*Author

Scaredgirl

  • Guest
Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg60028#msg60028
« on: April 27, 2010, 07:45:24 pm »
Use this thread to reporting completed Phase 2 tasks. After you have successfully finished a task and reported it here, you will get the points added to your total score.

Remember to finish and report both parts of Phase 2.

Feel free to ask if you have any questions.

Belthazar666

  • Guest
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg62213#msg62213
« Reply #1 on: May 02, 2010, 02:51:11 pm »

Offline Terroking

  • Legendary Member
  • ******
  • Posts: 2166
  • Reputation Power: 29
  • 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.
  • Awards: Silver DonorSlice of Elements 4th Birthday Cake5th Trials - Master of Earth2nd Trials - Master of Earth1st Trials - Master of EarthWeekly Tournament WinnerChampionship League 1/2010 2nd Place9th Tournament 1st PlaceDesign A Quest 1st PlaceSS competition #1 2ndHalfblood Recruiter
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg62708#msg62708
« Reply #2 on: May 03, 2010, 02:59:20 pm »
Well, I'm done with Part 1

http://elementswiki.co.cc/elements/earth/

(Actually, the Auburn Nymph should cost 8 with 3 :earth to Petrify, but the pic needs to be edited before I can do that)
I ask nothing of humanity but fairness in all things, but I do not expect even that.

Offline Terroking

  • Legendary Member
  • ******
  • Posts: 2166
  • Reputation Power: 29
  • 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.
  • Awards: Silver DonorSlice of Elements 4th Birthday Cake5th Trials - Master of Earth2nd Trials - Master of Earth1st Trials - Master of EarthWeekly Tournament WinnerChampionship League 1/2010 2nd Place9th Tournament 1st PlaceDesign A Quest 1st PlaceSS competition #1 2ndHalfblood Recruiter
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg64005#msg64005
« Reply #3 on: May 05, 2010, 07:59:11 pm »
I'll be taking Plate Armor/Heavy Armor, Earthquake/Quicksand, and Basilisk Blood, please.

Belt can have the easier ones.
I ask nothing of humanity but fairness in all things, but I do not expect even that.

Offline Terroking

  • Legendary Member
  • ******
  • Posts: 2166
  • Reputation Power: 29
  • 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.
  • Awards: Silver DonorSlice of Elements 4th Birthday Cake5th Trials - Master of Earth2nd Trials - Master of Earth1st Trials - Master of EarthWeekly Tournament WinnerChampionship League 1/2010 2nd Place9th Tournament 1st PlaceDesign A Quest 1st PlaceSS competition #1 2ndHalfblood Recruiter
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg64030#msg64030
« Reply #4 on: May 05, 2010, 08:33:44 pm »
:earthbigQuicksand :earthbig
Something, as people have remarked all too often, is largely considered to be OP, and leaving someone without towers on the first turn of the game is devastating, especially combined with a few choice cards. But that's for later. The only reason EQ is considered to be so OP is that, like with Poison and Purify, there are ways to stop it completely that most people never use because they are "Too situational". The best counter is obviously not to have any pillars, or basically, run a pillarless deck. They work best with Novas and Immolations tied together with lava golems and other cheap cards, but I'm getting to broad again. The other counter is PA, or Protect Artifact (Enchant Artifact unupgraded), which is cheap enough to be fueled by your mark, but will slow you down considerably when the opponent has no permanent control. It's a pretty incredible card if they do, though, it also means you're screwed if you're packing Earthquake.

It's best uses are probably with other cards that screw up quanta, since it stops them from gaining any that isn't their mark.

The best 3 out of those are:

Rewind- Works incredibly well with it because of the already existing Graboid synergy, and you can send any card back to their deck to both deny them of their next draw and force them to either use what little quanta they have up so you can Rewind it again, or be forced to let it sit in their hand, a dead card since they haven't got any quanta.

Graboid- It works so well in combination with Rewind that an entire deck is based around it. It works, too, and is incredibly fast while having excellent control over both creatures and permanents. The Graboid is the hitter of that deck, coming out for a measly 3 :earth and then being able to evolve next turn into a whopping 10/4 has left many people (Myself included) with the feeling that it needs a nerf.

Devourers- The fact that devourers suck up their quanta and Earthquake stops them from making any more has led to a natural synergy between the two. The deck is easily done with Earth mark and mainly Dark-heavy, using vampires and dragons for the main offense, or with a simple Darkness mark to bring them out, since they'll speed each other along once you hit the 2 :darkness starting point.


