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Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg131989#msg131989
« Reply #276 on: August 05, 2010, 08:55:21 pm »
What do we do about those featured articles other than the featured card? How are they selected, and when are they updated?

I think somebody else should run the "Featured Deck" thing. I'm already doing the cards.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

bojengles77

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132175#msg132175
« Reply #277 on: August 06, 2010, 03:36:41 am »
But wait, Pharaoh is rare, that makes it automatically cool.. right?
Technically a Relic is also a rare. Just like unupped shards. I think what makes Pharaohs cool is their relation to Scarabs :D
That's why i have 37 relics !! collector central. Anyways I was kidding, i built a deck with pharaoh as well and it did decently against the gods, you can find it in the trials page =). Although the deck wasn't based around pharaoh, it was for late control and damage.

Scaredgirl

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132599#msg132599
« Reply #278 on: August 06, 2010, 08:15:06 pm »
This first round of voting is really boring because majority just votes for the most popular card. I could have guessed all 12 winners without even seeing this topic.

It would be nice to see some strategy tips about cards that are not so popular and maybe come up with new ideas instead of doing the same old.

Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132603#msg132603
« Reply #279 on: August 06, 2010, 08:19:46 pm »
We'll get to them eventually, SG, assuming this project runs indefinitely and doesn't stop.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132613#msg132613
« Reply #280 on: August 06, 2010, 08:39:44 pm »
This first round of voting is really boring because majority just votes for the most popular card. I could have guessed all 12 winners without even seeing this topic.

It would be nice to see some strategy tips about cards that are not so popular and maybe come up with new ideas instead of doing the same old.
That sentence nailed it perfectly. The only semi-surprise was Phoenix-Minor Phoenix.

And it really shows the state of elements when people are voting for Hourglass. Yes, it is a good card, but really, what does it synergise with? Eternity, to prevent the thing it was doing? Prfotect Artifact, to make sure noone destroys it?
I mean really. Everyone knows Golden Hourglass, and what it does, and why it's useful. So why should BS bother writing a huge article about it when its so obvious. It is being voted for, because it is obvious.

And even after this round, we'll have to go through cards like Eternity and Sundial (more bearable), just in the element Time, before we get to the interesting ones, such as Deja Vu.

Offline Xinef

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132616#msg132616
« Reply #281 on: August 06, 2010, 08:42:14 pm »
I guess it would be best to start with the most complex cards like Adrenaline and Eternity because they have some non-obvious uses that some people don't know even in case of popular cards.

For example there is little philosophy in the Hourglass, in most cases it's a simple 30 cards - no hourglasses, 60 cards - 6 hourglasses, something in between, something in between. Maybe heavily influenced by your decks elements (is it mono time? rainbow? duo?, is it heavy on :time or has abundance of :time?)

A simple calculation because it is not affected by your other cards, only by their count and your quanta economy.

There are a few non-obvious uses of Hourglass though, like using it as a permanent protection against AI, when it saves your shields and SoGs from being destroyed...

Now using it in conjunction with Dune Scorpion against FG's using steal (and having :time quanta) seems like an interesting strategy, but probably very inefficient...



but still, Eternity is much more complex and thus would be a better choice for being featured IMHO.
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Nume

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132847#msg132847
« Reply #282 on: August 07, 2010, 05:05:35 am »
Part of the issue may be the working of the poll, though it probably wouldnt make much difference. It probably should just say what card do you think should be featured, rather than what is your favorite card to be featured, since ppl just see favorite card and vote for whatever card they like/use most. People would probably vote that way anyways but yeah... :P

kobisjeruk

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132866#msg132866
« Reply #283 on: August 07, 2010, 05:32:11 am »
I guess it would be best to start with the most complex cards like Adrenaline and Eternity...
which is why i voted for eternity
not because its one of the best weapon of choice against FGs but because it has so many subtle uses
seeing hourglass gets the most vote made me go 'wut'
theres practically nothing useful you can say about this card other than upgraded > unupgraded
popularity vote suck arse

smuglapse

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg132874#msg132874
« Reply #284 on: August 07, 2010, 05:54:50 am »
Part of the issue may be the working of the poll, though it probably wouldnt make much difference. It probably should just say what card do you think should be featured, rather than what is your favorite card to be featured, since ppl just see favorite card and vote for whatever card they like/use most. People would probably vote that way anyways but yeah... :P
True.
Put "favorite" in a poll, you are going to get popular cards.  If you want to make it educational you could ask "Which card would you like to know more about?"  Of course, people could still pick their favorites to see if they are missing some info about them.  And if you don't like cards that are popular, get rid of the poll...

Offline BloodshadowTopic starter

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg133498#msg133498
« Reply #285 on: August 08, 2010, 06:44:25 am »
Gah... I guess it's time for me to write the waaaaaaaaaaaaaaaay-overdue analysis for Flying Weapon... Like 6 hours before Phase 1 of the Trials was due... :-[


Flying Weapon | Animate Weapon

Flying Weapon is arguably the most unique card in the entire game, because at the moment it is the only card capable of turning a permanent into a creature. When played, Flying Weapon automatically turns whatever weapon in your weapon slot at the moment into a creature. You can only wield one weapon at a time, so turning your current weapon into a creature allows you to have multiple weapons in play at once.

Before you use Flying Weapon, you must have a weapon equipped in your weapon slot; otherwise, using Flying Weapon will have no effect. Once you have a weapon equipped, using Flying Weapon will destroy that weapon, and create a creature version of that weapon on your field. Each weapon has a set of hidden stats that are unknown unless they're Flown, but the ATK of a weapon as a creature will always be equal to the damage the weapon does per turn. As a creature, a weapon retains its ATK and ability, so it isn't really changed all that much. However, as a creature, the weapon is now immune to permanent control, but vulnerable to creature control; since permanents are often easier to get rid of than creatures, this may actually be a good thing.

There are a couple of things about Flying Weapon that may not seem obvious. First, after the weapon is turned into a creature, any status effects it had are now lost. The most common status on a weapon is Protection, rendering the weapon indestructible when you cast Enchant Artifact on it; you might assume that the weapon becomes Immortal after you Fly it, but counter-intuitively Immortality is actually lost when you Fly it. Other status effects such as Freeze and Delay can only be inflicted through another card called Voodoo Doll, so we don't need to worry about them too much. Second, Reverse Time is the bane of Flying Weapon decks; if a weapon creature is Rewound and returned to your deck, it reverts to its weapon form. The same thing applies if you target a weapon creature with Fractal: normal weapons instead of weapon creatures are created in your hand.

The true potential of Flying Weapon is shown when you use it to wield multiple weapons at once. Normally, you can only equip one weapon at a time, because weapons are generally very powerful, and would be overpowered if you were allowed to wield more than one of them. For example, the Death weapon, Arsenic, inflicts 1 poison damage on your opponent each turn, and one Arsenic is powerful enough; but with Flying Weapon, you can have multiple Arsenics on the field, building up massive poison damage. Flying Weapon is a card that breaks one of the game's fundamental rules, and its power and potential is not to be underestimated.

Flying Weapon is one of those cards that is improved significantly when upgraded. The difference between Flying Weapon and its upgraded form, Animate Weapon, is subtle; at the first glance, the card doesn't look any different. However, if you look closely, you'll see that the :air symbol after the 1 quantum cost is gone. This means that Animate Weapon costs random quanta instead of Air, essentially turning it into an Other card that can be put into any deck. When unupgraded, you at least need a Mark of Air to fuel your Flying Weapons; but when upgraded, Animate Weapon accepts any type of elemental quanta, so it no longer forces you to play a Duo deck. Upgrading Flying Weapon will speed your deck up a lot.

Since there are 15 weapons in total, and each of them are unique, I shall now analyze each weapon separately:

Dagger 2/1 | Dirk 4/1 - Poor
Dagger | Dirk is free, but there aren't really any reasons to have multiple of them on the field.

Short Sword 3/2 | Long Sword 6/2 - Poor
The upgraded version deals 6 damage for 1 quantum, which is pretty good; Flying Swords may be a viable deck, though there aren't many people who use it.

Hammer 3/4 | Gavel 6/6 - Medium
This weapon is much more resistant to creature control, and it deals more damage if your Mark is Earth or Gravity. Flying Gavel decks are generally more powerful than Flying Sword decks.

:aether Lobotomizer 5/4 | Electrocutor 5/4 - Medium
Lobotomizer can remove the abilities of opponent creatures, but the creature Mind Flayer | Ulitharid can do the same thing. Of course, to play Mind Flayers you need two elements, but Flying Lobotomizers require two cards, which may clutter up your deck. Generally, it is better to use Mind Flayers than trying to use Flying Lobotomizers.

:air Owl's Eye 5/7 | Eagle's Eye 7/7 - Good
Owl's Eye has a very powerful creature control ability; once per turn, it can deal 3 damage to an enemy creature. When Flying, Owl's Eye has 7 HP, which makes it very durable. Flying Weapon is an Air card too, so Flying Owl's Eyes can even work unupgraded. Owl's Eye is definitely a good choice for Flying Weapon.

:darkness Vampire Stiletto 4/4 | Vampire Dagger 6/4 - Excellent
For only 2 :darkness, Vampire Dagger can deal 6 damage and also heal you for 6 HP each turn, which is an absolute steal. Looking at the cost, Vampire Dagger is by far the most efficient of all weapons. When turned into a creature, this weapon benefits from Nightfall | Eclipse, too. Vampire Dagger is an excellent target for Flying Weapon, because it offers high damage and healing for very little cost.

:death Arsenic 2/7 | Arsenic 4/7 - Very Good
Arsenic, costing only 2 :death, is a very cheap weapon that deals 1 poison damage to your opponent per turn. Poison damage is cumulative, so Arsenic's power grows each turn. When Flying, Arsenic has 7 HP, which makes it resistant to creature control; when you have multiple Arsenics going, you can build up poison on your opponent very quickly. Arsenic is a very good target for Flying Weapon, and it would have been Excellent if not for the fact that Puffer Fish also has the same poison-inflicting ability.

:earth Pulverizer 5/12 | Pulverizer 5/12 - Medium
Pulverizer is one of the best weapons in the game, due to its powerful, reusable permanent control ability. A Flying Pulverizer has a high 12 HP, making it resistant to creature control. However, Pulverizer isn't a very good candidate for Flying Weapon, simply because there aren't very good reasons to have multiple Pulverizers in play. Usually, having one Pulverizer is enough, and you can simply use Deflagrations and Steals for permanent control. If you really want reusable permanent control badly, you can also use Butterfly Effect.

:entropy Discord 4/3 | Discord 6/3 - Very Good
Discord is a cheap weapon that scrambles your opponent's quanta, randomly converting them into other elements. A Discord is absolutely devastating against Mono decks, because a Mono deck cannot use quanta from other elements. By themselves, Flying Discords only scrambles your opponent's quanta more evenly, so their potential may not be obvious at the first glance; however, the true power of Flying Discords is shown when combined with Black Hole. Black Hole absorbs 3 opponent quanta from each element, and returns them to you as HP; it is highly effective against Rainbow decks, but nigh useless against Duo and Mono decks. With multiple Flying Discords, you can scramble the quanta of any Mono or Duo deck into Rainbow quanta, then absorb them with Black Hole. This is a very effective denial strategy, and Discord would have been an Excellent target for Flying Weapon if not for the fact that it requires another card to be effective.

:fire Fahrenheit 4/5 | Fahrenheit 5/5 - Very Good
Fire is all about damage and offense, and Fahrenheit reflects just that. It is a weapon of pure damage, becoming more powerful as you accumulate Fire quanta. Having multiple Fahrenheits on the field can pack a very heavy punch, so Fahrenheit is a very good weapon to have multiple copies of. This weapon would have been Excellent, but its damaging effect is somewhat overshadowed and diminished by Fire Bolt, which also deals damage proportional to your amount of Fire quanta; Fire Bolt OTK decks are more widely used than Flying Fahrenheit ones.

:gravity Titan 7/70 | Titan 8/70 - Excellent
No, I did not just make a typo; Titan really does have 70 HP when Flying. This ungodly huge weapon has almost as much HP as yourself, and no other creature in the game can match its toughness. With that much HP, Flying Titan is literally the best target for Gravity Pull, redirecting all damage onto itself and almost doubling your amount of HP. Get multiple Flying Titans, some Parallel Universes, and Gravity Pull, you can absorb almost all damage directed at you and be near invulnerable. Titan also has Momentum, the ability to bypass all enemy shields, making it a potent attacker as well.

:life Druidic Staff 2/7 | Jade Staff 4/7 - Very Good
Druidic Staff is a cheap weapon that also heals you for 5 HP per turn, similar to Vampire Stiletto. At the first glance you may think that Druidic Staff is overshadowed by Vampire Stiletto, but I'm sure you'll change your views after you cast the Life spell Adrenaline on a Flying Druidic Staff. With Adrenaline, Druidic Staff attacks four times per turn and heals 5 HP every time it attacks; in other words, it heals you for up to 20 HP per turn. This alone makes Druidic Staff a very good candidate for Flying Weapon, and it would have been Excellent if it didn't require another card to be awesome. Also, keep in mind that the unupgraded Druidic Staff is actually better than the upgraded Jade Staff, since Druidic Staff has lower ATK and thus gains more attacks and heals per turn from Adrenaline.

:light Morning Star 7/4 | Morning Glory 8/4 - Excellent
Morning Star is the only weapon that is Immortal after you Fly it, making it completely immune to creature control except from shield effects. Morning Star has a very high 7 ATK, so having multiple copies of this indestructible weapon can give your opponent an unavoidable beatdown. In fact, a horribly difficult False God named Divine Glory is based on Flying Morning Glories, so what more can you say?

:time Eternity 4/8 | Eternity 4/8 - Good
Eternity is often considered to be the best weapon in Elements, because as of now it is the only card capable of keeping you from running out of cards. However, if you want to use this weapon for its anti-deckout purpose, then one Eternity alone will suffice; multiple Eternities will better serve as creature control for your opponent. With several Eternities you can lock down your opponent and prevent him/her from drawing any useful cards, but the quanta consumption for this combo is very heavy. Eternity is good when Flying, but it's not the best.

:water Trident 4/9 | Poseidon 4/9 - Medium
Trident can destroy three of your opponent's pillars per turn, which makes it a very powerful denial weapon. However, its usefulness is largely overshadowed by the spell Earthquake, which does the same thing. In total, six Earthquakes can destroy up to 18 pillars, and a deck rarely carries more than that; as a result, having multiple Tridents in play is mostly unneeded.

In conclusion, the three best Flying Weapons in my opinion are Vampire Stiletto, Titan, and Morning Star.


Phew... This is THE longest analysis I've ever written, at 1900+ words. I'm gonna upload it just like this, since I really need to go to sleep now. I'll add the three boxes tomorrow...
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

kobisjeruk

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg133580#msg133580
« Reply #286 on: August 08, 2010, 10:43:10 am »
great article with awesome analysis

just one correction, flying Morning Star has 7 HP as shown here :-


Offline tallguy2241

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Re: Weekly Featured Cards poll - Time https://elementscommunity.org/forum/index.php?topic=7232.msg133668#msg133668
« Reply #287 on: August 08, 2010, 02:50:12 pm »
Something I discovered recently about Flying/Animate weapon: if you click on the card by accident (i.e. when you have no weapon in your weapon slot) you still have the quantum cost of the card deducted.

 

blarg: