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Messages - Clathius (101)

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1
Rainbow Decks / Re: Toxic Nightmare a.k.a. AI Abuse FTW!
« on: October 18, 2010, 07:58:14 pm »

Just thinking about this deck...

Curious, if you reverse time on a nightmare clogged hand, what happens to the card that was reversed?

2
Rainbow Decks / Re: Anti-HB/FG Rainbow Flex (with 2 Air Nymphs)
« on: October 01, 2010, 02:26:46 pm »

I run a deck very similar to CCYB but with 2 air nymphs.   If you only run nymphs, several gods that are typically classified as easy like Miracle and Fire Queen become autoquit.

Air nymphs and lava destroyers compliment each other well because the shields that block one are easily penetrated by the other. 

The air nymphs also increase EM % since they allow you to end or not end the game once you are setup.   


3
General Discussion / Re: [Poll] How many nymphs do you have?
« on: September 28, 2010, 01:16:27 pm »

For Sir V:

My nymphs:  :aether :aether :air :air :darkness :entropy :entropy :gravity :life :time

4
General Discussion / Re: Should Dragons have abilities?
« on: September 22, 2010, 01:06:45 pm »

re: comparison of 2 frogs vs 1 dragon

It is important to realize that card games are all (really, all) about card advantage.   The most powerful cards are ones that destroy multiple cards of your opponent (quicksand, pulverizer, etc), counter multiple cards (ice shield) or generate faster quantum so that you can play multiple cards faster than your opponent (supernova).

Dragons are powerful in that they are a lot of damage in one card.   In this case, a dragon is worth 2-3 frogs.


5
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: September 20, 2010, 04:00:39 pm »

Aflotaxin is so strong that I started running 2 of them in order to increase the frequency that I see one early in the game.  What I love is that the second one is not even a dead card.   Even if the field is filled, you can cast it on something nasty the FG has out.

6
Rainbow Decks / Re: Maxwell's Silver...Buckler
« on: September 17, 2010, 01:24:37 pm »

Have you considered replacing fire shield with carapace which allows you to switch spectre for lava destroyers?

Anti-matters would become far less useful since creatures already poisoned will die.   You could replace those with pandemonium which would serve as both CC and a random source of damage.

It also seems like this deck is screaming for a graveyard and fallen druid.    You might even be able to just remove the spectres and replace with the graveyard/druid killing engine (see the can haz more draw deck).

7
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: September 15, 2010, 01:44:10 pm »

I've got a pair of  :entropy and a pair of  :air nymphs.

You probably won't believe me, but personally I am not sure they work out as well as you might expect.   

The  :entropy is expensive to cast at 9 :entropy.  then 4 :entropy more to use, once.  With only seven towers and the mark, its going to take a long time to get her out, then a wait to use her, and then another wait to use her again.   The supernova based decks generate a burst of quantum for every color but  :entropy.   Keep in mind that as these decks have evolved, eternity has fallen out of favor because with only 7 towers, it was too difficult to cast the eternity and then reliably have 3 :time use it.    The nymph is even more expensive to cast and more expensive to use.   The mark helps some, but not as much as you think.   

For a select few games, she works and works soooo well its sick.  However, for every 1 of those games, I am sure there are 5 more where I am sitting there with 6, 7 or 8 :entropy and the nymph in my hand and getting smashed by a large creature every turn.  If I had an antimatter, that creature would have been countered.  Honestly, I took them out and went back to straight antimatters.   Essentially, the nymph vs antimatter trades more EMs for fewer wins.

The  :air nymph works a bit better because the supernovas help get her out and she is only  3:air to use.   But again, you need 11 :air to get her out and use her 1 time.   The gases also run against any mutated cells you have out meaning you cannot use the gasses until the end rather than popping 2-3 off to clear off weak creatures.   She is also blocked by several FG with shields where you really want to use her most: miracle, fire queen.

Compare this with the FQ who only costs 7 :air to get out and 2 :life to use.   

Truth be told, the nymphs work better in  :time-based rainbows with 12-14 towers, ~4 hourglasses.   But these decks are slower than the supernova decks and thus get run over early game far more often.   I also have not found a FG that the  :time version beats but the  :entropy does not BUT the  :entropy can easily beat seisim whereas the  :time has to get insanely lucky.   

Personally, I think the nymphs are the big lie of elements.  They are rare and everyone lusts after them, but once you get them, they are unwieldy to use and often there is a better choice.   

8
Rainbow Decks / Re: Headbutt a cactus(Liquid Antimatter)
« on: September 13, 2010, 07:56:29 pm »

Mr.Blonde:  do you have a link to your nymph timebow?

9
Aether / Re: New FG farmer - Zeru's Mirage Deck
« on: August 26, 2010, 03:48:17 pm »

I built this deck on the live servers.

The good news is this is probably the most fun deck I've played.  The bad news is, I often lose and worse is that I lose after long games.

I'd had 3 issues with the deck:
-You are essentially playing the FG deck against themselves except the AI gets a head start (since you have to setup before you can start drawing), has more quantum and twice the life.  Your advantage is you have 18 turns of phase shields.   You need to stall as long as possible before playing them in order to have the shields at the end of the game when the FG might have enough creatures on the board to kill you in 1 turn.

-Many games were stalemates where I got everything I could have asked for from the FG but simply could not kill him before decking out.   Ferox, Decay, Neptune, Osirus are long drawn out losses.   The deck needs something to help break the stalemate.   A puly would be epic but you cannot guarantee you would get to play it or activate it.

-Many times I got "nightmared".  This is where I got mindgate going and drew a card I could not play.   I stopped only drew one card.   Same thing next turn.  A few turns of this and I've got a hand full of cards I can't play and then at the beginning of the turn I draw from my deck which may prevent me from even using mindgate.   In essence, you need to get towers early from the mindgates or you "nightmare" yourself.

I love playing this deck though.  I had a long string of losses back to back but just kept playing because I had fun.

10
Issue Archive / Re: Forest Scorpion and Gravity Pull
« on: August 20, 2010, 06:24:24 pm »

Similar issue with devour.

If you eat a poisoned creature, no poison is added.   

11
Issue Archive / Re: malignant cell ability [confirmed]
« on: August 20, 2010, 01:32:05 pm »

I have noticed this as well.   It just sits there for 1 turn before splitting.

12
Issue Archive / Re: Vanishing card [unconfirmed]
« on: August 20, 2010, 01:24:59 pm »

This bug has been around for some time and *is* game breaking.   If you have 1 copy of a very important card in a deck and the card is lost during the draw, it can and has cost me games.   

I superstitiously believe that it is related to the card crossing the path of mouse curser (without clicking).

If you have the habit of re-centering your mouse during the opponents turn such that the card crosses it, this bug seems to happen fairly often.  Disappearing cards used to happen to me all the time.

I've trained myself to move my cursor to outside the game frame and have never had the bug return since.


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