Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - Hodari (320)

Pages: 1 ... 24 25 [26] 27
301
General Discussion / Re: unupped by choice?
« on: August 24, 2010, 05:00:38 pm »
firefly also

302
General Discussion / Re: Anyone have any ideas for my deck
« on: August 24, 2010, 03:55:12 pm »
This would be better posted in the deck help forum rather than here.  Also posting an image of the deck(see the post on that forum for info on how to do this) will make it easier for people.

303
Deck Help / Blue Nymph Deck ideas?
« on: August 21, 2010, 05:37:32 am »
Just got a blue nymph from the oracle today.  Any suggestions for a good deck built around it(preferably one good for pvp2) ?  Got quite a few Owl/Eagle eyes and most other weapons so no problem if those are included in the deck

304
Patch Notes and Development News / Re: Elements 1.25
« on: August 17, 2010, 03:03:34 am »
Anyways, has anyone seen the desynch warning yet?
I was getting it in perhaps as many as half my pvp games a couple days ago

305
Aether / Re: Mind Gate | Mind Gate
« on: August 16, 2010, 01:32:08 am »
I was looking for something a bit faster because I dislike all the "sit behind Dimensional Shield and stall" type of decks. My main objective was to build a shutdown deck using this but it didn't work all that well.
I think the problem there is that mindgate isn't really meant to be used in a fast deck, but rather in one that is able to stall long enough to set things up first.  There are a few reasons for this:
1.  You are not only trying to play your own deck, but also your opponent's deck as well
2.  Since you (usually) don't know what deck you'll be facing, you need to be prepared to cast anything which means relying fairly heavily on quantum towers(while you COULD simply hope to take enough of your opponent's towers/pillars to power their spells, this would make things even slower and risk missing their towers altogether if you're not able to use mindgate every turn due to needing to cast something else instead like phase shields).  On the other hand using quantum towers means you may have to wait a few extra turns to get enough aether to even cast the mindgate in the first place.
3.  Ideally, you are not just playing one copy of their spells, but several(at least of the more useful ones)

All of this means in order to be fully effective, mindgates need a huge supply of quanta which in turn requires a decent amount of time to set up first and thus favors a deck which is able to stall at least long enough to achieve this.

http://elementscommunity.org/forum/index.php/topic,11275.0.html (http://elementscommunity.org/forum/index.php/topic,11275.0.html) is a deck I made which, while not very effective against fg's, has had very good success in pvp2 so far for me.  It has virtually no offense of its own but is able to stall long enough to take control of the opponent's deck and it against them several times over in most cases. 

306
General Discussion / Re: Spinning
« on: August 14, 2010, 04:23:34 pm »
If you don't take all your spins, you simply lose them.

307
Rainbow Decks / Mindgate Rainbow
« on: August 14, 2010, 03:47:31 pm »
I put this deck together just after the new cards were released and been getting probably 80-90% win rate in pvp2 with it since then:

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u0 7ai 7ai 7dm 7dm 7k2 7q5 7q5 7q5 7q5 7q8 7ri 7ri 7ri 7ri 7t9 7t9 7t9 808 808 808 808 808 808 808 808 808 808 80a 80a 80a 80b 80b 80b 80d 80d 80d 80e 80e 80j 80j 80j 80j 80j 80j 8pu


? ? ?'s are 4 time pendulums and 6 mindgates.

Basically the idea is just to stall and use your opponent's deck against them with mindgates, steals, and twin universe.  Mono dark decks seem to do well against this for some reason and fire rush can be a problem as well but otherwise it's been very strong so far.  This deck has almost no offense of its own so a lot of wins have come by decking my opponent out(considering adding a few more cards to bring it up to 60 and/or adding at least one creature of my own to use eternity on to prevent running out of cards myself but so far this hasn't been a problem and the deck overall works so well, I'm not sure I want to mess that up).  Mastery wins are also very common due to the strong shields(between my own quantum towers and all the ones I steal from opponents, dissipation shield is particularly strong by the later stages of the game) and combination of miracle/heals just before the last turn(of course if your opponent has shards in their deck, grabbing as many copies of those as possible never hurts either  ;D )

308
General Discussion / Re: Things I've learned while playing Elements...
« on: August 14, 2010, 08:14:55 am »
Or using Steal on your own permanent. I was curious, okay? :))
This actually won me a game once. I was using a 1.24 CC why bother variant and i was about to deck with 1 quinted destroyer and one normal one in my hand. so out of desperation i stole my own quantum TOWER. It gave me 2 aether quanta so i could fractal ftw.
I've also done things like this in the last couple days just to free up an extra spot in my hand so I could use hourglass/mindgate again.

309
Patch Notes and Development News / Re: Elements 1.25
« on: August 12, 2010, 11:53:13 am »
were can I find the upgraded versions of the new cards? can't find them updated in the trainer... anyone can give me a link? thanx

other question: How do the pendulums exactly function? after playing them in the trainer they seems that they only produce quanta every second turn, right? How will also the pendulums look upgraded?
The new cards are all in the trainer under bazaar, but can't be obtained yet by the get all cards button.  To get the upgraded ones, you'd have to buy the normal version and then upgrade it using the upgrade card quest.

As for pendulums, they will produce quanta of their own element on one turn and then quanta of the element matching your mark the next turn.  So if you have a mark of time, an Aether pendulum will produce Aether quanta the first turn, then time the next, then back to aether and so on.  Also all pendulums in the same stack will produce the same element on any given turn.  Upgraded pendulums will also produce one quanta of their own type when they are first played.

310
Deck Help / Re: RoL Fractal Hope Problem.
« on: August 11, 2010, 11:28:28 pm »
I feel like its those feral bonds too. Ferox has them as well. Maybe those are the real hard ones for this build.
Those will be the biggest problem again several FG's.  With Fire Queen, the best solution is to simply lobotomize all the queens as they come out so there aren't that many creatures for the bonds to heal with.  Ferox is more of a problem and usually seems to come down to being a question of if you can kill him before he gets too many bonds out.  If he gets more than 4, it'll be pretty much impossible to do enough damage to win. 

Basically RoL/Hope has 3 weaknesses:
1.  Rush decks that kill you before you can get the combo out
2.  Mass creature kill like Plague or Rain of Fire
3.  Decks that can simply outheal your damage until you deck out.

For the last category, best bet is don't play any more rays than you need to and leave as many spots open for dragons as you can, but when going against something like Ferox that can heal 140+ per turn, there isn't much you can do.  There will always be some counter to every deck(if there wasn't, it'd be nerfed pretty quickly)

311
Game Suggestions and Feedback / