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Messages - Fragmentation (4)

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Game Suggestions and Feedback / Re: Rainbow Mark- the 13th element
« on: August 19, 2010, 10:35:30 pm »
Hrm."Takes away from the entire flavor".... I haven't yet seen a player who thought that adding an "other" mark would destabilize and destroy the game fundamentals. Can I have some more hyperbole, plox?

It seems to me that regulars have a very different understanding of the game Elements. I guess this is understandable, as the forums help create and emphasize the "Elements" part of the game, with Elemental wars and Masters of Elements and such. Apparently there's a backstory; I've never noticed the existence of such, although I play often.

As it is, the game taken by itself is devoid of almost any such connotation, except for the name of the game. As it stands now, there is little real "theme" that would be broken by having an "other" element. Maybe if you added stronger story/content to go along with the theme - pretty it up, as it were - then jmiz's point against "Other" would make sense for everybody, not just forum regulars. But for now, there is nothing in-game that makes "other" an unnatural aberration, it seems to me.

Or perhaps my opinion is moot, as I'm not a forum regular and this game is made around forum regulars, not the other peeps who play it.

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Darkness / Re: Nightmare | Nightmare
« on: August 04, 2010, 03:57:52 am »
So long story short:
1. May affect combo decks relying on a set being played all at once; although, each turn you can get rid of 1 junk card, so it isn't too bad. (normal play hourglass/precog/sundials not affected)
2. Will cripple fractal.
3. General AI abuse.
4. At best, will limit a non-rainbow FG to 1 draw/turn.

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Rainbow Decks / Re: Voodoo Pandemonium
« on: August 02, 2010, 05:45:38 pm »
You don't want to use pandemonium sporadically. Top damage I've reached with one pandemonium is ~140, you want to hold out until you're certain you can do a one-turn kill, usually with two or three pandemoniums. The only time you want to use them sporadically is if they don't have healing of any sort, and you have a large number of voodoo dolls - or, you need to spend two or three on the enemy to stall them (which the deck accounts for). The upside is that if you can wait that long, the drain life alone can pull your HP up a significant amount (allowed me to EM twice).

Also, was thinking about pests, but I'm worried that the space it would take up would detract from pandemonium - anything more than eight pests would start affecting pandemonium damage, making it a iffy thing even if you wait until you have no cards left to draw.

I like the eternity idea, though; will let the deck hold on longer, meaning that if the deck has managed to stall, it not only gives the possibility of making 1 pandemonium a OHKO, but also gives a chance @ outdecking the FG. :| Would actually make pests viable in such a case.

Sundials might be a good replacement for hourglasses. I'm a bit hesitant to apply supernovas, tho, this deck is prone to bad draws which led me to narrow it down. Supernovas won't help much, as I see it; this deck is definitely not about rushing to put the cards down, and +2 quanta in every slot isn't significant. In the end, I think the one-card space occupied by supernova is a bit too costly if you don't have hourglasses.

I think something important to note is that pandemonium often inflicts gravity pull on a voodoo doll when you have a bunch. It really supplements the deck's early attempt at stalling, when you've also wiped out the enemy's minis (Ferox, Paradox, Osiris, Fire Queen, from what I've faced and beaten).

Notes (edit):
A trident works decently in the deck. But, not usually fast enough to stop FGs like Osiris. Could potentially stop Fire Queen, *has* stopped Eldnis pretty hard.
Sundial modded deck did not win nearly as much as the first posted deck. Not sure why, my guess is that my first deck got lucky. ;P
Pest and eternity versions left untested.

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Rainbow Decks / Voodoo Pandemonium
« on: August 02, 2010, 07:32:19 am »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

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Alright, I was wondering if anything could be done with pandemonium, just because I really thought the card had potential. But the upped version is pretty much an unreliable mass-CC, and the unupped version.... well, that was even worse. After ten minutes or so contemplating how pandemonium could possibly be used, I found a nifty little card released in the same update, also left pretty unused; Voodoo doll.

So basically, this is a stall deck, meant to try to hold off enemies until you have a field full of voodoo dolls and a helluva lot of quanta. It doesn't work great against rushes, or permanent control (well, the AI will blow up your hourglasses, which is somewhat bad, but shields gone will directly lead to death). But if you can manage to set up some healing and thorn shield, most enemies should go down with a little help from pandemonium.

Pandemonium has a dual role here; early stall help, as well as endgame finisher. Everything else is just to try to hold on until you're able to pull it off.

Note; It won 5 games out of maybe 20 matches with FGs, where I got air shield first, got some healing, and then thorn shield to finish off anything with more than 2 attack. I've noticed that pandemonium, however, simply doesn't pack enough punch to stop fast rushes/growing rushes that FGs like hermes and obliterator can bring up. Not sure if this is due to meh deck build, or simply a flat-out limit for this deck.

So, suggestions/comments/criticism?

Will be testing a smaller version of this deck tomorrow, just to see if this improves flow;
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