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Re: Nerf or Buff? Featured FG: Jezebel https://elementscommunity.org/forum/index.php?topic=26164.msg391785#msg391785
« Reply #168 on: September 10, 2011, 05:48:03 pm »
Jezebel is fine, usually I lose though, because I can't get Pulverizer out fast enough.
It's always fun when she gets useless nymphs like death or something.

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Re: Nerf or Buff? Featured FG: Jezebel https://elementscommunity.org/forum/index.php?topic=26164.msg391911#msg391911
« Reply #169 on: September 10, 2011, 11:43:27 pm »
Jezebel is fine, usually I lose though, because I can't get Pulverizer out fast enough.
It's always fun when she gets useless nymphs like death or something.
H...how does Pulverizer help? Unless you mean it helps you lose when she steals it and murders you faster.

Offline ddevans96

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Re: Nerf or Buff? Featured FG: Jezebel https://elementscommunity.org/forum/index.php?topic=26164.msg391913#msg391913
« Reply #170 on: September 10, 2011, 11:48:07 pm »
Jezebel is fine, usually I lose though, because I can't get Pulverizer out fast enough.
It's always fun when she gets useless nymphs like death or something.
H...how does Pulverizer help? Unless you mean it helps you lose when she steals it and murders you faster.
Probably means he's using a mod of CCYB with PA...
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Re: Nerf or Buff? Featured FG: Jezebel https://elementscommunity.org/forum/index.php?topic=26164.msg391918#msg391918
« Reply #171 on: September 10, 2011, 11:57:44 pm »
Jezebel is fine, usually I lose though, because I can't get Pulverizer out fast enough.
It's always fun when she gets useless nymphs like death or something.
H...how does Pulverizer help? Unless you mean it helps you lose when she steals it and murders you faster.
Probably means he's using a mod of CCYB with PA...
PA is more useful on it's own rather than using it on pulvy, though (hence it being in the counter cards).
I guess if you got them both late and destroyed cloaks with pulvy and had more PA's for the pillars, but that sounds like a fat timebow which doesn't fare very well vs FGs.

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Re: Nerf or Buff? Featured FG: Jezebel https://elementscommunity.org/forum/index.php?topic=26164.msg392637#msg392637
« Reply #172 on: September 12, 2011, 07:50:24 pm »
18th Week: Lionheart

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6qq 6qq 6qq 7jo 7jo 7jo 7jo 7jo 7k5 7k5 7k5 7k5 7k5 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q5 7q7 7q7 7q7 7q8 7q8 7qc 80h 80h 81q 81q 81q
Lionheart's main strategy is to play several Crusaders, immortalized by Quintessences and Anubis, that endow his Eternity and rewind every single one of the opponent creatures. Depending on the opponent, he could adapt and endow the opponent’s weapon instead. He gets the cards he needs with his 10 Hourglasses, and has Pharaohs to spam Scarabs for damage and CC. However, he does not stop drawing with Hourglasses when he can until he reaches 5 cards left, and while sometimes he can delay the inevitable by rewinding his creatures, he has a tendency to Quint every creature on his field, thus nullifying his anti-deckout strategy.

Counter Cards:

Dimensional Shield/Phase Shield
Effect: Shield: shift out of phase for 3 turns. Physical attacks are unable to hit you while this is in play.

With no way to bypass your shields, and being somewhat of a slow starter, he's not gonna get damage through this incredibly annoying shield.

Gravity Shield
Effect: Shield: any creature that has more than 5 HP’s is unable to reach you

Though his Scarabs (if he has less than 6) and Unendowed Crusaders can still hit you, this stops a lot of damage from coming through.
Results:
Nerf: 2
Buff: 7
Lionheart is fine the way he is: 10

Offline TheForbiddenOracleTopic starter

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Re: Nerf or Buff? Featured FG: Lionheart https://elementscommunity.org/forum/index.php?topic=26164.msg395832#msg395832
« Reply #173 on: September 19, 2011, 10:24:06 pm »
19th Week: Miracle

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7ac 7ac 7ac 7ac 7ad 7af 7af 7ak 7al 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jq 7jq 7jq 7jr 7jr 7jt 7jv 7jv 7jv 7k1 7k2 7k2 7k2 7ms 7ms 7ms 7ms 7n3 7n3 7n3
Miracle is a Fake God who, like her name suggests, uses Miracles. Her main strategy is to make huge creatures out of her Jade Dragons or Light Dragons and Pegasus'. Once her HP is low enough in that you think you will kill her next turn, she usually has a Miracle waiting for that moment in her hand. She has 2 weapons Morning Star and Jade Staff and for Defensive ability to decrease the necessary usage for Miracle, she has Jade Shield and Solar Buckler.

Counter Cards:

Dimensional Shield/Phase Shield
Effect: Shield: shift out of phase for 3 turns. Physical attacks are unable to hit you while this is in play.   

She has no controls whatsoever so she can't damage you in anyway through this card.

Fractal
Effect: Fill your hand with copies of the target creature’s card. All the remaining aether quanta is consumed.

Creates a burst of damage that can beat her before Miracle plays Miracle.

Silence
Effect: The opponent can not play any card during the next turn.

Miracles cannot be used once this card is set, or any card for that matter.

Parallel Universe/Twin Universe
Effect: Summon an exact copy of the target creature

Her incredibly powerful creatures become here own worst enemy with one blast of this card.

Antimatter/Improved Antimatter
Effect: Invert the attack power of the target creature (the creature inflict heals instead of damage).

Again, her incredibly powerful creatures will hinder her instead of helping her as intended.
Results:
Nerf: 3
Buff: 7
Miracle is fine the way she is 10

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Re: Nerf or Buff? Featured FG: Miracle https://elementscommunity.org/forum/index.php?topic=26164.msg395840#msg395840
« Reply #174 on: September 19, 2011, 10:37:47 pm »
Fractal remains the best counter to the card Miracle. It's usually more reliable than Silence since you often need two copies of Silence, and gives you incredible offensive power to beat down even if you fail bypassing a Miracle.

Huge offence like Overdrive is also a good, reliable counter.

As for berfing.. Miracle sometimes pulls these 4-turn rushes, but if she doesn't, she's usually one of the easiest FG's. She could use a buff by increasing her stalling capabilities. Unfortunately, thanks to her theme, the only real way to do that would be to improve the AI so the card Miracle isn't completely dead (Sanctuaries are an option. Though cheap, if it works for any FG it would be this one).
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Offline ddevans96

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Re: Nerf or Buff? Featured FG: Miracle https://elementscommunity.org/forum/index.php?topic=26164.msg395869#msg395869
« Reply #175 on: September 19, 2011, 11:44:09 pm »
I would agree with a 'berf', but I'm going to go a different way: Remove her Queens (because they're really only there to use extra air quanta) and Glories. Then, to increase her stall power, add animated Jade Staffs and Shockwaves, to go with Sancs. Increase her deck size by about 16-20 total overall.
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Re: Nerf or Buff? Featured FG: Miracle https://elementscommunity.org/forum/index.php?topic=26164.msg395890#msg395890
« Reply #176 on: September 20, 2011, 12:43:31 am »
I would agree with a 'berf', but I'm going to go a different way: Remove her Queens (because they're really only there to use extra air quanta) and Glories. Then, to increase her stall power, add animated Jade Staffs and Shockwaves, to go with Sancs. Increase her deck size by about 16-20 total overall.
Another possible buff (and I did vote buff) would be to replace the Queens with Air Dragons, which IIRC are not featured in any FG as of now. Sancs as mentioned by ddevans and Higs is a great idea too.

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Re: Nerf or Buff? Featured FG: Miracle https://elementscommunity.org/forum/index.php?topic=26164.msg396022#msg396022
« Reply #177 on: September 20, 2011, 07:39:17 am »
adding another kind of dragons makes her a more deadly rusher...

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Re: Nerf or Buff? Featured FG: Miracle https://elementscommunity.org/forum/index.php?topic=26164.msg399838#msg399838
« Reply #178 on: September 26, 2011, 08:45:03 pm »
20th Week: Morte

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710 710 710 710 710 710 710 710 710 710 710 710 710 710 710 711 711 712 712 712 712 712 712 713 714 714 714 717 717 717 718 718 718 718 718 719 719 719 71a 71a 71b 71b 71b 7jp 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7ju 7k2 8pk


Morte is a Fake God with a multitude of strategies. His main strategy is to stall with Bone Walls+Retrovirus long enough for the Poison, Ivory Dragons, Condors, and Archangels to kill you. He can stall even longer with his Miracles by fueling it with his Ray of Lights. His Condors can grow huge and by the end of the game they are usually ~12 attack which is greater than Ivory Dragons. He has Plagues in addition to his Retroviruses so he basically has 18 cards of CC. In addition to Bonewalls and Condors, deaths increase his field capacity as well with all his Graveyards filling his field with Skeletons (though this doesn't necessarily mean its a bad thing). With 10 Deadly Poisons and 4 Arsenics, if he is able to play all of them that is 34+ Poison damage per turn.

Counter Cards:

Dimensional Shield/Phase Shield
Effect: Shield: Shift out of phase for 3 turns. Physical attacks are unable to hit you while this is in play.

This stops all non-poison damage from coming through, although even with this the poison is enough to finish you most of the time.

Blue Nymph/Air Nymph
Effect:  :air :air :air: Unstable Gas: Generate unstable gas

You can use this to stack the Unstable Gases, and Morte won't care about it enough to Miracle even if you have 5 and he has <100hp. Also gets around that pain in the ass Bone Wall.

Purify
Effect: Remove the poison status from yourself. Heals 1 l 2 damage per turn. Cumulative.

This removes the poison problem, although if you only play 1 he can still damage you through poison if he draws a Deadly Poison.
Results:
Nerf: 1
Buff: 2
Morte is fine the way he is: 5

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Re: Nerf or Buff? Featured FG: Morte https://elementscommunity.org/forum/index.php?topic=26164.msg404314#msg404314
« Reply #179 on: October 04, 2011, 11:17:10 pm »
21st Week: Neptune

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7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gn 7gp 7gp 7gr 7gr 7gr 7gr 7gs 7gt 7gt 7h1 7h1 7h1 7h1 7n5 7n7 7n7 7n7 7n7 7n7 7n7 8pr


Using the combination of congeal and shockwave, this false god has numerous creature control cards. He would congeal any creature and shockwave it, leading to instant death. Due to only having 2 Congeals in his deck, his Arctic Octopuses will often do the freezing for him. Eagle Eye adds to the creature control, and when his opponent brings out creatures on the top of bottom row, he plays inundation to simply wipe them out. If that’s not enough, he has permafrost shields to block damage and freeze anything that attempts to touch him. He has Abyss Crawlers and Arctic Dragons simply for damage. Why he has the Poseidons in there is beyond me.

Counter Cards:
Too many to list :P. Main ones are:

Dimensional Shield/Phase Shield
Effect: Shield: shift out of phase for 3 turns. Physical attacks are unable to hit you while this is in play.

He can't do squat around this shield except attack you with desperate Shockwaves.

Quintessence
Effect: Grant immortality to the target creature. The target creature can not be targeted

This card makes a third of his deck entirely useless, and if you include his Arctic Octopuses 41% of his deck is ineffective against this one card.
Results:
Nerf: 2
Buff: 16
Neptune is fine the way he is: 4

 

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