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Offline Poker Alho

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg468561#msg468561
« Reply #96 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

Offline kurathedog

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg468570#msg468570
« Reply #97 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.

Hawkeye0440

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg468573#msg468573
« Reply #98 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.

Offline kurathedog

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg468575#msg468575
« Reply #99 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.

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg469459#msg469459
« Reply #100 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
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Offline kurathedog

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg469741#msg469741
« Reply #101 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)

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg469751#msg469751
« Reply #102 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.

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg470678#msg470678
« Reply #103 on: March 14, 2012, 06:06:06 am »
Is this supposed to happen?

-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.
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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg470698#msg470698
« Reply #104 on: March 14, 2012, 07:57:17 am »
Everybody! Wait until you have enough quanta to play three Pandemoniums to play your Supernovas!

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg470733#msg470733
« Reply #105 on: March 14, 2012, 11:50:18 am »
Did any1 say Chimera?

SoP+SN. W8 for field to build up + Chimera and anti matter :)
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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg471358#msg471358
« Reply #106 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

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Re: Singularity | Singularity https://elementscommunity.org/forum/index.php?topic=37225.msg471420#msg471420
« Reply #107 on: March 16, 2012, 01:38:24 pm »
Dreamcatcher is now beatable by 30 qp.


 

anything
blarg: