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glowing ice

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196396#msg196396
« Reply #12 on: November 08, 2010, 05:42:26 am »
i would love to win. but at the same time, it would be a lame win, and a lot of pep would hate us for it. im for telling the war-masters, if they say theirs nothing wrong with it. thin go for it. and pep would hate them more thin us.


im going to look at the players more and try to get my deck going. tho im not sure how you guys are doing it, so if you can.... help me help you  :D  cus i know i would love nothing more thin to win this war on fare ground  8)

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196405#msg196405
« Reply #13 on: November 08, 2010, 05:53:43 am »
Actually this giving-away Air cards won't work. Or rather, it is extremely risky. I can sit there for a while with that kind of tactics but not too long. Because my decks almost auto-lose, 12 Pendulums won't give enough quanta to the second element. I am predictable. Secondly, I can't sit there with that too long because I need 3 additional Air cards every round. Basically there is possible to use this tactics only for 4 rounds (in case of losses). Something like this could be a matter at the end of the war, but certainly not now. Now we are going to survive as long we can and gonna keep Air cards. And we need to make converting now in order  to avoid suiciders.
But still, in order to play smartly we need something like 4 reserve decks or 15 cards (like  :entropy:darkness:light:fire) to use this tactics at the end of the war. And something for converting too.
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QuantumT

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196429#msg196429
« Reply #14 on: November 08, 2010, 06:52:33 am »
So I talked with SG and apparently if you can't make enough legal decks, you're forces to make illegal ones and auto lose. So this strategy wouldn't work (that's what SG told me, though I get the feeling it's because I pointed out the problem and made this the solution).

Not that it matters, but you wouldn't have to lose air cards every round if you made a deck with 18 air cards and 18 other cards. You discard the 18 other cards along with 12 air pendulums/pillars, convert 12 more pendulums/pillars and continue on as before. So you could go on as long as you had the total cards to keep losing without ever going down in total air cards.

It's a moot point though, so everyone just continue on as before.

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196456#msg196456
« Reply #15 on: November 08, 2010, 07:50:11 am »
Yes sure, bigger decks give more options. And I would also like to test that deckouter :)

But, we are going to mono-attack right before there is a danger that we could have less than 120 cards in our Vault. After that me and reserve decks will start to play.
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QuantumT

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196460#msg196460
« Reply #16 on: November 08, 2010, 08:02:44 am »
Nah it won't work with the way i said the rules work.

If you have 120 cards but only 20 air cards, you build the one legal deck you can and then 3 other illegal decks. The 3 illegal ones all auto lose, so those 90 cards all go down the drain.

Basically, we always need to have 15 air cards for every 30 cards we have total. That should be fine, because that's how we planned it from the beginning.

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196467#msg196467
« Reply #17 on: November 08, 2010, 08:27:02 am »
Did SG really said that? I have to build illegal decks? That's something new...
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QuantumT

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196468#msg196468
« Reply #18 on: November 08, 2010, 08:30:32 am »
This is the message I sent SG:

Quote
'm PMed ddevans to clarify a couple things on the rules, specifically what happens if a team doesn't have enough on-element cards to field the number of decks their vault size dictates, and he told me that you just have one person sit out.

I thought about it, and those rules can be horribly exploited. I'll show you what I mean with an example:

Let's say that Air only had 29 air cards left right now. That would mean that we could only field 1 legal deck, and the rest of us would sit out. Pervepic just takes a 58 card deck with the 29 air cards in it. Then, if he loses, he discards the other 29 cards and 1 air pillar. He then converts 1 card into a pillar and is exactly where he started. In this way, he can last for 18 rounds (starting with 500), even if he never wins. If he wins, then that number just increases.

If the rules are allowed to remain this way and everyone does this, the war just becomes all of the generals fighting each other.

What I recommend as a fix is that if you don't have enough of your element's cards to make the number of decks that your vault size dictates, then you're forced to discard a number of cards from your vault equal to the number of cards you would have lost if that last person had played, ie:

Team has 270 cards but only 130 of their cards. They're forced to discard 30 cards from their vault as if the 9th person had played and they lost.

This is something that I think warrants a midwar change in the rules.

Ddevans told me to PM you about this issue after I brought it up with him.
This was the response:

I'm PMed ddevans to clarify a couple things on the rules, specifically what happens if a team doesn't have enough on-element cards to field the number of decks their vault size dictates, and he told me that you just have one person sit out.

I thought about it, and those rules can be horribly exploited. I'll show you what I mean with an example:
.....
The number of cards in your Vault decides how many players are fighting. This is explained in the War rules.

If you cannot build legal decks too all players who are fighting, you have to build illegal ones and take an auto-loss. However with the new converting system, that shouldn't be possible unless the team doesn't know what they are doing.
So we always want to have at least half air cards total so that we don't have to take an auto loss.

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196469#msg196469
« Reply #19 on: November 08, 2010, 08:33:23 am »
Ok, but deckbuilding rules say a bit differently, but fine, now it's clear at least. So, let's save Air cards :)
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QuantumT

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Re: Round 3 - Strategy https://elementscommunity.org/forum/index.php?topic=15286.msg196471#msg196471
« Reply #20 on: November 08, 2010, 08:34:24 am »
I recommended that SG clarify that, but at least we know what the rules are.

 

anything
blarg: