Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Cards => Entropy => Topic started by: Onizuka on March 04, 2012, 09:28:13 am

Title: Singularity | Singularity
Post by: Onizuka on March 04, 2012, 09:28:13 am
(http://elementscommunity.org/images/Cards/Upgrade.png)
Singularity
NAME
Singularity
Entropy
ELEMENT
Entropy
10 :entropy
COST
10 :entropy
Creature
TYPE
Creature
-1|3
STATS
-7|5
Unobtainable
RARITY
Unobtainable
-
BUY | SELL
-
4vr
CARD CODE
6ub

WIKI PAGE:
http://elementscommunity.org/wiki/Singularity
EXAMPLE DECK:
Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6u0 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u4 6u4 6u4 6u4 6u5 6u5 6uq 6uq 6uq 6uq 6uq 6uq 6ve 6ve 6ve 6ve 8pj

Singularity can do the following: Parallel Universe itself, Adrenaline itself, Quintessence itself, Vampire itself, cast nova on opponent and Chaos Power(Negative attack) itself.
Title: Re: Singularity | Singularity
Post by: RavingRabbid on March 04, 2012, 09:34:14 am
Tests say: Antimatter does not work.

Playing to win with 6x of this card in deck (and playing them) is the funniest thing ever made in elements.

All of my love to Zanz.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 04, 2012, 09:37:38 am
I am sorry to see SN nerfed - that is one of my fav cards and I don't get how it is unbalanced. But new developemnt is always good!
Title: Re: Singularity | Singularity
Post by: Tiko on March 04, 2012, 09:41:20 am
This is one of the best things that could ever happen to Nova/Snova. Can't wait to see them go live.

Awesome.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 04, 2012, 09:44:46 am
just tested it oh my god. This stuff is malignant cell on steroids. The only reason I can think of why someone might want to use it is to counter SoSac or in feral bond stall.
Title: Re: Singularity | Singularity
Post by: Xenocidius on March 04, 2012, 09:45:57 am
just tested it oh my god. This stuff is malignant cell on steroids. The only reason I can think of why someone might want to use it is to counter SoSac or in feral bond stall.
Someone wouldn't want to use it. It will be a non-standalone card that can only be gotten from using Nova/Supernova twice on the same turn.
Title: Re: Singularity | Singularity
Post by: Calindu on March 04, 2012, 10:06:26 am
just tested it oh my god. This stuff is malignant cell on steroids. The only reason I can think of why someone might want to use it is to counter SoSac or in feral bond stall.
Someone wouldn't want to use it. It will be a non-standalone card that can only be gotten from using Nova/Supernova twice on the same turn.
If you combine this card with AM, you have a pretty fast attacker that can break almost any stall.
Title: Re: Singularity | Singularity
Post by: Kuroaitou on March 04, 2012, 10:12:50 am
If you combine this card with AM, you have a pretty fast attacker that can break almost any stall.
This statement is FALSE. Antimatter is instantly reapplied to any singularity with a positive attack value, making any attempt to boost its stats as an offensive creature useless. In addition, it can and WILL apply effects such as 'Vampire' and 'Adrenaline' to itself after becoming immaterial, making it a monster to deal with once you generate it.

It can also grant the opponent 'Nova', copy itself via 'Infest' OR 'Parallel Universe', and on top of it all off, can further lower its ATK by using an inverted form of Chaos Power on itself (Singularities (upped) went from -7 to -12 in a turn for example).


...about damn time this card was nerfed. Bless all those precious SNbows goodbye folks. Spells are getting hit left and right here...
Title: Re: Singularity | Singularity
Post by: Calindu on March 04, 2012, 10:21:32 am
If you combine this card with AM, you have a pretty fast attacker that can break almost any stall.
This statement is FALSE. Antimatter is instantly reapplied to any singularity with a positive attack value, making any attempt to boost its stats as an offensive creature useless. In addition, it can and WILL apply effects such as 'Vampire' and 'Adrenaline' to itself after becoming immaterial, making it a monster to deal with once you generate it.

It can also grant the opponent 'Nova', copy itself via 'Infest' OR 'Parallel Universe', and on top of it all off, can further lower its ATK by using an inverted form of Chaos Power on itself (Singularities (upped) went from -7 to -12 in a turn for example).


...about damn time this card was nerfed. Bless all those precious SNbows goodbye folks. Spells are getting hit left and right here...
Hmm, I guess the effect has changed, when I first played Antimatter+ Singularity combo it worked, and pretty good.
Title: Re: Singularity | Singularity
Post by: Absol on March 04, 2012, 10:46:44 am
Seems like Nova and SN will be UP if so, though i'm not entirely sure.
Will try to test this later.
Title: Re: Singularity | Singularity
Post by: RavingRabbid on March 04, 2012, 11:03:42 am
Seems like Nova and SN will be UP if so, though i'm not entirely sure.
Will try to test this later.
Nah, they will just have to be played gradually.
Title: Re: Singularity | Singularity
Post by: waterzx on March 04, 2012, 11:04:45 am
I love this monster !

Best card ever ( to see on opponent's side)
Title: Re: Singularity | Singularity
Post by: Shantu on March 04, 2012, 11:28:15 am
Hahaha, good one. I love the fact that Nova goes so well with Mutation, and Singularity just so happens to be a great mutation target.
Title: Re: Singularity | Singularity
Post by: Mathematistic on March 04, 2012, 11:46:00 am
-7/5 is probably too much of a penalty to SNbows. Maybe increase the stats of it by a bit?

I'd say -2/3 and -4/5, as it is going to anti-buff itself to hell after a few turns...
Title: Re: Singularity | Singularity
Post by: Atico on March 04, 2012, 11:56:18 am
Very good change! Now is time to nerf BlackHole because after this change is too OP.
This card works perfectly for Entropy, maybe penalty for upped is too big, but concept is fantastic. Please do similar card for BlackHole.
Title: Re: Singularity | Singularity
Post by: Kuroaitou on March 04, 2012, 12:11:42 pm
-7/5 is probably too much of a penalty to SNbows. Maybe increase the stats of it by a bit?

I'd say -2/3 and -4/5, as it is going to anti-buff itself to hell after a few turns...
I'd say that the stats are good as they are. Speedbows deserve to get the most due to their power and overabundance in the current meta. If anything, I just hope that a list of 'side-effects' can be included with the Singularity so that I can update the Nova | Supernova article correctly...
Title: Re: Singularity | Singularity
Post by: pikachufan2164 on March 04, 2012, 12:19:37 pm
I'd say that the stats are good as they are. Speedbows deserve to get the most due to their power and overabundance in the current meta. If anything, I just hope that a list of 'side-effects' can be included with the Singularity so that I can update the Nova | Supernova article correctly...
Singularity side-effects:

Quote
[17:48:03] zanzarino: PU, Adrenaline, Quintessence, Vampire, nova and chaos power
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 04, 2012, 01:08:45 pm
I think this is just too much to do to Nova. My understanding may be faulty, bit it seems to me that after a Singularity is generated it can randomly lower it's stats, adrenaline, momentum, PU etc whenever it feels like it. If so, just one of these cards on your fields can lose the game for you. Also, so far as I know, very few people thought Nova needed a nerf; most of the controversy was over SN.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 04, 2012, 01:24:02 pm
I think this is just too much to do to Nova. My understanding may be faulty, bit it seems to me that after a Singularity is generated it can randomly lower it's stats, adrenaline, momentum, PU etc whenever it feels like it. If so, just one of these cards on your fields can lose the game for you. Also, so far as I know, very few people thought Nova needed a nerf; most of the controversy was over SN.
Thematically it also makes sense. In astronomy, only supernovas generate black holes and singularities. Normal novas don't exist but I presume it means the soft explosion on planetary nebula before a white dwarf if formed. Perhaps casting nova can generate a photon lol.
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 04, 2012, 01:28:35 pm
I think this is just too much to do to Nova. My understanding may be faulty, bit it seems to me that after a Singularity is generated it can randomly lower it's stats, adrenaline, momentum, PU etc whenever it feels like it. If so, just one of these cards on your fields can lose the game for you. Also, so far as I know, very few people thought Nova needed a nerf; most of the controversy was over SN.
Thematically it also makes sense. In astronomy, only supernovas generate black holes and singularities. Normal novas don't exist but I presume it means the soft explosion on planetary nebula before a white dwarf if formed. Perhaps casting nova can generate a photon lol.
Or maybe casting more than two novas in a turn generates a singularity.
Title: Re: Singularity | Singularity
Post by: Tiko on March 04, 2012, 02:33:48 pm
I am really wondering, that how many Singularities will be generated per Novae? You get one of them for playing two in the same turn; but does that mean you'll get another Singularity for each additional Nova played? If so, that'd be a sight to see.

I am so in love with this card.
Title: Re: Singularity | Singularity
Post by: TheonlyrealBeef on March 04, 2012, 02:34:25 pm
Quote
[17:48:03] zanzarino: PU, Adrenaline, Quintessence, Vampire, nova and chaos power
In trainer I noticed Quintessence is announced by the word "Antimatter" and PU by the word "Infest". I could understand the latter, but the first makes no sense to me at all :P

Quite fun creature I think it is, though I'm negative about it's current "synergies" with especially Cremation (less so with Mutation since that's another fun card, that isn't considered powerful at all). One thought would be to make it immaterial from the get go, but that might be overdoing it (maybe, I wouldn't mind. Just don't play two in a row).

Also, might be an idea to have the ai not play this card x)

I also just noticed the opponents' Singularity will cast nova on your opponent, not on you D:
On top of that, opponents' PU will cause it to appear on your side of the field, turn into a creature with undefined skill for a second PU and vanish before your opponents' turn is over regardless ?_? Proof showing both:
(http://imageplay.net/img/tya22255602/Singularbug.png)(http://imageplay.net/img/tya22255603/undefined.png)Technically it isn't PU either, since the original stats aren't preserved :P (but works fine on the users' side)
Title: Re: Singularity | Singularity
Post by: Dm on March 04, 2012, 03:09:20 pm
Rofl. This is awesome, and a interesting nerf. Messing around with this in trainer sure is fun.
Title: Re: Singularity | Singularity
Post by: Jenkar on March 04, 2012, 03:45:10 pm
A note : when it ges adren it attacks with bonus attacks (as in, it does the turn it gets adren). It can double adren (no special effects).
Title: Re: Singularity | Singularity
Post by: mesaprotector on March 04, 2012, 03:55:18 pm
Doesn't seem to work with cremation. The singularity disappears, but you get no quanta.

Also, awesome nerf to SN chaining. Pretty fun to watch too :P
Title: Re: Singularity | Singularity
Post by: Mathematistic on March 04, 2012, 04:03:06 pm
Doesn't seem to work with cremation. The singularity disappears, but you get no quanta.

Also, awesome nerf to SN chaining. Pretty fun to watch too :P
Now almost every possible counter that makes good out of them except mutation doesn't work. It is truly not well-behaved. Too much of a penalty perhaps?
Title: Re: Singularity | Singularity
Post by: Incoming on March 04, 2012, 04:08:17 pm
Just played around with it in trainer.If you play two SNs in one turn by mistake you are pretty much screwed.

I think Singularity in it's current state is too powerful but it is nice to see nerfs to rainbow decks.Maybe now people will go back to mono and duo decks.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 04, 2012, 04:33:03 pm
Doesn't seem to work with cremation. The singularity disappears, but you get no quanta.

Also, awesome nerf to SN chaining. Pretty fun to watch too :P
Yeah, I did that too. That sucks.

At least now if there's a poison stall in the arena that activates a 10 turn sosa chain, you can just play 2 SN's in a row to kill them quickly.
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 04, 2012, 05:01:17 pm
This might as well be -100 | 1 with the vampire ability. You pretty much lose instantly if one of these gets on your side of the field.
Title: Re: Singularity | Singularity
Post by: Jenkar on March 04, 2012, 05:09:40 pm
This might as well be -100 | 1 with the vampire ability. You pretty much lose instantly if one of these gets on your side of the field.
Or CC it.
Title: Re: Singularity | Singularity
Post by: Olevar on March 04, 2012, 05:22:02 pm
It can be immaterial and no combos will be available. Only counter of SoSa..
Title: Re: Singularity | Singularity
Post by: Drake_XIV on March 04, 2012, 06:16:02 pm
I feel so much better with the SN nerf now...
Title: Re: Singularity | Singularity
Post by: Hyroen on March 04, 2012, 07:32:54 pm
Will Nova | Supernova get a wording change? Because I know if I'm just learning to play the game, I'd probably figure "Hey, Nova would work pretty well in a generic Rainbow, and you can chain SNs too!!"

Until I get this little surprise...

There are other surprises in the game sure, but not one as deceiving as this one if there were no hint at least.
Title: Re: Singularity | Singularity
Post by: pulli23 on March 04, 2012, 08:00:15 pm
Are we creating a game where you play 1 card, and you can't use combos anymore unless you warn the opponent a lot in advance?



This is quite a bad move, the main idea behind using supernova is to use multiple - if you have to wait 6 turns before playing all, the first one is better replaces with a quantum tower. (so unless you plan to play multiple novas a turn there's hardly any reason to take more than 5).
Title: Re: Singularity | Singularity
Post by: Marvaddin on March 04, 2012, 10:38:33 pm
Will this exist standalone?

I really hope there is a better description in the card. "Not well behaved" says nothing to me.
Title: Re: Singularity | Singularity
Post by: Rutarete on March 04, 2012, 11:04:58 pm
lol, I liked it better when Antimatter worked on it.  :)
Title: Re: Singularity | Singularity
Post by: willng3 on March 04, 2012, 11:10:16 pm
Will this exist standalone?
No.  It will be a side effect from chaining Nova/SN.
Title: Re: Singularity | Singularity
Post by: kimham8a on March 04, 2012, 11:54:04 pm
Just tested against AI4 in trainer with 70 quanta, deck is 24 dragons and 6 singularities. To be fair i didnt play a dragon until turn 3 and so I lost. Chaining supernovas will not be an option no matter what.   :'(
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 05, 2012, 12:48:33 am
This might as well be -100 | 1 with the vampire ability. You pretty much lose instantly if one of these gets on your side of the field.
Or CC it.
If it doesn't PU, gain HP, become immortal etc etc etc. In a couple of turns after i played one i've seen four-five of these on my field. Serious overkill.
Title: Re: Singularity | Singularity
Post by: Drake_XIV on March 05, 2012, 01:02:41 am
This might as well be -100 | 1 with the vampire ability. You pretty much lose instantly if one of these gets on your side of the field.
Or CC it.
If it doesn't PU, gain HP, become immortal etc etc etc. In a couple of turns after i played one i've seen four-five of these on my field. Serious overkill.
Do you know what that means?  Don't chain SN.  Which is the point...
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 05, 2012, 01:29:42 am
So... Chain SN and you lose. Done deal. Don't u think thats an overly extreme nerf? My point is, if such extreme lengths are going to be taken to nerf SN then just make it impossible for them to be chained.
Title: Re: Singularity | Singularity
Post by: eaglgenes101 on March 05, 2012, 01:29:57 am
Personally, I don't think there's a problem with antimatter on singularities. If applied too early, it quickly turns back into an annoyance; if you wait too long, you risk not being able to apply antimatter.  This sort of gambling is the same kind as the one with mutations, only the stakes are higher.
Title: Re: Singularity | Singularity
Post by: Aves on March 05, 2012, 01:35:47 am
Personally, I don't think there's a problem with antimatter on singularities. If applied too early, it quickly turns back into an annoyance; if you wait too long, you risk not being able to apply antimatter.  This sort of gambling is the same kind as the one with mutations, only the stakes are higher.
If you combine this card with AM, you have a pretty fast attacker that can break almost any stall.
This statement is FALSE. Antimatter is instantly reapplied to any singularity with a positive attack value, making any attempt to boost its stats as an offensive creature useless. In addition, it can and WILL apply effects such as 'Vampire' and 'Adrenaline' to itself after becoming immaterial, making it a monster to deal with once you generate it.

It can also grant the opponent 'Nova', copy itself via 'Infest' OR 'Parallel Universe', and on top of it all off, can further lower its ATK by using an inverted form of Chaos Power on itself (Singularities (upped) went from -7 to -12 in a turn for example).


...about damn time this card was nerfed. Bless all those precious SNbows goodbye folks. Spells are getting hit left and right here...
Title: Re: Singularity | Singularity
Post by: Captain Scibra on March 05, 2012, 02:24:51 am
I think this is just too much to do to Nova. My understanding may be faulty, bit it seems to me that after a Singularity is generated it can randomly lower it's stats, adrenaline, momentum, PU etc whenever it feels like it. If so, just one of these cards on your fields can lose the game for you. Also, so far as I know, very few people thought Nova needed a nerf; most of the controversy was over SN.
Thematically it also makes sense. In astronomy, only supernovas generate black holes and singularities. Normal novas don't exist but I presume it means the soft explosion on planetary nebula before a white dwarf if formed. Perhaps casting nova can generate a photon lol.
A Nova is actually when a star suddenly becomes relatively extremely bright, and then goes back to its original brightness.  Not sure how this produces a Singularity, but there was a lot of controversy about Nova actually, particularly in PvP meta's that constrained the player by element usage (War, Budokan, TPvP, etc.).
Title: Re: Singularity | Singularity
Post by: furballdn on March 05, 2012, 04:41:07 am
Will this exist standalone?

I really hope there is a better description in the card. "Not well behaved" says nothing to me.
Mutation's "something weird" Isn't very well described either.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 05, 2012, 05:15:43 am
I did some more testing and I really think this is OP. Vampire and immaterial should be removed from the list of possible actions. Once you get 1 immaterial singularity, it nonstop multiplies into 4+ vampires that kill you very quickly. IMO we should at least give people a chance to kill them.
Title: Re: Singularity | Singularity
Post by: kimham8a on March 05, 2012, 05:21:22 am
Depends whether Zanz intended us to lose if we chain supernova.
Title: Re: Singularity | Singularity
Post by: mycale on March 05, 2012, 08:52:29 am
Why not make that chaining a supernova gives you 50% (or sth) chance of producing a singularity? Entropy is the element of randomness after all, and chaining supernovas will not be an automatic lose anymore but just a risky situation.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 05, 2012, 09:24:48 am
Also, when you have a field full of creatures, it is physically impossible to cast SN. A message just pops up saying "there are no creature slots avalible". Bug?? I I think we still should be able to SN when there is no space for singularity.
Title: Re: Singularity | Singularity
Post by: OldTrees on March 05, 2012, 09:38:55 am
I did some more testing and I really think this is OP. Vampire and immaterial should be removed from the list of possible actions. Once you get 1 immaterial singularity, it nonstop multiplies into 4+ vampires that kill you very quickly. IMO we should at least give people a chance to kill them.
Singularities are only created by chaining Nova|Supernovas this means the person cursed with the singularity still has a turn to remove them. Chaining Novas|Supernovas provides the quanta needed to cast either Lightning or Reverse Time to remove the singularity.

Conclusion: Vampire and Immaterial are fine. SN Rush decks will use 1 SN per turn + 1 per Lightning/Reverse Time in their hand.


It does not matter if you have 5 singularities provided your OTK army attacks after the singularities. As such this nerf will not affect SN based OTK decks.
Title: Re: Singularity | Singularity
Post by: Marvaddin on March 05, 2012, 09:54:37 am
According to entropy theme, I assume getting this thing has a % chance, not 100%, right? 60%, I think, already enough to make people think, but risk according to the situation.

Also, does something happen if you play Nova and Supernova at the same turn?
Title: Re: Singularity | Singularity
Post by: Toxx on March 05, 2012, 10:06:42 am
Vampire being added to a Singularity is a little to extreme I think.
Title: Re: Singularity | Singularity
Post by: SnoWeb on March 05, 2012, 10:14:03 am
Chaining black-holes should also generate singularities.
Title: Re: Singularity | Singularity
Post by: Atico on March 05, 2012, 10:17:51 am
@SnoWeb - Exactly ;) I would like to say the same thing. Now BlackHole is too OP, especially with SoF.

But I still prefer 50-70% chance of creating Singularity after use SN than 100% after only chain use.
Title: Re: Singularity | Singularity
Post by: Captain Scibra on March 05, 2012, 12:31:35 pm
Vampire being added to a Singularity is a little to extreme I think.
Vampire prevents skill usage such as Butterfly Effect.
Title: Re: Singularity | Singularity
Post by: FlareGlutox on March 05, 2012, 12:44:41 pm
According to entropy theme, I assume getting this thing has a % chance, not 100%, right? 60%, I think, already enough to make people think, but risk according to the situation.

Also, does something happen if you play Nova and Supernova at the same turn?
This would be OP imo since with some luck three or more Supernovas could be chained without consequences and somebody could still rush their opponent in PvP very fast through sheer luck, thus rendering this nerf irrelevant. Also I am not fond of the idea to add more RNG-influence into this game.

To your question: When I tested it in the trainer I could play two novas and one supernova in the same turn without creating a singularity. Upon my second Supernova an upped Singularity appeared and upon my third nova an unupped Singularity appeared, so these amounts don't seem to influence each other at all.
I also noticed that playing any Supernova beyond the first in one turn will drain 2 :entropy as allways, but won't give them back to you afterwards.
Title: Re: Singularity | Singularity
Post by: teffy on March 05, 2012, 02:33:03 pm
Interesting combination: Singularity + Chimera + Antimatter.
I´d like to see this card as a standalone card. A creature with negative attack could be a good counter to SoSac and maybe future game mechanics.
Chaos Effects are cool.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 05, 2012, 03:00:53 pm
Interesting combination: Singularity + Chimera + Antimatter.
I´d like to see this card as a standalone card. A creature with negative attack could be a good counter to SoSac and maybe future game mechanics.
Chaos Effects are cool.
I beat u there. I made a singularity OTK deck for false gods and probably will work against plat. EM's almost all the time and has high win rate but takes ages to finish: http://elementscommunity.org/forum/index.php/topic,37258.msg499362#msg499362
Title: Re: Singularity | Singularity
Post by: OldTrees on March 05, 2012, 04:00:55 pm
Interesting combination: Singularity + Chimera + Antimatter.
I´d like to see this card as a standalone card. A creature with negative attack could be a good counter to SoSac and maybe future game mechanics.
Chaos Effects are cool.
I beat u there. I made a singularity OTK deck for false gods and probably will work against plat. EM's almost all the time and has high win rate but takes ages to finish: http://elementscommunity.org/forum/index.php/topic,37258.msg499362#msg499362
The vampire, adrenaline, nova and quint effects definitely need to remain to keep the above deck in check. (by lowering the chances of Infest and Chaos Power)
Title: Re: Singularity | Singularity
Post by: Avenger on March 05, 2012, 04:01:19 pm
Singularity probably works well against SoSac :)
Title: Re: Singularity | Singularity
Post by: Picheleiro on March 05, 2012, 04:11:51 pm
Can we have free SN? 0  :rainbow SN would end very well the changes.
Title: Re: Singularity | Singularity
Post by: Moraku on March 05, 2012, 06:00:21 pm
Singularity probably works well against SoSac :)
I tried to make it work against SoSac, but the Vampire ability of Singularities is just too much.
Title: Re: Singularity | Singularity
Post by: Atico on March 05, 2012, 07:04:35 pm
Interesting combination: Singularity + Chimera + Antimatter.
I´d like to see this card as a standalone card. A creature with negative attack could be a good counter to SoSac and maybe future game mechanics.
Chaos Effects are cool.
I beat u there. I made a singularity OTK deck for false gods and probably will work against plat. EM's almost all the time and has high win rate but takes ages to finish: http://elementscommunity.org/forum/index.php/topic,37258.msg499362#msg499362
Hmm, so we have a problem with this combo... Especially when SoSa will not be changed...
Title: Re: Singularity | Singularity
Post by: RRQJ on March 05, 2012, 08:54:10 pm
Chaining black-holes should also generate singularities.
that wouldn't really do much.  most of the time, one black hole per turn is sufficient to cripple your opponent.
Title: Re: Singularity | Singularity
Post by: kidslayernoob on March 05, 2012, 09:13:29 pm
Chaining black-holes should also generate singularities.
that wouldn't really do much.  most of the time, one black hole per turn is sufficient to cripple your opponent.
Especially now, since people can only use 1 SN every turn
Title: Re: Singularity | Singularity
Post by: thecloud on March 05, 2012, 11:54:35 pm
Why does this card exist? Instead of inserting arbitrary setbacks to "undesired" gameplay, why not make changes to the actual card instead? The real problem is that Nova/SN are essentially free to play, as they have a net  :entropy quanta loss of 0. If Nova was changed to (hypothetical numbers) 3 :entropy to play, and SN to 5-6 :entropy or so, it would effectively prevent chaining.
Title: Re: Singularity | Singularity
Post by: kimham8a on March 06, 2012, 01:01:57 am
Chaining black-holes should also generate singularities.
that wouldn't really do much.  most of the time, one black hole per turn is sufficient to cripple your opponent.
Especially now, since people can only use 1 SN every turn
I dont think snoweb meant chained bh was broken, but that it would work thematically because it is another space thing that is related to singularities.
Title: Re: Singularity | Singularity
Post by: kidslayernoob on March 06, 2012, 01:26:29 am
Is this supposed to happen?
(http://i42.tinypic.com/rh1fed.png)

-First turn
-Two Pendulums, with one supernova
-WHAT HAPPEN
Title: Re: Singularity | Singularity
Post by: kimham8a on March 06, 2012, 01:30:20 am
what, no two supernova played? Very strange. Report in glitches.
Title: Re: Singularity | Singularity
Post by: furballdn on March 06, 2012, 01:32:29 am
Is this supposed to happen?
(http://i42.tinypic.com/rh1fed.png)

-First turn
-Two Pendulums, with one supernova
-WHAT HAPPEN
How come you have 0 :entropy?
Title: Re: Singularity | Singularity
Post by: kidslayernoob on March 06, 2012, 01:38:25 am
When a singularity enters the field, the supernova does not give any entropy quanta, so two are drained.
Title: Re: Singularity | Singularity
Post by: furballdn on March 06, 2012, 01:42:03 am
When a singularity enters the field, the supernova does not give any entropy quanta, so two are drained.
Really? huh. I did not know that.
Title: Re: Singularity | Singularity
Post by: eaglgenes101 on March 06, 2012, 01:45:51 am
How about this: allow and balance certain "exploits" such as antimatter. That way, this addition expands, rather than restricts.
Title: Re: Singularity | Singularity
Post by: Dandy on March 06, 2012, 04:44:24 am
Problems with singularity? Try nightmare. Seems to me like we finally have a viable alternative to GotP. Heck, if you have the darkness quanta, an unupped singularity on the opponents side could win it for you.
Title: Re: Singularity | Singularity
Post by: Aves on March 06, 2012, 04:47:42 am
Er... but to do that requires singularity on your side too, so they would both be multiplying. Singularity:2 Player1:0 Player2:0
Also, zanz could modify the AI not to play singularity.
Title: Re: Singularity | Singularity
Post by: kurathedog on March 06, 2012, 04:48:38 am
Um... I think I found a bug.
Double Snova'd, then Sosac. Singularity gave itself vamp. Normal
Next turn, Singularity antimattered itself. And stayed at 7 attack. Next turn, vamp again.
I doubt it would have been smart enough to try and damage me. Seems more like an accidental extra ability.
EDIT: Woa. Singularity was actually antimattering itself, just do damage me during sosac with vampire. Amazing.


And how will the AI work around this? One snova at a time, unless it has removal?
Title: Re: Singularity | Singularity
Post by: redium on March 06, 2012, 04:50:14 am
This is such an awful idea to me.   There has to be better ways to balance SN or boost the lack of speed/quanta production for other elements, or even boosting the benefit mono/duo capabilities.  While I do not think Elements should turn into an arms race for speed or QP, there has to other methods then punishing players for using cards.

For example:

As I said about mono/duo combos, makes cards that benefit their strict use rather than being assimilated into utlityknife/ rainbow decks.
The shards are great examples in how to boost a single element.
Strengthen and refine single elements to compete.  Focus on what makes a card strong to their respected element and make it restrictive.
If it is strictly about quanta production, boost other elements QP.

I am going to assume all of this is set in stone already and will happen, so I just wanted to voice an opinion and provide some possible solutions.  I trust and respect the brains behind elements, they have done a lot right, this is just a tiny-bit confusing and concerning (even considering the long debate of SN OP/UP threads).


Title: Re: Singularity | Singularity
Post by: Dandy on March 06, 2012, 05:03:07 am
Er... but to do that requires singularity on your side too, so they would both be multiplying. Singularity:2 Player1:0 Player2:0
Also, zanz could modify the AI not to play singularity.
by Dandy
Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7tc 7tc 7tc 7tc 7tc 7tc 7th 7th 7th 7th 7th 7th 8pj


Use the Siphon Lives immediately on the singularity after Nightmared. Requires a decent amount of darkness quanta, but that many pillars generates it. Theoretically, you can win if you can get three on the opponent's side, if the opponent has a good amount of entropy quanta. I just beat destiny with this deck. ;-)
Title: Re: Singularity | Singularity
Post by: Dandy on March 06, 2012, 05:03:50 am
As far as AI modification goes...yeah there is that. XD
Title: Re: Singularity | Singularity
Post by: RRQJ on March 06, 2012, 06:15:16 am
This is such an awful idea to me.   There has to be better ways to balance SN or boost the lack of speed/quanta production for other elements, or even boosting the benefit mono/duo capabilities.  While I do not think Elements should turn into an arms race for speed or QP, there has to other methods then punishing players for using cards.

For example:

As I said about mono/duo combos, makes cards that benefit their strict use rather than being assimilated into utlityknife/ rainbow decks.
The shards are great examples in how to boost a single element.
Strengthen and refine single elements to compete.  Focus on what makes a card strong to their respected element and make it restrictive.
If it is strictly about quanta production, boost other elements QP.

I am going to assume all of this is set in stone already and will happen, so I just wanted to voice an opinion and provide some possible solutions.  I trust and respect the brains behind elements, they have done a lot right, this is just a tiny-bit confusing and concerning (even considering the long debate of SN OP/UP threads).
Except that it's much easier to do this than figure out how to buff everything else.  Not only that, but once you start buffing things that are 'fine' just to keep up with OP things, you're eventually going to have power creep, which isn't good.
Title: Re: Singularity | Singularity
Post by: furballdn on March 06, 2012, 06:27:34 am
As far as AI modification goes...yeah there is that. XD
lol. Tried testing this on destiny. Didn't need my SNs as I just nightmare'd his singularities  :))

I also constantly see his singularities TUing themselves into 0|0 undefined singularities. What's that all about?
Title: Re: Singularity | Singularity
Post by: Dandy on March 06, 2012, 10:02:23 am
As far as AI modification goes...yeah there is that. XD
lol. Tried testing this on destiny. Didn't need my SNs as I just nightmare'd his singularities  :))

I also constantly see his singularities TUing themselves into 0|0 undefined singularities. What's that all about?
I noticed that too...If I knew I'd tell ya. Also works on Chaos Lord. I'd assume it would potentially work with any of the FGs that use entropy.
Title: Re: Singularity | Singularity
Post by: redium on March 07, 2012, 04:38:22 am
Quote
Except that it's much easier to do this than figure out how to buff everything else.  Not only that, but once you start buffing things that are 'fine' just to keep up with OP things, you're eventually going to have power creep, which isn't good.
How do you know that is the easiest way to fix SN, and does easiest mean it is the best way?  Punishment as a means of balance seems like a skewered method of correction. 
Title: Re: Singularity | Singularity
Post by: RRQJ on March 07, 2012, 05:09:16 am
Quote
Except that it's much easier to do this than figure out how to buff everything else.  Not only that, but once you start buffing things that are 'fine' just to keep up with OP things, you're eventually going to have power creep, which isn't good.
How do you know that is the easiest way to fix SN, and does easiest mean it is the best way?  Punishment as a means of balance seems like a skewered method of correction.
I said its easier to nerf SN than to try and buff pillars/pends/whatever else to make those comparably powerful.  And yes, in this case, nerfing SN is the best way.  It was already one of the most, if not the most, overcentralizing card.  Attempting to leave it and instead buff everything else takes more work that likely wouldn't be worth the benefit (assuming it would outweigh the negative aspects), and causes a large amount of power creep, which is bad.

And I see this change as a deterrent.  SN itself now says not to play it more than once a turn; that would obviously mean if you do, you have to deal with the consequences.  It's not like you haven't been given a warning, and suddenly this pops out.  You're not being forced to play mutliple SNs at once. 

If zanz had instead just hardcoded SN so that you could only play at most one per turn, would that somehow sound better, since there's no more "punishment"?
Title: Re: Singularity | Singularity
Post by: Fireleaf on March 07, 2012, 12:34:05 pm
I actually think the "hardcoding" solution would be better, but it prevents the few cases where chaining SN will win the game for you regardless of the singularity. It just seems very desperate to create a punishment for use of a card, especially when this punishment will lose you the game unless you have CC in your hand.
Title: Re: Singularity | Singularity
Post by: RRQJ on March 07, 2012, 02:00:02 pm
I actually think the "hardcoding" solution would be better, but it prevents the few cases where chaining SN will win the game for you regardless of the singularity. It just seems very desperate to create a punishment for use of a card, especially when this punishment will lose you the game unless you have CC in your hand.
Like I said, no one is forcing you to play the second SN; in fact, the card itself now says not to.  You don't have to take any "punishment" unless you wanted to take the risk.  The only difference hardcoding would make would be to prevent carelessness, and that's a poor reason for it being a "better" solution.
Title: Re: Singularity | Singularity
Post by: Nepycros on March 07, 2012, 02:02:13 pm
Found some fun in using Fallen Druid, but that's about it. :|
Title: Re: Singularity | Singularity
Post by: Avenger on March 07, 2012, 02:56:31 pm
Problems with singularity? Try nightmare. Seems to me like we finally have a viable alternative to GotP. Heck, if you have the darkness quanta, an unupped singularity on the opponents side could win it for you.
LOL, that's amazing OTK-ish move.
Title: Re: Singularity | Singularity
Post by: Poker Alho on March 07, 2012, 03:42:16 pm
Problems with singularity? Try nightmare. Seems to me like we finally have a viable alternative to GotP. Heck, if you have the darkness quanta, an unupped singularity on the opponents side could win it for you.
LOL, that's amazing OTK-ish move.
but then you better find a way to get rid of yours before it kills you, and its not a real alternative to Gotp they can just discard it like anyother creature they cant or dont want to play :/
Title: Re: Singularity | Singularity
Post by: Dandy on March 07, 2012, 05:50:26 pm
Yup...if you're playing an actual human, they certainly won't play it, but AI in it's present state will, if it can.
Title: Re: Singularity | Singularity
Post by: zhangvict on March 07, 2012, 05:55:33 pm
I like winning against Chaos Lord with a 30 card deck full of quantum pillars.
Title: Re: Singularity | Singularity
Post by: AnnaMall on March 07, 2012, 06:47:36 pm
I love the way Zanz is thinking about this game.
Leave SN as is...noooo needs a nerf
Increase cost....nahhh its boring
hardcode for non-chain...no nothing to gain
He goes for something indirect that still leaves you the chain option with a heavy burden at the same time, but allowing for all kinds of other deck possibilities to evolve
Title: Re: Singularity | Singularity
Post by: Dm on March 07, 2012, 06:55:10 pm
I love the way Zanz is thinking about this game.
Leave SN as is...noooo needs a nerf
Increase cost....nahhh its boring
hardcode for non-chain...no nothing to gain
He goes for something indirect that still leaves you the chain option with a heavy burden at the same time, but allowing for all kinds of other deck possibilities to evolve
And then you realize the meta grows and it's a much interesting option that allows for more interesting stuff in a game that isn't regularly updating, and you finally come to understand it's a good move to add something new than just mess in the coding and call it a day.
Title: Re: Singularity | Singularity
Post by: TheManuz on March 07, 2012, 07:33:55 pm
And then you realize the meta grows and it's a much interesting option that allows for more interesting stuff in a game that isn't regularly updating, and you finally come to understand it's a good move to add something new than just mess in the coding and call it a day.
Totally agree!
People now are thinking about Singularity + Chimera, Singularity + Mutations, Singularity + Basilisk Blood, Singularity + Catapult (it's worth it?), Singularity + Gravity Pull, and all of sudden there is a whole new meta-universe to explore!
Title: Re: Singularity | Singularity
Post by: petersenk on March 07, 2012, 10:25:38 pm
Just wanted to say that this is absolutely lovely. Some tweaks here or there... I don't care; the concept is awesome.
Great stuff Zanz!
Title: Re: Singularity | Singularity
Post by: kurathedog on March 07, 2012, 11:18:23 pm
Feels far to strong for me, after the SoSac+Singularity nerf.
Yes, it still has it's very small uses. But having it damage you via vamp/am means even stalling is nearly impossible (6 sundials doesn't seem like enough).

Complete remake idea: Enters immaterrial. Has -1/1 (-2/2 upped). Then gains -1/+1 (-2/+2) per attack.
Maybe start slightly higher.
Or just flat out immaterrial -10/10.
Signficantly slows down any rainbow deck that is willing to risk the 10 less damage for the earlier quanta boost, doesn't flat out spell your doom if you have no removal, and feels more... normal...

If anything, a singularity multiplying just feels wrong. Very very wrong. And with both infest and TU as options (maybe mitosis too, haven't checked)

On further thought, the smallest change that would make me happy enough would be removal of vampire. Then Singularity chimera stalls wouldn't have to be worried about killing themselves.

Fourth option would be a 0/1 quinted with nova/supernova as the ability. Every turn gives opponent 1/2 of every quanta. Still fits with the feel, still not detrimental.
Title: Re: Singularity | Singularity
Post by: Poker Alho on March 07, 2012, 11:23:02 pm
Feels far to strong for me, after the SoSac+Singularity nerf.
Yes, it still has it's very small uses. But having it damage you via vamp/am means even stalling is nearly impossible (6 sundials doesn't seem like enough).

Complete remake idea: Enters immaterrial. Has -1/1 (-2/2 upped). Then gains -1/+1 (-2/+2) per attack.
Maybe start slightly higher.
Or just flat out immaterrial -10/10.
Signficantly slows down any rainbow deck that is willing to risk the 10 less damage for the earlier quanta boost, doesn't flat out spell your doom if you have no removal, and feels more... normal...

If anything, a singularity multiplying just feels wrong. Very very wrong. And with both infest and TU as options (maybe mitosis too, haven't checked)

On further thought, the smallest change that would make me happy enough would be removal of vampire. Then Singularity chimera stalls wouldn't have to be worried about killing themselves.

Fourth option would be a 0/1 quinted with nova/supernova as the ability. Every turn gives opponent 1/2 of every quanta. Still fits with the feel, still not detrimental.
actually you can stall your singularities up to 12 turns using SoP, wich is enough for an OTK chimera deck

I made a deck for that but i didnt save it anywhere, but it was basicly a PSNbow with  :time :entropy wich stalled using turtle shield and lots of AM
Title: Re: Singularity | Singularity
Post by: kurathedog on March 07, 2012, 11:41:04 pm
Ah, forgot about SoP. Such an underused card.
The great mystery of development genius or unintended coincident: Nerf to supernova is a buff to SoP.
Title: Re: Singularity | Singularity
Post by: Hawkeye0440 on March 07, 2012, 11:46:14 pm
Would a lightning to its face before it's immaterial work? Just kill it before it gets to attack...if you can.
Title: Re: Singularity | Singularity
Post by: kurathedog on March 07, 2012, 11:47:55 pm
Lightning and RT work. It's the extra cards you need to run (and self-stall, with RT) that still significantly weaken decks that need the really fast quanta.

Bug note: Chaos lord got one out. Whenvever it used infest, the singularity clone was a 0/0 that said undefined, before shortly dying off.
Title: Re: Singularity | Singularity
Post by: sunyata on March 11, 2012, 12:03:14 am
I don't really understand how a singularity/chimera otk can work.  Obviously you need an AM to make your chimera's attack positive.  My question, though, is how to use the SoPs or sundials to restrain your singularities from killing you while you stall, without at the same time preventing them from breeding.  In order for OTK to work you need to have the singularities breed to create several in field.  However, they only use their random abilities when they attack.  This means that sundial and SoP both prevent sings from PUing themselves.

Feels far to strong for me, after the SoSac+Singularity nerf.
Yes, it still has it's very small uses. But having it damage you via vamp/am means even stalling is nearly impossible (6 sundials doesn't seem like enough).

Complete remake idea: Enters immaterrial. Has -1/1 (-2/2 upped). Then gains -1/+1 (-2/+2) per attack.
Maybe start slightly higher.
Or just flat out immaterrial -10/10.
Signficantly slows down any rainbow deck that is willing to risk the 10 less damage for the earlier quanta boost, doesn't flat out spell your doom if you have no removal, and feels more... normal...

If anything, a singularity multiplying just feels wrong. Very very wrong. And with both infest and TU as options (maybe mitosis too, haven't checked)

On further thought, the smallest change that would make me happy enough would be removal of vampire. Then Singularity chimera stalls wouldn't have to be worried about killing themselves.

Fourth option would be a 0/1 quinted with nova/supernova as the ability. Every turn gives opponent 1/2 of every quanta. Still fits with the feel, still not detrimental.
actually you can stall your singularities up to 12 turns using SoP, wich is enough for an OTK chimera deck

I made a deck for that but i didnt save it anywhere, but it was basicly a PSNbow with  :time :entropy wich stalled using turtle shield and lots of AM
Title: Re: Singularity | Singularity
Post by: kurathedog on March 11, 2012, 04:47:01 pm
The OTK deck used to be sundial + SoSac for 18 turns of stalling, then chimera antimatter.
Doesn't work now.
However, SoP continues to make their attack more negative, so Sundial + SoP is 12 turns. (6 of which you can still be attacked). Significantly weaker, but still doable.
Can't really be basic 30 card rush as easily any more. Needs to be a lot more stally (or hourglasses, like instosis)
Title: Re: Singularity | Singularity
Post by: zhangvict on March 11, 2012, 05:27:49 pm
The OTK deck used to be sundial + SoSac for 18 turns of stalling, then chimera antimatter.
Doesn't work now.
However, SoP continues to make their attack more negative, so Sundial + SoP is 12 turns. (6 of which you can still be attacked). Significantly weaker, but still doable.
Can't really be basic 30 card rush as easily any more. Needs to be a lot more stally (or hourglasses, like instosis)
SoP is now a permanent. It is now possible to indefinitely delay your singularities. Only problem is defending against opoment creatures, which can be done via sindual, healing or shields thought nowhere near effective or foolproof as SoSa. I am currently trying out a healing/feral bond version. However, due to the fact SoP weakens your singularities, I doubt the otk with singularity can be used for FG's anymore. Would be better for PvP without PC.
Title: Re: Singularity | Singularity
Post by: willng3 on March 14, 2012, 06:06:06 am
Is this supposed to happen?
(http://i42.tinypic.com/rh1fed.png)
-First turn
-Two Pendulums, with one supernova
-WHAT HAPPEN
Hmm...yes I just started noticing this too.  If this is intended then it's the only thing about this nerf I don't approve of. 
Otherwise it's acceptable for me; it's not crippling the cards, but it's definitely slowing them down/making them easier to counter which was needed.  BH is also a legitimate hard counter for SN for me now.
Title: Re: Singularity | Singularity
Post by: moaw on March 14, 2012, 07:57:17 am
Everybody! Wait until you have enough quanta to play three Pandemoniums to play your Supernovas!
Title: Re: Singularity | Singularity
Post by: Scaramanga on March 14, 2012, 11:50:18 am
Did any1 say Chimera?

SoP+SN. W8 for field to build up + Chimera and anti matter :)
Title: Re: Singularity | Singularity
Post by: Angelic_Dawn on March 16, 2012, 05:46:23 am
Nova Nerf, :/ what nerf?

Currently running a few (Imp/Basic)Mutates in my deck, thanks for the free mutation fodder, i really love it =)  Am even tempted to not play them till i got at least 2 in my hand. =)

Random Super Creature in play early game(or late even) for  2 :entropy  = a nice gift imho =P

 :D
Title: Re: Singularity | Singularity
Post by: Avenger on March 16, 2012, 01:38:24 pm
Dreamcatcher is now beatable by 30 qp.

Title: Re: Singularity | Singularity
Post by: Absol on March 16, 2012, 01:50:16 pm
Dreamcatcher is now beatable by 30 qp.


Yep, a very cheap counter deck.
Hope zanz fixed this in the final release, though. Also Destiny. (and Chaos Lord for that matter)
Title: Re: Singularity | Singularity
Post by: Chapuz on March 18, 2012, 01:59:44 pm
Nova Nerf, :/ what nerf?

Currently running a few (Imp/Basic)Mutates in my deck, thanks for the free mutation fodder, i really love it =)  Am even tempted to not play them till i got at least 2 in my hand. =)

Random Super Creature in play early game(or late even) for  2 :entropy  = a nice gift imho =P

 :D
Really? They Quintesence themselves...
Title: Re: Singularity | Singularity
Post by: Angelic_Dawn on March 18, 2012, 02:11:42 pm
Yes Really they dont the First turn when they hit/enter play*....  only after you end your turn, and then not even necessarily...

(*At least they didnt two days ago +/- when i posted it. )
(i really love how on this forum having lots of posts seems to be a free ticket to acting like: no one else knows anything. (unless they got more posts then you)
Title: Re: Singularity | Singularity
Post by: moomoose on March 19, 2012, 04:09:22 pm
i dont know if it was mentioned prior, but i found it incredibly ironic that the object with the strongest gravitational pull in the known universe is in :entropy , the element opposing :gravity
Title: Re: Singularity | Singularity
Post by: sunyata on March 19, 2012, 07:51:12 pm
i dont know if it was mentioned prior, but i found it incredibly ironic that the object with the strongest gravitational pull in the known universe is in :entropy , the element opposing :gravity
Hmm... Not really ironic. The singularity in a rotating black hole may form closed time-like curves around it (ie paths through space-time where an object travels back into its own past).  This complete breakdown of causality seems pretty at home in  :entropy
Title: Re: Singularity | Singularity
Post by: The Chosen One on March 23, 2012, 11:40:04 pm
Istosis----> if u use 2 SN at the end of the game, chimera will be 227/ 41 sill one shot kill  ;D
Title: Re: Singularity | Singularity
Post by: Marsu on March 24, 2012, 08:53:44 pm
I like it very much. Finally a SN nerf.
Title: Re: Singularity | Singularity
Post by: Essence on March 24, 2012, 11:35:03 pm
I'm assuming this won't be spinnable in the Oracle, so no fortune needed.
Title: Re: Singularity | Singularity
Post by: Ifailgood on March 25, 2012, 02:35:09 am
I'm assuming this won't be spinnable in the Oracle, so no fortune needed.
Just add it but make it not an obtainable card.

Fortune should be like:

Well, looks like you are going to die today from a series of very unfortunate events.
Title: Re: Singularity | Singularity
Post by: mildlyfrightenedboy on March 25, 2012, 02:59:44 am
I have been screwing around in the trainer with 75 quanta and the following deck:

6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 74g 74g 74g 7q5 7q5 7q5 7q5 7q5 7q5 7qb 7qb 7qb 7qb 7qb 7qb 80b 80b 80b 80b 80b 80b 8pt

Spam Singularities, then PU them, Chimera, and Antimatter.

Giant hulking beast monster made from a deck with no creatures.

(The :time cards are just there to speed things up)
Title: Re: Singularity | Singularity
Post by: sunyata on March 25, 2012, 02:19:04 pm
I'm assuming this won't be spinnable in the Oracle, so no fortune needed.
Just add it but make it not an obtainable card.

Fortune should be like:

Well, looks like you are going to die today from a series of very unfortunate events.
Like the fortune suggestion, but why not make it winnable?  If you do end up with one, you could always sell it, but to stay in keeping with card's philosophy that should be for a negative price i.e. you lose  :electrum if you sell it.  Could be fun if some unsuspecting person adds it to their hand.  And someone may even come up with a way to build a deck that uses this card successfully.
Title: Re: Singularity | Singularity
Post by: Poker Alho on March 25, 2012, 02:25:16 pm
I'm assuming this won't be spinnable in the Oracle, so no fortune needed.
Just add it but make it not an obtainable card.

Fortune should be like:

Well, looks like you are going to die today from a series of very unfortunate events.
Like the fortune suggestion, but why not make it winnable?  If you do end up with one, you could always sell it, but to stay in keeping with card's philosophy that should be for a negative price i.e. you lose  :electrum if you sell it.  Could be fun if some unsuspecting person adds it to their hand.  And someone may even come up with a way to build a deck that uses this card successfully.
no the card is meant to be unobtainable, just like malignant cell
Title: Re: Singularity | Singularity
Post by: Chapuz on March 25, 2012, 10:33:58 pm
The best of this is obviousley the wreck to the mighty speedbows that are everywhere in PVP and arena. I have never ever liked them =D
Title: Re: Singularity | Singularity
Post by: Marvaddin on March 25, 2012, 10:49:17 pm
Is this supposed to happen?
(http://i42.tinypic.com/rh1fed.png)
-First turn
-Two Pendulums, with one supernova
-WHAT HAPPEN
Hmm...yes I just started noticing this too.  If this is intended then it's the only thing about this nerf I don't approve of. 
Otherwise it's acceptable for me; it's not crippling the cards, but it's definitely slowing them down/making them easier to counter which was needed.  BH is also a legitimate hard counter for SN for me now.
Wait, now 1 SN is generating singularities (which are not really singular, by the way)? Well, zanz is sick.
Title: Re: Singularity | Singularity
Post by: willng3 on March 25, 2012, 10:58:27 pm
Is this supposed to happen?
(http://i42.tinypic.com/rh1fed.png)
-First turn
-Two Pendulums, with one supernova
-WHAT HAPPEN
Hmm...yes I just started noticing this too.  If this is intended then it's the only thing about this nerf I don't approve of. 
Otherwise it's acceptable for me; it's not crippling the cards, but it's definitely slowing them down/making them easier to counter which was needed.  BH is also a legitimate hard counter for SN for me now.
Wait, now 1 SN is generating singularities (which are not really singular, by the way)? Well, zanz is sick.
Only when used on the first turn.  I have yet to see this happen otherwise.
Title: Re: Singularity | Singularity
Post by: Marvaddin on March 26, 2012, 04:22:55 am
Whats the problem about it used in 1st turn? Does it deserve all this hate? Well, then I also dont want people being able to play Quicksand in 1st turn, or other nasty cards.

Whats zanz trying to do? Remove all speed from speed decks? OMG, zanz is not taking his pills.

Zanz, if you are REALLY wanting to forbid us to play it, theres a simple way: remove it from the game.
Title: Re: Singularity | Singularity
Post by: oliby on March 26, 2012, 04:39:00 am
Whats the problem about it used in 1st turn? Does it deserve all this hate? Well, then I also dont want people being able to play Quicksand in 1st turn, or other nasty cards.

Whats zanz trying to do? Remove all speed from speed decks? OMG, zanz is not taking his pills.

Zanz, if you are REALLY wanting to forbid us to play it, theres a simple way: remove it from the game.
Have you ever thought that this could be a bug like subsequent Supernova not yielding 2 entropy quanta before slamming the developer's decision.

Furthermore, Singularity may slow down those who only use speed, but I find Singularity as a useful buff to Entropy as a cheap mutation fodder.
Title: Re: Singularity | Singularity
Post by: whatifidogetcaught? on March 26, 2012, 08:32:51 pm
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
Title: Re: Singularity | Singularity
Post by: furballdn on March 26, 2012, 11:21:23 pm
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
It's a evil creature that heals your opponent, damages you, copies itself, and prevents itself from being removed after a few turns.
Title: Re: Singularity | Singularity
Post by: Aves on March 27, 2012, 01:14:20 am
It also anti-buffs itself with adrenaline and negative chaos power. Luckily, this only happens when you use supernova twice or nova thrice in a turn.
Title: Re: Singularity | Singularity
Post by: whatifidogetcaught? on March 27, 2012, 01:53:50 am
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
It's a evil creature that heals your opponent, damages you, copies itself, and prevents itself from being removed after a few turns.
How does it come to be?
Title: Re: Singularity | Singularity
Post by: furballdn on March 27, 2012, 02:42:02 am
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
It's a evil creature that heals your opponent, damages you, copies itself, and prevents itself from being removed after a few turns.
How does it come to be?
What do you mean? It was created if you play more than one supernova or nova per turn as a nerf to fast speedbows. It just appears on your field.
Title: Re: Singularity | Singularity
Post by: Jenkar on March 27, 2012, 07:15:28 am
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
It's a evil creature that heals your opponent, damages you, copies itself, and prevents itself from being removed after a few turns.
How does it come to be?
What do you mean? It was created if you play more than one supernova or nova per turn as a nerf to fast speedbows. It just appears on your field.
Actually, 2 novaes are safe in one turn. Two supernovaes ain't.
Title: Re: Singularity | Singularity
Post by: whatifidogetcaught? on March 27, 2012, 02:49:32 pm
Somebody, please explain to me what exactly this card is. I am SO CONFUSED. ???
It's a evil creature that heals your opponent, damages you, copies itself, and prevents itself from being removed after a few turns.
How does it come to be?
What do you mean? It was created if you play more than one supernova or nova per turn as a nerf to fast speedbows. It just appears on your field.
thanks. you and jenkar.
Title: Re: Singularity | Singularity
Post by: EvilDeathX on March 30, 2012, 06:49:28 pm
Couple things. First, I am not finding this card in the trainer.
Second, I am not understanding this card at all.
Title: Re: Singularity | Singularity
Post by: OldTrees on March 30, 2012, 06:51:20 pm
Couple things. First, I am not finding this card in the trainer.
Second, I am not understanding this card at all.
First: It is created only when supernovas are chained
Second: It is intended to be a drawback to using supernova chains.
Title: Re: Singularity | Singularity
Post by: EvilDeathX on March 30, 2012, 07:46:14 pm
Couple things. First, I am not finding this card in the trainer.
Second, I am not understanding this card at all.
First: It is created only when supernovas are chained
Second: It is intended to be a drawback to using supernova chains.
Oh I see, so it's like a nerf for the pillar-less decks?
If that's the case then I am all for it.
Title: Re: Singularity | Singularity
Post by: Nepycros on March 30, 2012, 07:46:37 pm
Couple things. First, I am not finding this card in the trainer.
Second, I am not understanding this card at all.
First: It is created only when supernovas are chained
Second: It is intended to be a drawback to using supernova chains.
Oh I see, so it's like a nerf for the pillar-less decks?
If that's the case then I am all for it.
It's a nerf to all speed rainbow decks.
Title: Re: Singularity | Singularity
Post by: TehKyou on April 02, 2012, 07:41:38 pm
Wouldn't this give rainbow rushes a free cremate monster?

Nvm, I see that cremating it gives no quanta, got it.
Title: Re: Singularity | Singularity
Post by: whatifidogetcaught? on April 02, 2012, 08:43:42 pm
Wouldn't this give rainbow rushes a free cremate monster?

Nvm, I see that cremating it gives no quanta, got it.
Your best hope is to mutate it. Immediately.
Title: Re: Singularity | Singularity
Post by: waterzx on April 03, 2012, 02:13:43 am
Wouldn't this give rainbow rushes a free cremate monster?

Nvm, I see that cremating it gives no quanta, got it.
Your best hope is to mutate it. Immediately.
If cremation doesn't work, I doubt Zanz will leave Singularity in its current form (i.e. able to mutate)

Probably singularity will enter the field immaterial in 1.30
Title: Re: Singularity | Singularity
Post by: Picheleiro on April 03, 2012, 07:59:18 am
I think that the idea of certains cards who dont work on it isn´t good. I mean, why canT I play Cremate or Mutate on it?

I never haven´t seen the idea very funny, but when you cant do anything about Singularity I simply dont see the point of this fancy nerf.

Just kill me if I play the second SN.
Title: Re: Singularity | Singularity
Post by: Mathematistic on April 03, 2012, 09:40:11 am
Since singularity fits black hole thematically, why not give it a quanta drain effect instead of random buffs that gives opponent 20+ hp per turn (and damages self for same amt) in order to reduce the penalty? The SN nerf is overdone IMO. It attempts to completely remove SNbows...
Title: Re: Singularity | Singularity
Post by: Pineapple on April 03, 2012, 09:58:46 am
Since singularity fits black hole thematically, why not give it a quanta drain effect instead of random buffs that gives opponent 20+ hp per turn (and damages self for same amt) in order to reduce the penalty? The SN nerf is overdone IMO. It attempts to completely remove SNbows...
Most SNbows require at most 3 SNs that don't need to be chained at all.
Title: Re: Singularity | Singularity
Post by: TheonlyrealBeef on April 09, 2012, 04:29:01 pm
I just noticed something odd, I think it's a bug.
Singularities seem to replace Vampire with Immaterial, but not vice versa (word vanishes but not immaterialness).
Title: Re: Singularity | Singularity
Post by: Time_lord_victorius on April 09, 2012, 04:43:34 pm
this actually could be a card to go against SoSac. it gives entropy a way to deal with that if the mechanic works that way. i have yet to test this
Title: Re: Singularity | Singularity
Post by: Poker Alho on April 09, 2012, 06:10:59 pm
this actually could be a card to go against SoSac. it gives entropy a way to deal with that if the mechanic works that way. i have yet to test this

singularities will AM themselves to heal the opponent if he plays Sosac but that would be a rather rare and dumb situation because the moment you have a singularity on your side of the field ad you wont do nothing about it, no good reason for the opponent to throw away 40 hp unless you already have a pretty big army on your side but if that were the case, he would have played Sosac earlier imo
Title: Re: Singularity | Singularity
Post by: Pineapple on April 10, 2012, 11:39:56 am
I just noticed something odd, I think it's a bug.
Singularities seem to replace Vampire with Immaterial, but not vice versa (word vanishes but not immaterialness).

I think this interaction is similar to Momentum on Chargers, where "immaterial" is a pseudo-status.
Although, if "immaterial" replaces the original ability, I do wonder why it's given the ability(+status) instead of just the status...
Title: Re: Singularity | Singularity
Post by: dracomageat on April 10, 2012, 07:32:36 pm
This is because of the way in which immaterial works. It is a status given by quint, yes, but it is also an ability of the immortal.
This ability is what is gained by the singularity and it then grants the status. The singularity will never gain the status without the ability but the status isn't lost when the ability is.
Title: Re: Singularity | Singularity
Post by: RavingRabbid on April 10, 2012, 07:56:31 pm
Somehow, I don't see this as a bad Mutation fodder. It gives quite some more fun, instead.
Title: Re: Singularity | Singularity
Post by: Dansin on April 14, 2012, 04:13:59 am
This totally ruins my pvp rush deck. sad panda
Title: Re: Singularity | Singularity
Post by: EvilDeathX on April 14, 2012, 06:29:15 am
This totally ruins my pvp rush deck. sad panda
That is the point.
Title: Re: Singularity | Singularity
Post by: Opsinis on April 18, 2012, 03:20:14 am
Heyo!!!
Well, I have seen the hubbub of this card, I am really indifferent, oh well, my deck takes a turn or two more, okay then. Also, mind you, I haven't read all of these pages, so I hope what I have to say hasn't been repeated. If it was, then  you can wipe my name from any recognition ever. Not really.
SO, I was having a delicious meal of Intosis with Destiny and suddenly a single mis-behaved SN ruined my night.

(http://i1234.photobucket.com/albums/ff407/Opsinis/Elements%20album/IntosisTigh.png)
As you can see, I played the dragon and suddenly it became immaterial. I had a singularity out previous to that, but I have never had that happen to me before. Is this another trick of that purple monster?? Needless to say, I threw the table as Destiny laughed in my face.
-Thanks for assistance, and I hope I posted this in the right place//
Title: Re: Singularity | Singularity
Post by: furballdn on April 18, 2012, 03:32:30 am
Definitely looks like a bug. Singularities should not be able to quint other creatures and I don't think Destiny quinted your dragon.
Title: Re: Singularity | Singularity
Post by: mrtwigie01 on April 28, 2012, 04:03:21 am
when the oponent has a mitosis, why do they mitosis your singularity?
Title: Re: Singularity | Singularity
Post by: AP579 on April 28, 2012, 04:35:47 am
It wouldn't be a singularity trick, because that's good in most cases. 8D

Uh, it probably casts mitosis because it registers as friendly. Probably some of the kinks haven't been worked out yet; it should be taught to treat it like malignant cell sooner or later.

On another note, why does it cost 10 entropy?
Title: Re: Singularity | Singularity
Post by: Wizy on April 28, 2012, 04:50:44 am
The AI mitosis targeting bug happens with any negative attack creature, which in most cases is beneficial to the player.
Title: Re: Singularity | Singularity
Post by: RJANU8084 on May 02, 2012, 02:21:20 am
That card is pure evil to new players by Singularity and Iwas like the earth is this thing by Rjanu8084
Title: Re: Singularity | Singularity
Post by: EvilDeathX on May 03, 2012, 09:29:48 am
That card is pure evil to new players by Singularity and Iwas like the earth is this thing by Rjanu8084
RTFC.
If players would read cards like Nova, that wont be a problem.
Title: Re: Singularity | Singularity
Post by: Elbirn on May 23, 2012, 05:22:50 pm
I know I'm incredibly late on this, but my God is this the most asinine thing I've ever seen. Zanz couldn't have just written some code that simply disallowed casting of nova/supernova more than once per turn? He had to actually punish the user? My jimmies have been rustled. >:(
Title: Re: Singularity | Singularity
Post by: TheManuz on May 23, 2012, 05:36:34 pm
I know I'm incredibly late on this, but my God is this the most asinine thing I've ever seen. Zanz couldn't have just written some code that simply disallowed casting of nova/supernova more than once per turn? He had to actually punish the user? My jimmies have been rustled. >:(
You can force yourself to play Supernova only once per turn, and the result would be the same as Zanz forcing it.
This way you can choose to play 2 or more, if the risk is worth it.

A choice is always better.
Title: Re: Singularity | Singularity
Post by: RRQJ on May 23, 2012, 05:51:26 pm
I know I'm incredibly late on this, but my God is this the most asinine thing I've ever seen. Zanz couldn't have just written some code that simply disallowed casting of nova/supernova more than once per turn? He had to actually punish the user? My jimmies have been rustled. >:(

The only difference that would make would be to assist those who are careless/don't bother to pay attention (people who are used to spamming SN just need time to adjust).  Creating singularities has resulted in people finding ways to turn them into benefits (usually with mutation).  Coding SN just to prevent playing a second one is an extremely boring fix, one that is technically a harder nerf than what it is now and only benefits those I mentioned.
Title: Re: Singularity | Singularity
Post by: lynx655 on May 29, 2012, 07:06:37 pm
You can pacify Singularity somewhat with SoP and/or SoW getting it down around 0 or -1 ATK. It still is annoying, and also probably doesn't worth the effort...
Title: Re: Singularity | Singularity
Post by: ash le sombre on June 03, 2012, 11:56:00 am
This stuff is malignant cell on steroids. At my mind, not very interesting but it's fun.
Title: Re: Singularity | Singularity
Post by: furballdn on June 03, 2012, 08:15:34 pm
I need to remember to stop accidentally these guys. Ruined quite a few wins.
Title: Re: Singularity | Singularity
Post by: TheAccuso on June 03, 2012, 08:23:06 pm
This stuff is malignant cell on steroids. At my mind, not very interesting but it's fun.
lol
Title: Re: Singularity | Singularity
Post by: eaglgenes101 on June 03, 2012, 10:11:56 pm
Noticed that it gives quanta to the opponent. Create it, control it, get a few black holes... Can someone create this deck?
Title: Re: Singularity | Singularity
Post by: furballdn on June 03, 2012, 10:15:04 pm
Noticed that it gives quanta to the opponent. Create it, control it, get a few black holes... Can someone create this deck?
You want to tame this monster?
(http://i.qkme.me/358mfg.jpg)




You could try SoP to stop it from attacking or something.
Title: Re: Singularity | Singularity
Post by: RRQJ on June 04, 2012, 04:17:43 am
if you were looking to heal, wouldn't it be better to just, you know, play heal instead?
Title: Re: Singularity | Singularity
Post by: Picheleiro on June 04, 2012, 08:14:10 am
if you were looking to heal, wouldn't it be better to just, you know, play heal instead?

No. Something that doesnt involve a 5 card combo isnt beutiful..
Title: Re: Singularity | Singularity
Post by: sunyata on June 29, 2012, 01:17:00 pm
Are there any situations in which 2xSV does not generate singularity?  I was playing against a rainbow in plat just now, and it played 3 SN in one turn without getting any singularities.  I was watching carefully: it certainly did not generate sings the get rid of them with pc.  They never appeared.

There were no particularly odd circumstances.  It had F bonds and hourglasses for permanents, werewolves in the field and a titan weapon out.  I was Sosacced at the time.  Could this affect it?
Title: Re: Singularity | Singularity
Post by: Poker Alho on June 29, 2012, 01:21:47 pm
Are there any situations in which 2xSV does not generate singularity?  I was playing against a rainbow in plat just now, and it played 3 SN in one turn without getting any singularities.  I was watching carefully: it certainly did not generate sings the get rid of them with pc.  They never appeared.

There were no particularly odd circumstances.  It had F bonds and hourglasses for permanents, werewolves in the field and a titan weapon out.  I was Sosacced at the time.  Could this affect it?

its a known bug. sometimes the AI will play 2 or more supernovas in a row and not generate a singularity
Title: Re: Singularity | Singularity
Post by: Holokausti on June 29, 2012, 02:54:30 pm
Are there any situations in which 2xSV does not generate singularity?  I was playing against a rainbow in plat just now, and it played 3 SN in one turn without getting any singularities.  I was watching carefully: it certainly did not generate sings the get rid of them with pc.  They never appeared.

There were no particularly odd circumstances.  It had F bonds and hourglasses for permanents, werewolves in the field and a titan weapon out.  I was Sosacced at the time.  Could this affect it?
I'd guess the only reason why a Singularity wouldn't appear is if the field is already full. Don't think that's the case though.
Title: Re: Singularity | Singularity
Post by: MilitiaDude on June 30, 2012, 01:39:51 am
Awsome Card and Idea but i keep forgetting about it and then Boomlike 15 of them appear on my field. :(
Title: Re: Singularity | Singularity
Post by: ash le sombre on July 14, 2012, 05:42:20 pm
how to integrate this card in a game ?
Title: Re: Singularity | Singularity
Post by: Poker Alho on July 14, 2012, 06:33:22 pm
how to integrate this card in a game ?

not sure if i understand your question...
Title: Re: Singularity | Singularity
Post by: Chapuz on July 14, 2012, 06:37:04 pm
how to integrate this card in a game ?
There are few decks that get tones of it, wait 6 turns with Sundials (they don't attack) and then play Chimera+antimatter, but they aren't so effective. this card has been designed to be a problem and to prevent the players of playing 3 novas/2SN in the same turn.
Title: Re: Singularity | Singularity
Post by: Poker Alho on July 14, 2012, 06:41:37 pm
how to integrate this card in a game ?
There are few decks that get tones of it, wait 6 turns with Sundials (they don't attack) and then play Chimera+antimatter, but they aren't so effective. this card has been designed to be a problem and to prevent the players of playing 3 novas/2SN in the same turn.

you can always make an OTk using them :P
Title: Re: Singularity | Singularity
Post by: shasd on July 14, 2012, 08:45:19 pm
Awesome. Great to know I can't hold my SN against any kind of denial until I need them without these terrible things coming out.
Title: Re: Singularity | Singularity
Post by: Chapuz on July 14, 2012, 10:36:55 pm
Awesome. Great to know I can't hold my SN against any kind of denial until I need them without these terrible things coming out.
Unless you are packing a catapult, RT, mutation or chimera
Title: Re: Singularity | Singularity
Post by: OldTrees on July 14, 2012, 11:36:16 pm
Awesome. Great to know I can't hold my SN against any kind of denial until I need them without these terrible things coming out.
If you are referring to an OTK deck:
The number of singularities do not matter unless you play Chimera. Play all the SN first then the OTK combo. The healing the Singularities will provide will be wasted since you will deal 100 consecutive damage.
Title: Re: Singularity | Singularity
Post by: eaglgenes101 on July 15, 2012, 06:40:34 am
Why the no-antimatter clause? Removing it would open up a new type of deck that, as far as I can see, would not be OP or even dominant.
Title: Re: Singularity | Singularity
Post by: furballdn on July 15, 2012, 06:42:05 am
Why the no-antimatter clause? Removing it would open up a new type of deck that, as far as I can see, would not be OP or even dominant.
Probably because you're not supposed to get anything good out of singularity. I wonder if zanz will make it so you can't mutate them.
Title: Re: Singularity | Singularity
Post by: eaglgenes101 on July 15, 2012, 06:45:44 am
If Zanz took all this effort to make Singularity, it shouldn't be for something that basically says, "Screw you." That could have been done more easily by a simpler nerf.
Title: Re: Singularity | Singularity
Post by: Cheesy111 on July 15, 2012, 06:49:12 am
If Zanz took all this effort to make Singularity, it shouldn't be for something that basically says, "Screw you." That could have been done more easily by a simpler nerf.