Completely unintentional 400 words exactly, not counting these.


:earthbigHeavy Armor :earthbig
Heavy Armor is a pretty under-used card, since most decks are either rush or use a special synergy to be effective, and the doesn't have many. The few it does have, though, it words wonderfully with. It's super-low cost means you can splash it in just about any deck you want, just by changing your mark to Earth. Although, most people will favor something like Blessing over this card, since it gives a boost in attack as well as making it a bit more sturdy. It can give any creature you want more than enough survivability to last, and will also make it un-edible to an Otyugh, possibly the most feared creature control card. The extra hp isn't usually that helpful, but with a few choice cards, it's much better than a blessing:

Otyugh- Since this is a creature that relies completely on it's hp, it's only natural to have such a great synergy with Heavy Armor. For 5 :gravity and 1 :earth, you can completely destroy any non-immortal creature under 11 hp, which is quite a big chunk of the available creatures. Not many decks can remain unfazed by a 0/11 Otyugh coming out on the second turn. Earth also shares the Pulverizer with Gravity, and Basilisk Blood combined with Gravity's Shield allow you to make any creature you can target useless for 6 turns, and then it still won't be able to attack. Obviously, nearly the same thing applies for scarab.

Rage Potion- A lot of people will say that you can get +6/+6 for the same quanta with Blessing, but Fire/Earth is special in that it has such an incredible card, Lava Destroyer. Paired with Cremation, there's a deck possible that can net 3 turn wins with only a little difficulty against AI3. Played in conjunction with Armor, it's an automatic +6/+0, and it can be used offensively as well.

Spark- Spark is a personal favorite card with a lot of people, and 4 very cheap cards can give you a nice creature that only costed you 1-2 quanta. The favorite among these is probably momentum, since it gives you a cheap 6/1 with ignores shields for 1 :gravity, the second being Blessing, for a 8/3, 3rd is Chaos Power, and unfortunately Heavy Armor takes it's place at the back simply because it doesn't add any damage. 5/6 are pretty good stats though, and although it loses damage, it gains stability, a feature of all Earth cards.


Aww, 407 :/


:earthbigBasilisk Blood :earthbig
Basilisk Blood is like a double-congeal, but the fact that it adds +0/+20 to whatever you tager with it makes it incompatible with other damage spells, which means it's also best to use in a rush deck, when hopefully you will have won in 6 turns and it doesn't come back at you with 20 more health. Since Earth has no Direct-damage spells, and is very good at rushing, it naturally would look like a good card to have. But unfortunately, Earth already has 3 incredible low-cost cards to fill those slots, along with 2 more situational ones. Almost always, an extra Graboid, Antlion, or Quicksand will be more use than stalling an enemy, so it's not used very often. When it is, though, it shines.

Gravity Shield- Hands down,  best synergy for it. Enhances the already existant Gravity/Earth combo by making it so that even after 6 turns, the creature still can't attack you.

Armagio- This works ok, but is much more effective if you have a nymph or can splash light for guardian angels. Also, you've got to remember to play it, and then use it's ability before you use BB, or it'll be useless for 6 turns.

Otyugh/Scarab- This doesn't work well, but is as close as it can get to another synergy, since BB is a general use card that has it's drawbacks. If you can stall for 6 turns, then it's great, and you can get a 0/25 creature ready to devour, but it's almost always better to use Heavy Armor to get a 0/11 that, while it will only be 6/17 6 turns later, it will also usually have gogtten rid of 6 creatures, which is a huge advantage. It works okay with adrenaline, making you wait only 2 turns, but that requires 3 elements for something that a Heavy armor still almost always does better.


I ask nothing of humanity but fairness in all things, but I do not expect even that.

Belthazar666

  • Guest
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg66235#msg66235
« Reply #5 on: May 10, 2010, 06:15:32 am »

Enchant Artifact/Protect Artifact

Just like the creature immortalizing counterpart, "Quintessence" Enchant Artifact stops you from targeting the card it's used on. You can use this on any permanent, including shields and weapons. It's a great card, and used in many rainbow decks that revolve around stalling with Eternity (More on that later.) It's pretty much standard if you're going against an Earthquake deck, that way you can protect your pillars and make those Earthquakes nothing but space in the opponent's hand.

Phase Shield: Phase Shields stop you from being hit by weapons and creatures for three whole turns. That in itself is quite powerful. However, throw in an Enchant Artifact and you have yourself a three turn stall that can't be stolen or destroyed. The only counter to this is momentum, or the weapon Titan. Six of these two card combinations can give you a total of eighteen turns without damage under the right circumstances. This means you're free to do as much damage to the opponent in that time as you can with no worries or rush on your own health. Throw in some Phase Dragons and you can beat quite a bit of decks with this strategy.
 
Eternity: Eternity is a big card in a lot of false god killing decks. The basic idea is to use the Eternity to keep you from decking. In other words, it keeps one card in your deck for three time quantum a turn, and you can go on as long as possible... Unless it's stolen or destroyed. That's where Enchant Artifact comes in! Now, your opponent can't harm your deck-building weapon that you have in play.

The synergies for this card are pretty much limited only to that of how many weapons, shields, and permanents are in the game. Of course, there are some cards which can put being untouchable to better use than others, like the two aforementioned cards.



Stone Skin/Granite Skin

Ah, Stone Skin and Granite Skin, one of the only two cards that increase your maximum health. The other one is Shard of Divinity. This card requires a lot of earth quantum if you want the maximum health out of it, which is fifty.  Now, don't make the mistake of thinking that the word "maximum" just means that your maximum health is raised. Your current health is raised by that same amount, you just have that much more you can heal for after that.

Shard Of Gratitude: Shard Of Gratitude heals you for five health per turn, and when you have many of them out, it adds up to quite a bit. Even if you only raise your health by twenty or so because you don't have the quantum, this can keep you over the one hundred mark if you have enough of them out to counteract the damage you're being dealt. You're not only not taking damage, but you're also staying above the set maximum.

Miracle: Miracle, the fastest mass healing card in the game. Unlike Shard of Gratitude, it doesn't heal per turn. Instead, it heals you for your maximum health minus one. So, without any Stone Skins out, you're healing to ninety-nine. With one Stone Skin adding fifty to your maximum health, that's one hundred forty-nine. Quite a lot of health to be added by one card at one time, that's for sure. Throwing out four of these with around twenty quantum per card is about seventy-nine more healing you're receiving. That health is precocious battle time. Battle time that can be used to get the cards you need to win the game!



Hematite Golem/Steel Golem
A relatively strong and really sturdy creature. These two Golems pack quite a punch over time, and time is what you get with them. Given their high health, firewalls take quite some time to kill them off; along with a single poison counter. They're also outside of the reach from a newly put out Otyugh, and can't be devoured unless the Oty is buffed or has eaten a few creatures before hand. Compared to the water creature, Abyss Crawler, Steel Golem has the same cost of it's element and three more health. Not much affects this creature, but  Gravity Shield is a really big weakness for it; that's where our first synergy comes in handy.

Momentum: Momentum makes this great creature greater. It will be able to bypass firewalls, Ice Shields, and any other shield that can harm him. Steel Golem will have ten health now, which, under normal circumstances, is un-killable for a number of turns. What's better than a creature not being touched by shields, and doing seven damage? Well, one that is going to take thirty fire quantum to kill, or a bunch of Rain Of Fires.

Rage Potion: Given the health Steel Golem has, Rage Potions are a great synergy. They give five more attack, and keep the creature just outside of Rain Of Fire range. It comes to a grand total of eleven attack, which is quite powerful. Hematite Golem, on the other hand, only has one health left from a rage potion. While still giving it good attack (nine total) it doesn't have much ground to stand on, so to speak. This is why I wouldn't recommend it with the un-upgraded counterpart. Rage Elixirs are also not recommended as they would put a Steel Golem down to three, and kill a Hematite Golem.

Liquid Shadow: Since this creature has such high health, it can stay alive for a long time with a single poison counter on it. (As mentioned earlier.) Because of this, it's a great target for the darkness card "Liquid Shadow". You'll be doing six damage with the Steel Golem, and healing yourself for that much. Over nine turns that it's alive, that's fifty-four healing.  With multiple of these creatures out and "Shadowed" they can be quite a pest for your opponent.



Scaredgirl

  • Guest
Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5855.msg68549#msg68549
« Reply #6 on: May 14, 2010, 09:00:10 am »
Topic Locked!

 

anything
blarg: