwhile?

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Introduce Yourself / Re: this game is too hard.
« on: October 30, 2011, 08:52:25 pm »
Shard of Gratitude FTW. (I find it makes for good deflag/steal bait too.)

I've been tempted a few times to try making my mark fire or darkness so I can run deflag or steal myself. I tend to get mangled by permanent-control decks.

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Introduce Yourself / Re: this game is too hard.
« on: October 30, 2011, 07:28:39 am »
My mono aether deck has a (just guessing) 30-40%ish win rate on gold arena, playing manually. (Funny enough, my win rate on bronze is maybe 60%, but the mild increase in win rate is offset by drastically weak reward.)

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I'm working on upgrading my Mono Aether. Right now I'm moving through my pillars/pendulums. I found that rising much more than 30 cards makes it harder to chain my shields together (too unreliable). So when push comes to shove, I chose to have more dragons than immortals. (Immortals are good to get damage out quick on a smaller budget. But once the quanta really gets going you will always* want dragons.)

I wish I had another electrocutor/lobotomizer, but not getting lucky enough to pop one. At least 1 out of every 3 losses seems to happen because I can't lobotomize a key creature early enough. I also wish I had more shards of gratitude, but then again I'm not sure if that starts to dilute the deck (see my first comment).


Here's the RoL deck I use for FG farming.

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It isn't amazing. I'd guess that I beat FGs 20%-25% of the time, if that. It sucks in the arena. But if I use mono aether to win in the arena, I can usually use that to fund my risky FG battles. That lets me sometimes draw an upgraded card, which I sell to keep my upgrades going.

In both instances, I usually get murdered by decks that have a lot of permanent-killers -- unless I can get my damage AND shields going early enough that I can weather a turn or two where my shields are down. I HATE empathy/creature spam decks.

I'm getting there.

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Pre-Smithy Ideas / Re: a few aether card ideas
« on: October 29, 2011, 12:14:20 am »
I think you have a point. Having played the element for a long time, I'd say it's pretty darn powerful. It needs to have some drawbacks -- hard to spam creatures, hard to power up creatures, hard to protect and manipulate permanents, hard to heal -- for it to be balanced.

I'm more inclined to say an element like water needs a serious boost. I hardly see anyone play that.

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Introduce Yourself / Re: this game is too hard.
« on: October 29, 2011, 12:12:04 am »
I'm having a lot of fun now. It takes a lot longer to start up than I would have liked but that's the pay off for the replayability. Trying to farm false gods. Have a bronze arena deck doing okay while I battle gold decks with my real deck.

Still using mono aether. I lucked out on that as a default choice. Upgraded a few cards, but have been swapping baxk and forth with a RoL/fractal/hope deck as I improve my FG farming. Already trying to think about rainbow strategies.

I think the game could do a lot more to help new guys with the learning curve. And just imagine -- for some guys they might have picked a shitty element. I probably wouldn't still be playing if I picked water or something.

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Introduce Yourself / Re: this game is too hard.
« on: October 19, 2011, 06:19:17 pm »
Yeah I've learned to appreciate that defeating your first false god is the start of the game, not the end. And even that takes a lot of building to get to.

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Pre-Smithy Ideas / Re: a few aether card ideas
« on: October 18, 2011, 05:09:12 pm »
Yeah, I was confused about where to post this. Should I repost it or is there a way to move a thread?
Don't worry about it, it was moved for you already.
Thanks!

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Introduce Yourself / Re: this game is too hard.
« on: October 18, 2011, 01:00:37 pm »
Thanks for the advice guys. Can't wait to try this stuff out!

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Pre-Smithy Ideas / Re: a few aether card ideas
« on: October 18, 2011, 12:58:53 pm »
Yeah, I was confused about where to post this. Should I repost it or is there a way to move a thread?

12
Pre-Smithy Ideas / a few aether card ideas
« on: October 18, 2011, 04:33:35 am »
Having played a mono aether deck for a while, I've found a few niches that are missing. Maybe that's a good thing. No color should be perfect. But I also think those niches make for good potential cards:

- Healing
- A way to deal with enemy shields
- A way to deal with enemy healing
- A way to deal with enemy permanents in general
- A use for excess quanta (think Fahrenheit)

A few ideas for cards:

  • Scales of Balance: (permanent) Activate scales of balance to destroy an enemy permanent. Doing so will destroy one of your aether pillars.
  • Chain Lightning: (creature) 0 attack / 4 hit points. :aether: Deal one damage to target this turn. Cost of this ability increases by one :aether.
  • Warp Gate: (spell) Destroy enemy permanent.
  • Mind Wipe: (spell) All permanents are removed from the board for both players.
  • Aether Wind: (spell) All healing and poison removed from the board.
  • Aethereal Form: (spell) Target creature gains ability to ignore enemy shields.
  • Alpha and Omega: (shield) Reverses effect of poison into healing, and healing into poison. May force enemy to take this shield.
No costs yet. I figure that's a question of finding a fair balance. But thought some of these might be helpful ideas.

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