It would have been less thematically accurate and less interesting for the player.  Singularity is a good nerf example in that it doesn't straight up prohibit the problematic combination (a la mito-weapons) but instead makes it an intriguing choice whether to play them both or not.
Title: Re: Singularity | Singularity
Post by: Chapuz on July 21, 2012, 10:30:00 pm
Why the no-antimatter clause? Removing it would open up a new type of deck that, as far as I can see, would not be OP or even dominant.
Probably because you're not supposed to get anything good out of singularity. I wonder if zanz will make it so you can't mutate them.
And BB, RT, catapult =D
Title: Re: Singularity | Singularity
Post by: theratiscool on July 27, 2012, 06:53:09 pm
Its not bad. Mady it should be like a rear.
Title: Re: Singularity | Singularity
Post by: ash le sombre on August 05, 2012, 11:36:17 am
how to integrate this card in a game ?
There are few decks that get tones of it, wait 6 turns with Sundials (they don't attack) and then play Chimera+antimatter, but they aren't so effective. this card has been designed to be a problem and to prevent the players of playing 3 novas/2SN in the same turn.

Thx Chapuz
Title: Re: Singularity | Singularity
Post by: skyironsword on August 12, 2012, 05:24:29 pm
[sarcasm]I love this card. It's so awesome!11!!1one!!onehundredeleven!![/sarcasm]

I'm pretty sure I got killed by it once. Don't ask me how.
Title: Re: Singularity | Singularity
Post by: ItzSean on August 12, 2012, 05:26:48 pm
[sarcasm]I love this card. It's so awesome!11!!1one!!onehundredeleven!![/]sarcasm]

I'm pretty sure I got killed by it once. Don't ask me how.

You probably made one and it turned vampiric. which means it's taking hp from you.

OT: It's a pretty good card tbh. I saw someone make a deck revolving around singularities. Pretty fun c:
Title: Re: Singularity | Singularity
Post by: Heric the Dark Lord on September 28, 2012, 09:40:21 pm
I like this as an idea. A way to say "I won't stop you, but you'll stop yourself" in cases like Nova.

I am confused though, When does a singularity appear? Only after duplicate nova/supernovas beyond the limit, or are there other cases?
Title: Re: Singularity | Singularity
Post by: Drake_XIV on September 28, 2012, 10:16:22 pm
Singularity appears only if you play 3+ Novae or 2+ Supernovae in one turn.  The idea was to spread them out over several turns instead of the original speed playing.
Title: Re: Singularity | Singularity
Post by: jumpingbeans on September 29, 2012, 01:37:08 pm
Just discovered something neat - if you get a Singularity, and then that turn play Mitosis and SoR on it, it will not produce duplicates. xD
Title: Re: Singularity | Singularity
Post by: choongmyoung on September 29, 2012, 01:41:58 pm
Just discovered something neat - if you get a Singularity, and then that turn play Mitosis and SoR on it, it will not produce duplicates. xD

I think it will finally turn into vampire (lobo mitosis) and keeps what he doing.
Title: Re: Singularity | Singularity
Post by: Absol on September 29, 2012, 02:02:22 pm
*snip* catapult
Just noticed this one. Feeling creative, anyone?
Title: Re: Singularity | Singularity
Post by: Poker Alho on September 29, 2012, 02:15:52 pm
*snip* catapult
Just noticed this one. Feeling creative, anyone?

Hover over cards for details, click for permalink
Deck import code : [Select]
5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u3 74h 74h 74h 77l 77l 77l 7gn 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 80b 8pj
Title: Re: Singularity | Singularity
Post by: Absol on September 29, 2012, 03:51:48 pm
*snip* catapult
Just noticed this one. Feeling creative, anyone?

Hover over cards for details, click for permalink
Deck import code : [Select]
5rp 5rp 5rp 5rp 5rp 5rp 6u3 6u3 6u3 6u3 6u3 6u3 74h 74h 74h 77l 77l 77l 7gn 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 80b 8pj

I dub this deck "Creatureless OTK".
Title: Re: Singularity | Singularity
Post by: Drake_XIV on September 29, 2012, 04:38:53 pm
Of course it would be Chapuz that brings up Catapults.  I'm rather surprised he didn't make the deck himself...
Title: Re: Singularity | Singularity
Post by: Chapuz on October 14, 2012, 12:42:36 pm
Of course it would be Chapuz that brings up Catapults.  I'm rather surprised he didn't make the deck himself...
I remember I thought about it, but it's Shantu's CATapult (http://elementscommunity.org/forum/index.php/topic,30001.0.html) with -kitty and +catapult.
I don't remember, although, if I thought about it bedore or after Poker posted it xD
Title: Re: Singularity | Singularity
Post by: Calindu on October 14, 2012, 01:10:17 pm
Of course it would be Chapuz that brings up Catapults.  I'm rather surprised he didn't make the deck himself...
I remember I thought about it, but it's Shantu's CATapult (http://elementscommunity.org/forum/index.php/topic,30001.0.html) with -kitty and +catapult.
I don't remember, although, if I thought about it bedore or after Poker posted it xD

No one shall ever misspell Shantu. :P
Also the most funny thing to do with this is in a PSNbow with mutations.
Title: Re: Singularity | Singularity
Post by: WexMajor on April 13, 2013, 12:23:03 pm
The bad thing about it, is that: you can't make a Singularity deck for the arena, since the AI won't use the SN twice!
Title: Re: Singularity | Singularity
Post by: Chapuz on April 19, 2013, 03:04:23 pm
The bad thing about it, is that: you can't make a Singularity deck for the arena, since the AI won't use the SN twice!
sometimes it does, when the opponent has low HP. But yeah, it's mean to be a restriction of SN abuse.
Title: Re: Singularity | Singularity
Post by: dawn to dusk on April 19, 2014, 05:05:14 am
so i tried to abuse singularity with SoSac-dial-chimera-AM when i found something interesting. if under SoSac, singularity will AM itself to damage you
Title: Re: Singularity | Singularity
Post by: dragonsdemesne on April 19, 2014, 06:23:44 am
Does that mean singularities will actually damage your opponent if you have sosa active, or is the antimatter timed such that it heals your opponent and still hurts you?
Title: Re: Singularity | Singularity
Post by: dawn to dusk on April 19, 2014, 06:26:09 am
it damages the opponent. of course, it only does this if it is vampired. meaning the others will heal the opponent
Title: Re: Singularity | Singularity
Post by: laelin on August 19, 2015, 09:19:40 am
Ok I have no problem with singularities. I think their balanced and are really cool to have in the game... BUT!, I wish that when you clicked on your second supernova, or your third nova, a warning message showed up asking if you were sure you wanted to use it; similar to the warning message that pops up when you go to sell a rare card. I have lost so many games because I miss clicked or simply was rushing and accidentally made a singularity that I could not get rid of. To clarify, these are not games where I risked the singularity because I needed the quanta to have a hope of winning; these are times when I didn't even need to play the nova or supernova, maybe even games that I had in the bag prior to singularity.
Title: Re: Singularity | Singularity
Post by: iancudorinmarian on August 19, 2015, 10:01:39 am
Ok I have no problem with singularities. I think their balanced and are really cool to have in the game... BUT!, I wish that when you clicked on your second supernova, or your third nova, a warning message showed up asking if you were sure you wanted to use it; similar to the warning message that pops up when you go to sell a rare card. I have lost so many games because I miss clicked or simply was rushing and accidentally made a singularity that I could not get rid of. To clarify, these are not games where I risked the singularity because I needed the quanta to have a hope of winning; these are times when I didn't even need to play the nova or supernova, maybe even games that I had in the bag prior to singularity.
Tere is a warnin, You ave te supernova icon at te uttom of your and, just like sanctuary.
Title: Re: Singularity | Singularity
Post by: laelin on September 16, 2015, 08:06:12 am
Ok I have no problem with singularities. I think their balanced and are really cool to have in the game... BUT!, I wish that when you clicked on your second supernova, or your third nova, a warning message showed up asking if you were sure you wanted to use it; similar to the warning message that pops up when you go to sell a rare card. I have lost so many games because I miss clicked or simply was rushing and accidentally made a singularity that I could not get rid of. To clarify, these are not games where I risked the singularity because I needed the quanta to have a hope of winning; these are times when I didn't even need to play the nova or supernova, maybe even games that I had in the bag prior to singularity.
Tere is a warnin, You ave te supernova icon at te uttom of your and, just like sanctuary.
I meant to say, "a better warning that actually stops your click and makes you read something." I don't always notice the current warning system.
Title: Re: Singularity | Singularity
Post by: iancudorinmarian on September 16, 2015, 10:16:45 am
Ok I have no problem with singularities. I think their balanced and are really cool to have in the game... BUT!, I wish that when you clicked on your second supernova, or your third nova, a warning message showed up asking if you were sure you wanted to use it; similar to the warning message that pops up when you go to sell a rare card. I have lost so many games because I miss clicked or simply was rushing and accidentally made a singularity that I could not get rid of. To clarify, these are not games where I risked the singularity because I needed the quanta to have a hope of winning; these are times when I didn't even need to play the nova or supernova, maybe even games that I had in the bag prior to singularity.
Tere is a warnin, You ave te supernova icon at te uttom of your and, just like sanctuary.
I meant to say, "a better warning that actually stops your click and makes you read something." I don't always notice the current warning system.
Well, you are not paying enough attention to the game then. A warning mid-game would be pretty annoying, since most of the time you actually use supernova twice is because you want to.
Title: Re: Singularity | Singularity
Post by: laelin on September 17, 2015, 01:23:49 am
Ok I have no problem with singularities. I think their balanced and are really cool to have in the game... BUT!, I wish that when you clicked on your second supernova, or your third nova, a warning message showed up asking if you were sure you wanted to use it; similar to the warning message that pops up when you go to sell a rare card. I have lost so many games because I miss clicked or simply was rushing and accidentally made a singularity that I could not get rid of. To clarify, these are not games where I risked the singularity because I needed the quanta to have a hope of winning; these are times when I didn't even need to play the nova or supernova, maybe even games that I had in the bag prior to singularity.
Tere is a warnin, You ave te supernova icon at te uttom of your and, just like sanctuary.
I meant to say, "a better warning that actually stops your click and makes you read something." I don't always notice the current warning system.
Well, you are not paying enough attention to the game then. A warning mid-game would be pretty annoying, since most of the time you actually use supernova twice is because you want to.
well, I haven't had to deal with that now have I? I mean seriously, how do you expect me to rage about an annoyance that hasn't happened yet?
blarg: Dandy