A question i'm pretty sure will pop up at some point : Why did i choose to go for the trials of Air?
There are a couple reasons.
The first is my immediate reaction to the Mono-Air used by DrunkDestroyer in war 4 (http://elementscommunity.org/forum/index.php/topic,34427.0.html). My reaction was the following one : Ohhhh, shinnny. I find air very pretty and elegant. I know it sounds silly, but the card art (Unupped dragon is an exception) and the blue border are just exactly... perfect, in my opinion.
The second reason is that i feel that :air is an element which represents me best. If i had to describe it in one word, it'd be : freedom. And i love freedom (as in, more than any other value).
Personality question for Trials #5... >.>
Q: “Let’s say that you had the ability to transform into clouds; where would travel to, what would you do (cause rain? Provide shade? Obscure airplane vision and cause them to crash?), and what type of cloud would you become if the change was permanent?” :P
I suppose i keep being conscious and sensitive. (if not, please say so)
I'd probably wander around with the currents. If i get bored with what the current current traveled over, i'd just settle for another current and so on.
I would probably just observe people. And relax, and watch birds. If the change became permanent, i'd be a startus (low cloud that i find extremely pretty) :
(http://4.bp.blogspot.com/_3yqAetV-JBI/S8cG9RAxecI/AAAAAAAABXY/eGU5lrPeBoE/s400/STRATUS2.jpg)
Air has never had a stable master. Do you feel like you could break the curse?
Most probably. I do not expect to have any extremely major RL thingies that would make me an absent master.
How many times must a man look up before he can see the sky?
42.
Seriously, once. Unless he's blind/blindfolded/inside a building/underground.
Add to your responses an :air related song (not a war song, hurr).
Following your star (http://www.newgrounds.com/audio/listen/410882)
Q:"Air lacks PC and denial, can you design a card that can add by itself both"?
(http://i.imgur.com/q67nO.png)
Jenkar
Why did you choose to go for Air? Easier to become the Master than other elements? Why does Air fail in War?
I was expecting that question, and my answer is in my first post, sort of as an introduction.
I don't believe it is ''easier'' to become a master of air. The first reason is that, while it is harder to go up to the final battle in more popular elements (entropy anyone?), the people you face are generally on ''average trial level'' in terms of love for the element. In less popular elements, the people who go for the element are generally lovers of that element and will work with much more enthusiasm to win, and therefore will be much more difficult to beat in a final battle.
Secondly, DrunkDestroyer won with skill last trials. I wasn't expecting him not being here, but i don't think it'd've been easy for me had he been my opponent.
Thirdly, i saw Hyroen enter phase 1. If i had wanted an ''easy mastership'', i would *certainly* not have entered trials of air against someone that was an air fan (pun intended) since War 1, and that already went through trials 2.
On air fail in war, consider that air placed second in war 2. I believe it failed in war 1 due to the newness of the event (and hence, inexperience at planning a vault), and war 3 due to a big error in round 4 deckbuilding.
I consider that another problem is that air is far from complete, as shown in this post by the idea guru (http://elementscommunity.org/forum/index.php/topic,32272.msg453402#msg453402) (go to second answer). That is a precise analysis. In my opinion, what air really lacks is a stronger theme. If you look at it right now, you see the following :
1) CC : Eagle Eye, Shockwave, ''Thunderstorm''.
2) Quanta accelleration : Damselfly, Firefly.
3) Burst damage : Skyblitz, Unstable Gas (and hence the nymph), Wyrm (due to dive).
4) Defense : Fog, Wings.
5) Progressive Damage : Firefly Queen (and, minorely, Animate Weapon)
In my opinion, to make air stronger, point 1, 3 & 4 should be strengthened, most certainly through new cards. This would lead to air as a stally element that suddenly dishes out truckloads of damage.
Give a brief analysis of the Yu-Gi-Oh! card Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon), and explain whether it fits the WIND Attribute (or whether it could be incorporated into Air).
(http://images2.wikia.nocookie.net/__cb20110720215145/yugioh/images/thumb/0/0d/Cloudian-EyeoftheTyphoonGLAS-EN-SR-1E.jpg/300px-Cloudian-EyeoftheTyphoonGLAS-EN-SR-1E.jpg)
Note the following things:- You can destroy (most) enemy monsters by battle by attacking with a monster whose ATK is:
- higher than the ATK of the enemy's attack position monster.
- higher than the DEF of the enemy's defense position monster.
- Most monsters have higher attack than defense, and most monsters are placed in the position with the highest stat.
- Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon) is a WIND Aqua. Most "Cloudian" (http://yugioh.wikia.com/wiki/Cloudian) monsters are WATER Fairies who have the effect "This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it."
- Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon) has attack equal to the infamous Blue-Eyes White Dragon (http://yugioh.wikia.com/wiki/Blue-Eyes_White_Dragon)
I do not know much about Yu-Gi-Oh. From what you gave me, i feel that this card's main interest is to dish out massive damage and do a planned, slow destruction of opponent's creatures. The ability feels much like what a cyclone could do, so it might fit wind. It would fit in air as a repeated CC card, CC being in my opinion one of the themes of Air.Why do you think Air has been so chaotic when it comes to Masters?
The only thing i have to add to Hyroen's answer is that Real Life can take a toll on many people. I truly believe both unit and DrunkDestroyer had a real love of the element, though.
what card do you think is strongest for air and why, Also what element do you think is the best comboniation with air for both upgraded pvp and unuped pvp.
Wings, unupped. It counters so many decks that it's funny. If the BL season is grabbow happy i just use my mono-air or toadbow and watch the hate on people's eyes as their shriekers fail to reach me.
Upped, Eagle's Eye. Repeated CC with an excellent damage and flying weapon in element makes it an extremely powerful card.
In pvp, Unupped, Air/light stalls are my pick, with the combination of Air's CC & Light's healing and defense (fireflies are awesome).
Upped, Entropy. CP and wyrms, but also flying discords, and stalls of many kind are (strong, in my opinion) offsprings of this combination.
Both: Post a deck where unupped wyrms shine.
There is only one correct answer.
Hover over cards for details, click for permalink
5oe 5oe 5oe 5oe 5oe 5oe 6rk 6rk 6u2 6u2 6u2 6u2 6u2 6u2 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mt 7mt 7mt 7mt 7mt 7mt 8pr
Air is often regarded as one of the weakest elements. Why? How would you rectify this?
I believe an answer to that has been provided above in my answer to majofa. A first step would be to make a card that allows air to suddenly burst in a more effective manner than Skyblitz.
(http://ed101.bu.edu/StudentDoc/current/ED101fa10/jenmks/images/Clouds%20homepage.jpg)(http://www.mariowiki.com/images/thumb/c/c8/MKwii_Thundercloud.jpg/200px-MKwii_Thundercloud.jpg)
Which image do you like better and why?
The left one. Because it haz sky. And the other does not.
Questions:
1. Do you think is it thematically appropriate to Air to be solely limited to Weather Phenomena and Physical Concepts, or do you feel it could be expanded upon to cover other themes in Elements the Game?
2. Design a new card that you feel represents the more "Magical" side of Air. (Magical is open to your interpretation.)
1. Second. There is an unexplored side of Air, which is... well, magical beings, most importantly, birds. I find it extremely disturbing that Air doesn't have a bird.
2. (http://i.imgur.com/fVCBP.png)
Note: Simurgh is a protective legendary bird.
Air has a strong mono (upped), while unupped it is famous for its shields (fog, wings). For both unupped and upped metagame, do you see Air as a "main" element or rather "supporting" role in a deck? How would you utilize this difference in War?
A) Really depends on which card. Air as a whole has both capacities. Shockwave, fog for example are mostly support cards. But if you use skyblitz, wings or animate weapon, air is a main element, because you base your strategy&deck upon that/those card(s). In my opinion, air is mainly a main element due to more cards being ''main'' cards than being support ones.
B) By making decks who use those main cards and enhance themselves with support/other main cards from other elements.
Erm, am I the only one who can't see a Poll here?
A:
No, no. I can't see it either. C:
Why do you think Air has been so chaotic when it comes to Masters?
A:
In all honesty, I think :air Air has been an element that has not been seen as effective when it comes to PvP, and due to this contenders for Trials have tried to avoid it. Not to mention that :air Air is hardly one of the more popular elements. A combination of these and more subtle factors, I think, have lead to people going for the element simply because no one wanted it. Good qualities in a Master of :air Air were thus not -really- required, but that is not to say previous Masters of :air Air did not always have them.
The chaotic flux of :air Air's Mastership was then due to the qualities of the contenders that were filtered through the Trial system or lack thereof.
what card do you think is strongest for air and why, Also what element do you think is the best combination with air for both upgraded pvp and unuped pvp.
A:
One of :air Air's strongest cards is probably Fog Shield. While the element's card pool tends to focus on offensive capabilities, Fog Shield can easily be called one of the most efficient defensive cards in the card pool of the entire game. It is foolish to doubt in :air Air's defensive potential.
In upgraded PvP I could easily argue for :entropy Entropy's clear synergy of Elite Wyrms and Chaos Power, a serious force to be reckoned with, as well built decks can easily get 4-5 turn wins. In unupgraded PvP I personally enjoy the synergy between :darkness Darkness and :air Air as they complement each other very well and should not be underestimated.
Both: Post a deck where unupped wyrms shine.
There is only one correct answer.
A: Unupgraded Wyrms huh? For them to shine.. well...
Hover over cards for details, click for permalink
5lj 5lj 5lk 5lk 5lk 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oe 5oe 5oe 5oe 5oe 5oe 5ok 5ok 5ok 5ok 5ok 5ok 5pu 5pu 5pu 61u 61u 8pu
These could definitely shine brightly.
Air is often regarded as one of the weakest elements. Why? How would you rectify this?
A:
Well, this question is indeed slightly redundant with majofa's question (Re: Q4), but I'll try to add a little more to that.
Since :air Air has several undeveloped themes and niches, seeing as Card Design is one of my fortes, I try to add new spice to :air Air's arsenal through several card ideas such as Feathergrace (http://elementscommunity.org/forum/index.php/topic,35655.0.html), Wave Distortion (http://elementscommunity.org/forum/index.php/topic,28623.0.html), and Blimp (http://elementscommunity.org/forum/index.php/topic,35821.0.html). I think that the addition and development of themes of :air Air will be just what :air Air needs to get its needed kick, in both the unupgraded and upgraded games.
If your question is only in regards to the current card pool, like I've said in my response to majofa, good decks beat bad decks. I have found several for :air Air, I've just never shared them.
:air Air has ferocity, but there's a limit which most have not found. I will find it, and add to it.
Jenkar
Why did you choose to go for Air? Easier to become the Master than other elements? Why does Air fail in War?
I was expecting that question, and my answer is in my first post, sort of as an introduction.
I don't believe it is ''easier'' to become a master of air. The first reason is that, while it is harder to go up to the final battle in more popular elements (entropy anyone?), the people you face are generally on ''average trial level'' in terms of love for the element. In less popular elements, the people who go for the element are generally lovers of that element and will work with much more enthusiasm to win, and therefore will be much more difficult to beat in a final battle.
Secondly, DrunkDestroyer won with skill last trials. I wasn't expecting him not being here, but i don't think it'd've been easy for me had he been my opponent.
Thirdly, i saw Hyroen enter phase 1. If i had wanted an ''easy mastership'', i would *certainly* not have entered trials of air against someone that was an air fan (pun intended) since War 1, and that already went through trials 2.
On air fail in war, consider that air placed second in war 2. I believe it failed in war 1 due to the newness of the event (and hence, inexperience at planning a vault), and war 3 due to a big error in round 4 deckbuilding.
I consider that another problem is that air is far from complete, as shown in this post by the idea guru (http://elementscommunity.org/forum/index.php/topic,32272.msg453402#msg453402) (go to second answer). That is a precise analysis. In my opinion, what air really lacks is a stronger theme. If you look at it right now, you see the following :
1) CC : Eagle Eye, Shockwave, ''Thunderstorm''.
2) Quanta accelleration : Damselfly, Firefly.
3) Burst damage : Skyblitz, Unstable Gas (and hence the nymph), Wyrm (due to dive).
4) Defense : Fog, Wings.
5) Progressive Damage : Firefly Queen (and, minorely, Animate Weapon)
In my opinion, to make air stronger, point 1, 3 & 4 should be strengthened, most certainly through new cards. This would lead to air as a stally element that suddenly dishes out truckloads of damage.
Give a brief analysis of the Yu-Gi-Oh! card Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon), and explain whether it fits the WIND Attribute (or whether it could be incorporated into Air).
(http://images2.wikia.nocookie.net/__cb20110720215145/yugioh/images/thumb/0/0d/Cloudian-EyeoftheTyphoonGLAS-EN-SR-1E.jpg/300px-Cloudian-EyeoftheTyphoonGLAS-EN-SR-1E.jpg)
Note the following things:- You can destroy (most) enemy monsters by battle by attacking with a monster whose ATK is:
- higher than the ATK of the enemy's attack position monster.
- higher than the DEF of the enemy's defense position monster.
- Most monsters have higher attack than defense, and most monsters are placed in the position with the highest stat.
- Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon) is a WIND Aqua. Most "Cloudian" (http://yugioh.wikia.com/wiki/Cloudian) monsters are WATER Fairies who have the effect "This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it."
- Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon) has attack equal to the infamous Blue-Eyes White Dragon (http://yugioh.wikia.com/wiki/Blue-Eyes_White_Dragon)
I do not know much about Yu-Gi-Oh. From what you gave me, i feel that this card's main interest is to dish out massive damage and do a planned, slow destruction of opponent's creatures. The ability feels much like what a cyclone could do, so it might fit wind. It would fit in air as a repeated CC card, CC being in my opinion one of the themes of Air.
Why do you think Air has been so chaotic when it comes to Masters?
The only thing i have to add to Hyroen's answer is that Real Life can take a toll on many people. I truly believe both unit and DrunkDestroyer had a real love of the element, though.
what card do you think is strongest for air and why, Also what element do you think is the best comboniation with air for both upgraded pvp and unuped pvp.
Wings, unupped. It counters so many decks that it's funny. If the BL season is grabbow happy i just use my mono-air or toadbow and watch the hate on people's eyes as their shriekers fail to reach me.
Upped, Eagle's Eye. Repeated CC with an excellent damage and flying weapon in element makes it an extremely powerful card.
In pvp, Unupped, Air/light stalls are my pick, with the combination of Air's CC & Light's healing and defense (fireflies are awesome).
Upped, Entropy. CP and wyrms, but also flying discords, and stalls of many kind are (strong, in my opinion) offsprings of this combination.
Both: Post a deck where unupped wyrms shine.
There is only one correct answer.
Hover over cards for details, click for permalink
5oe 5oe 5oe 5oe 5oe 5oe 6rk 6rk 6u2 6u2 6u2 6u2 6u2 6u2 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mt 7mt 7mt 7mt 7mt 7mt 8pr
Air is often regarded as one of the weakest elements. Why? How would you rectify this?
I believe an answer to that has been provided above in my answer to majofa. A first step would be to make a card that allows air to suddenly burst in a more effective manner than Skyblitz.
What do you tihnk of / how would you improve this : Hover over cards for details, click for permalink
5od 5od 5od 5od 5of 5of 5of 5of 5of 5op 5op 5op 5op 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 61r 61r 61r 61r 61r 622 622 622 8pu
What do you tihnk of / how would you improve this : Hover over cards for details, click for permalink
5od 5od 5od 5od 5of 5of 5of 5of 5of 5op 5op 5op 5op 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 61r 61r 61r 61r 61r 622 622 622 8pu
Way, way, way too strained on quanta. I'd focus on either part of the deck : dragonflytal (which imo is very weak unupped), or PU dragon.
Upped, your deck would probably be better, though most certainly still very strained on quanta.
Here's a probably better version focusing on PU dragons : Hover over cards for details, click for permalink
5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5of 5of 5of 5of 5of 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 61r 61r 61r 61r 61r 8pu
.
Possible mods including some dims/wings/lightnings/schockwaves/owl's eyes, making it less rushy but more defensive.