*Author

Hyper-Man

  • Guest
Swiss Army Rainbow looking for suggestions https://elementscommunity.org/forum/index.php?topic=1079.msg10482#msg10482
« Reply #24 on: December 15, 2009, 10:10:19 pm »

Back to the deck...

Uncle mentioned to remove the Ray of Light out of there. Even though it does add extra baggage to the deck, I can see a specific use for it:

Helping get those first Life quanta when you drop 1 or 2 towers and a Dial on the first turn and the second turn yields no Life quanta yet. The Ray of Light can be down first turn and give you want you need to draw 2nd turn. Also a good early target to draw some direct damage from your opponent to see what they have in-hand.

However, that's the only reason it might be useful. At end-game or even mid-game, it's just baggage.

But this is why I usually steal a Life pillar from Miracle or so early in the game.
You actually hit upon just some of the reasons for including all of the quanta producing creatures. 
With only 1-3 Quantum Towers out any of them can help get a big item of the same color out far quicker (GGemfinder=pulverizer, ROLight=Archangel, BEater=Fire Storm, Damselfy=EQueen or EEye, LDragon=FBond as well as fuel for EQueen & FDruid).  They all become great targets/fodder for the FDruid or Otyugh's during the midgame. They are great at drawing out creature destruction before Animate Weapon is used.  They help keep the deck from getting stuck with 8 cards in hand (from the draw) and not enough quantum to cast any (nullifying the hourglass and sundial card drawing abilities).

BTY, the mark of the deck is Time. And I spend more time in PvP than vs. False Gods.

Yes, the deck can sometimes get bad draws but it has several recovery paths that can open up that are just not available to 'tighter' decks.
It can also get some devastatingly good draws (first or second turn animated Poseidon with more consistent quanta due to the GGemfinder)


cipher_nemo

  • Guest
Swiss Army Rainbow looking for suggestions https://elementscommunity.org/forum/index.php?topic=1079.msg10483#msg10483
« Reply #25 on: December 15, 2009, 10:10:19 pm »

You actually hit upon just some of the reasons for including all of the quanta producing creatures. 
With only 1-3 Quantum Towers out any of them can help get a big item of the same color out far quicker (GGemfinder=pulverizer, ROLight=Archangel, BEater=Fire Storm, Damselfy=EQueen or EEye, LDragon=FBond as well as fuel for EQueen & FDruid).  They all become great targets/fodder for the FDruid or Otyugh's during the midgame. They are great at drawing out creature destruction before Animate Weapon is used.  They help keep the deck from getting stuck with 8 cards in hand (from the draw) and not enough quantum to cast any (nullifying the hourglass and sundial card drawing abilities).

BTY, the mark of the deck is Time. And I spend more time in PvP than vs. False Gods.

Yes, the deck can sometimes get bad draws but it has several recovery paths that can open up that are just not available to 'tighter' decks.
It can also get some devastatingly good draws (first or second turn animated Poseidon with more consistent quanta due to the GGemfinder)
With this many cards, I'd say that you would statistically get worse starting hands and draws than a smaller deck. That's just the statistics, not my opinion. As for my opinion, I'd say that I have no problem getting quanta to play the more quanta expensive cards. Now if there was a creature that gave you three different color quanta a turn, like the tower, but with specific quanta, that would certainly be worth it! But for just one color, these creatures just aren't worth it unless they help you draw faster. With a deck your size, drawing fast is your biggest challenge because your chance of drawing the cards you need at any given moment is worse than in a smaller deck.

As for PvP, you'd probably want more permanent destruction and control cards than you have in there. For false god matches, you just want a smaller deck.

Scaredgirl

  • Guest
Swiss Army Rainbow looking for suggestions https://elementscommunity.org/forum/index.php?topic=1079.msg10484#msg10484
« Reply #26 on: December 15, 2009, 10:10:19 pm »

Mods are people too.
Sure, but that is not an excuse to act like a drama queen and cry "you hurt my feelings when you didn't give me your MSN!" on every single thread. Mods not only represent themselves, they also represent this forum. What do you think new users will think about this forum if a mod is an emo?

I think drawing out that drama any further can be done in PMs instead of in Hyper-Man's thread.
Like I said before, Jelly doesn't have balls to send me a PM about this. It's much easier for him to attack my character and then craw in a hole to hide.

You actually hit upon just some of the reasons for including all of the quanta producing creatures. 
With only 1-3 Quantum Towers out any of them can help get a big item of the same color out far quicker (GGemfinder=pulverizer, ROLight=Archangel, BEater=Fire Storm, Damselfy=EQueen or EEye, LDragon=FBond as well as fuel for EQueen & FDruid).  They all become great targets/fodder for the FDruid or Otyugh's during the midgame. They are great at drawing out creature destruction before Animate Weapon is used.  They help keep the deck from getting stuck with 8 cards in hand (from the draw) and not enough quantum to cast any (nullifying the hourglass and sundial card drawing abilities).
I really don't understand you logic behind those quantum generating creatures. Sure, you explained it but your explanation makes no sense. Maybe I could understand it if you had a lot of cards from one element, but  it would still suck imo. Quantum Towers are just so much better because they give you 3 quantum plus the 3 extra when you play them.

The power of a Rainbow deck is in generating tons of quantum in ALL elements in a short time using Quantum Towers and Supernovas. This idea of having quantum generating creatures is doing the exact opposite what rainbow deck should be doing. It reminds me of a common noob deck that has 4-5 different kinds of pillars.
 
Other observations:
- Sundial is the most important card in a rainbow deck. You have only 3.
- Supernova is the second most important card in a rainbow deck. You have none.
- Too many cards. Every deck should have as little amount of cards as possible while still being effective. This is one of the most important rules in deck building and applies to all CCG's. Your deck doesn't have to be 60 cards. It could still function with lets say 50 cards, and there would be much less losses because of a bad draw.

 

anything
blarg: