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Messages - FinalSlayer (12)

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Patch Notes and Development News / Re: Elements 1.21
« on: March 29, 2010, 07:02:04 am »
I like the balancing changes since it makes PVP more interesting, even though it makes my own Time Rainbow deck quite a bit weaker.  On the other hand, beating the Fake Gods is now much, much more difficult. 

Any plans to nerf them and their tactics, or was something done to them that I missed?

2
Deck Help / Re: FinalSlayer's Crappy Fire Rush PVP deck
« on: March 27, 2010, 11:01:51 am »
Sorry but i dun have time to quote all your replies...

-For non upped, i would use 5 immolation 5 photon 7 pillar 5 control (perm+creature) and the rest for golems and dragons, then it would be a rush deck
-But since u place so many creature control, i believe u dont like rushing decks and like to control the board while dealing damage slowly
-Then, u wun need immolations for fast quanta, u can play it slowly
-IMO immolation+photon should be AT LEAST 4-4, othwise bad luck can get u killed
-if u dun like dragons, feel free to use golems, maybe they are even better
-2 deflag may not be enough, in pvp i would use 3 for perm control
Awesome dude, I've implemented the majority of these suggestions, and gotten rid of the Nymph.  First post updated accordingly. 

The deck has officially gone from "crappy" to...."okay". 

3
Deck Help / Re: FinalSlayer's Crappy Fire Rush PVP deck
« on: March 27, 2010, 10:40:39 am »
I edited my first post above with the current version of the deck. 

u put 2 firestorm 6 firebolt and 3 deflag, that is 11cards for control
I agree mostly with this, but the Firebolts are for also for hitting the opponent's HP, not just killing his creatures.  I got rid of one firebolt and one deflag though before even reading your post though, so I think you're correct. 

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immolation + photon is great, but not very effective for 3 of each only since u need to use them together and u want to use them early
but u got lots of control cards, so i suggest removing 3 immo and 3 photon
What do you think is the ideal ratio?  I changed it from 3/37 in the first version to 4/36 in the one above.  Is 6/30 even better for this kind of deck, or can you play it looser, like I have tried? 

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I d also remove red nymph, since she is very expensive and u got enough creature control
Very possible. 

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So the deck goes: 14 pillar 1 fireshield 2 firestorm 4 firebolt 3deflag 4 golms
thats 28 cards in total
get two more dragons, change the mark to earth
a 30-card deck is done
I really don't like dragons in this game, even the marginally superior Crimson ones.  They're too easy to kill, have an awful cost to attack ratio, and are slow as hell.

At any rate, thanks a lot for the advice, dude.  I appreciate it. 

4
Deck Help / Re: Another Generic Fire Deck
« on: March 27, 2010, 08:46:48 am »
Honestly, I think 46 cards is too much.  A non-Hourglass deck should be 40 cards or less. 

Beyond that, I don't like the idea of 6 Dragons considering they weaken the Fire Lances (huge part of Fire's strategy), and you don't have that much mana generation.  I think 3 Fire Shields is also a bit much; 2 at the most, if any.  (You have 4 Rain of Fires, after all) 

6 Deflags is way too much.  I play 2 in my Fire Deck of 39, and I think either 2 or 3 is optimal. 

5
Deck Help / FinalSlayer's Crappy Fire Rush PVP deck
« on: March 27, 2010, 05:48:14 am »
I originally wanted to play a version of this with Earthquakes galore, but that didn't quite work out.  I think I need Towers, and an upgrade to Quicksand for that to work. 

Anyways, here is what I have;  Edit 2- Now CONSIDERABLY less crappy!



It works okay on weaklings (less than 3k score), but is obviously in dire need of improvement.  Suggest away. 

(Also, I'm missing Farenheit, so do you guys know if there are any farm decks for it?)

6
Deck Help / Re: Level 5 Deck with no upgraded cards
« on: March 27, 2010, 05:27:22 am »
I can't imagine that deck being very successful over the long term. 

60 cards without any Hourglasses is just a major waste, even against an opponent with 200 HP.  Also, I dislike decks with 3 different types of pillars.  That feels like far too much. 

I'm also not sure why you wouldn't just play a normal Time Rainbow against Level 5, and EM them 90 percent of the time that way.  Anyways, what are your stats using that deck? 

7
Deck Help / Re: FinalSlayer's Generic Time Rainbow
« on: March 26, 2010, 05:16:42 am »
Good deck. However, I think having 4 shields AND a miracle is a bit excessive, defense wise. I would replace a dim shield with a quint and take out 1 freeze, 1 pillar, and the ea but that's just me. I'm not really sure about the dissipation field because I see how it could be useful. IF you do want to use some water quanta, then  an arctic octo would be a solid choice.
I've considered that move (replace Dim Shield with a Quint instead), but every time I do it, my results seem worse.  I think the amount of pillars is close to optimal for a Time Rainbow (I find that 40 percent is really good), and I would love to replace the Freeze with an Arctic Octopus...but I haven't won it yet. 

As for the EA, that's mostly there for certain early Electrum Hourglass against Fire deck situations, as well as placing it on Eternity against FGs and certain PVP spots. 

Here's a good question: should I get rid of some cards and replace them with sundials instead? 

8
Deck Help / FinalSlayer's Generic Time Rainbow
« on: March 25, 2010, 11:19:04 pm »


Pros- 

-Elemental Mastery of Level 5 95% of the time. 
-Can hold its own against FGs; wins probably 30% of the time. 
-Crushes PVP opponents under the score of 10,000 with an EM most of the time.

Cons-

-Still weak to a really good rush. 
-Can probably do better against FGs and in PVP with some modifications. 

Anyways, I'm interested in the feedback you guys have. 

9
Rainbow Decks / Re: MrSexington's "Rage Quit Deck"
« on: March 11, 2010, 09:00:37 am »
I've played against some "deck outs" that were put together by players with 50k+ scores, with multiple Miracles, Shards of Divinity and Gratitude, a Dissipation Field, etc, etc.   They're extremely difficult to counter, but I find them more amusing than anything. 

10
Rainbow Decks / Re: FinalSlayer's "Slow Starter" PVP deck
« on: March 09, 2010, 04:00:10 am »
The thing is, since Sundial only lasts one turn, it stops the opponent's attack and lets you draw a card. However, if you didn't have it in the deck in the first place, then you would've already had the card that you would've drawn with the Sundial without wasting the :light quantum, and without waiting an extra turn. A Precognition would have the same effect.
That's not completely accurate either; yes, if I didn't have a Sundial, I could draw that same card, but with Sundial, I get an extra turn's worth of mana, which is sometimes the difference between being able to play it or not. 

Ultimately, it amounts to the same thing; a one turn staller. 

If you think there are better defensive options, what would you suggest?  An Oty?  Also, I will end up having way too much Time mana without them, so should I put in a fifth Electrum/Golden Hourglass?

11
Rainbow Decks / Re: FinalSlayer's "Slow Starter" PVP deck
« on: March 07, 2010, 10:11:54 pm »
Good deck, but definitely needs to be smaller. Here's how you can slim it down.

REMOVE:
2 X Reverse Time (There are better creature control alternatives)
3 X Sundial (There are better defense alternatives)
1 X Purify (Very situational)
4 X Quantum Pillar (Removing everything else reduces the need for pillars)

That will slim down the deck and make it stand a higher chance against rush decks.

Otherwise, decently built deck.
I've definitely debated taking out the Purify and especially 2 Reverse Times many, many times.  However, I'm surprised you also mentioned the Sundials; I don't just use them for defense, but also accelerating my card drawing.  I think it's completely overpowered, and if anything, I was considering adding 1 additional Sundial to my deck. 

At any rate, thanks a lot for the feedback man, it's genuinely appreciated. 

12
Rainbow Decks / FinalSlayer's "Slow Starter" PVP deck
« on: March 07, 2010, 09:18:26 pm »
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Mark- Time

-Meant for PVP, but wins 75 plus percent of the time against Half-Bloods.
-Obviously, a high variance deck with the number of cards, and can lose in miserable fashion. 
-Is weak to a pillarless Fire Cremation rush.  Very little chance of victory. 
-Decent against most other rushes that don't have tons of upgrades. 
-Pretty good against other garden variety Time/Rainbow decks. 

It's an average deck, but does quite well in PVP so far.  Thoughts? 

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