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fred

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69234#msg69234
« Reply #120 on: May 15, 2010, 08:46:19 pm »
Quote
Any thoughts on the below deck (the semi-current version I am using)
Semi-current because I need to stop upping relics and start upping some cards below

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6rn 6rn 6rn 6rn 6rn 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7k4 7k4 7k4 808 808 808 808 808 808 808 808 80e 80e 80i 80i 80i 80i 80i
5RoL feels quite Ok because automuligen pretty much means you draw 1 sooner or later

If you like to play all the gods you could remove an SOG and add a quantum tower. It can really help vs. decay and Dark Matter and in general for getting out SOG's without using up Aether or Light. Also 5 SOG's will probably clog up the early game at times (something that even happens with just 3 Hopes)

bojengles77

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69250#msg69250
« Reply #121 on: May 15, 2010, 09:23:14 pm »
I do use 6 SoG in my deck, but yes, they do sometimes clog up early gameplay since you don't have a large source of quanta before you get a fractal out. I think they're useful to have in there and have saved me plenty of times, but if you find they hold you up a lot it would probably be ok to cut it down to 4

icybraker

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69253#msg69253
« Reply #122 on: May 15, 2010, 09:26:00 pm »
4 Shards are a good number. More = slower, Less = less healing.

I don't suggest taking a quantum pillar. It's too situational. A late-game Quantum Pillar rather than another Shard or Dragon can be your downfall.

unionruler

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69419#msg69419
« Reply #123 on: May 16, 2010, 05:36:03 am »
4 Shards are a good number. More = slower, Less = less healing.

I don't suggest taking a quantum pillar. It's too situational. A late-game Quantum Pillar rather than another Shard or Dragon can be your downfall.
My research agrees with 4 shards. It also shows that 7  :aether towers and 1 quantum tower is better than 8  :aether towers. Reasons are as follows:

1. If drawn early in the game, it
        a) Defrays the costs of SoGs
        b) Provides quantum defence vs discords (Chaos Lord, Dream Catcher) and pests (Decay)
        c) Provides a decoy tower for quicksands (Seism) and explosions BUT only if you play towers in the correct order
2. In late game, it
        a) Has a small chance of generating light instead of excess useless  :aether
        b) Enables you to activate abilities granted to your creatures by defensive mutations (Chaos Lord, Destiny)

sSethia

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69437#msg69437
« Reply #124 on: May 16, 2010, 06:58:31 am »
/off topic

The satification of upping a relic, you got to try it, its way better then sniffing cocaine
Satisfaction? I almost cried when I upped a relic and found that it didn't do anything. What a waste of money.

edunavas

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69668#msg69668
« Reply #125 on: May 16, 2010, 05:13:17 pm »

Offline yaladilae

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69687#msg69687
« Reply #126 on: May 16, 2010, 05:54:45 pm »
4 Shards are a good number. More = slower, Less = less healing.

I don't suggest taking a quantum pillar. It's too situational. A late-game Quantum Pillar rather than another Shard or Dragon can be your downfall.
My research agrees with 4 shards. It also shows that 7  :aether towers and 1 quantum tower is better than 8  :aether towers. Reasons are as follows:

1. If drawn early in the game, it
        a) Defrays the costs of SoGs
        b) Provides quantum defence vs discords (Chaos Lord, Dream Catcher) and pests (Decay)
        c) Provides a decoy tower for quicksands (Seism) and explosions BUT only if you play towers in the correct order
2. In late game, it
        a) Has a small chance of generating light instead of excess useless  :aether
        b) Enables you to activate abilities granted to your creatures by defensive mutations (Chaos Lord, Destiny)
Awesome Union, how about luciferanse?

JoshK

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69770#msg69770
« Reply #127 on: May 16, 2010, 08:18:54 pm »
The idea is good, but it was so easy to defeat.

(http://imageplay.net/pt/view/m7Gbd63624/icy_2)
(http://imageplay.net/pt/view/m7Gbd63625/icy_1)
You realize it's a deck for farming fg's right?  Not for pvp....

bojengles77

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69862#msg69862
« Reply #128 on: May 16, 2010, 11:00:08 pm »
The idea is good, but it was so easy to defeat.

(http://imageplay.net/pt/view/m7Gbd63624/icy_2)
(http://imageplay.net/pt/view/m7Gbd63625/icy_1)
As Josh said, its for FG farming - but even more than that it is next to useless against a deck with bonewall / rof or an otyugh or even a lobotomizer / ulitharid. It however can thwart rush decks =D

icybraker

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg69870#msg69870
« Reply #129 on: May 16, 2010, 11:23:15 pm »
The idea is good, but it was so easy to defeat.

(http://imageplay.net/pt/view/m7Gbd63624/icy_2)
(http://imageplay.net/pt/view/m7Gbd63625/icy_1)
Not sure why you're using an FG farming deck in the T50, but you definitely made a good choice. Glad to know that dozens of people are butchering my deck every minute.

The idea is good, but it was so easy to defeat.

(http://imageplay.net/pt/view/m7Gbd63624/icy_2)
(http://imageplay.net/pt/view/m7Gbd63625/icy_1)
As Josh said, its for FG farming - but even more than that it is next to useless against a deck with bonewall / rof or an otyugh or even a lobotomizer / ulitharid. It however can thwart rush decks =D
Replace the word "thwart" with "obliterate" and you got yourself a true statement.

4 Shards are a good number. More = slower, Less = less healing.

I don't suggest taking a quantum pillar. It's too situational. A late-game Quantum Pillar rather than another Shard or Dragon can be your downfall.
My research agrees with 4 shards. It also shows that 7  :aether towers and 1 quantum tower is better than 8  :aether towers. Reasons are as follows:

1. If drawn early in the game, it
        a) Defrays the costs of SoGs
        b) Provides quantum defence vs discords (Chaos Lord, Dream Catcher) and pests (Decay)
        c) Provides a decoy tower for quicksands (Seism) and explosions BUT only if you play towers in the correct order
2. In late game, it
        a) Has a small chance of generating light instead of excess useless  :aether
        b) Enables you to activate abilities granted to your creatures by defensive mutations (Chaos Lord, Destiny)

We've sort of discussed this in chat. A Quantum Pillar makes for a faster, smoother deck that may have a winrate a fraction higher in some situations, but it also makes the deck less consistent and more luck-based. In a deck that is based around drawing the right things at the right time like this one, I think consistency is key. But my being a perfectionist is probably a factor in this.

tl;dr: Quantum Tower is a replacement that changes the deck philosophy. It helps some things but impairs others. You can put it in, but it changes things (not in a good way, but not bad either, per se).

unionruler

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg70019#msg70019
« Reply #130 on: May 17, 2010, 10:20:40 am »
Awesome Union, how about luciferanse?
It has been and should always be my practice to carry one luciferin (unupped) in anti FG RoL-Hope decks i utilize. The rationale is as follows:

1. Hand control
       a) To give you one more turn if it will not negatively affect your deck ratios significantly
       b) To space out cards that clog up your hand a little more, so that fractals are more effective *
2. To add the "generic" effect, ie to be able to cope with more situations, hence making RoL-Hope less one dimensional
       a) Defends against gods with lobotomizing effects (Gemini, Elidnis, Scorpio) and gods that can obtain them by stealing elec
       b) Where creature slots are few, to generate quanta from light dragons (Ferox, Elidnis)
       c) Where creature slots are few, to block over the top damage with light dragons (Paradox, Miracle, growth in general)

* Luciferin burns for one random quanta. This usually does NOT delay you a turn of development ESPECIALLY if you draw the quantum tower early. You may take luciferase instead and run a minute risk of not being able to automulligen with only luciferase in hand.

finkel

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Re: 1.21 ray of light/hope/fractal anti-FG https://elementscommunity.org/forum/index.php?topic=3993.msg71843#msg71843
« Reply #131 on: May 20, 2010, 04:29:49 pm »
Heya, I've been farming FGs with a 30-card rainbow (I simply can't stand playing 45+ card decks), and I lose against many gods, not to mention losing against gods I should win against due to bad luck.

What's the cheapest but well-functioning version of this deck I could make to farm FGs?

 

anything
blarg: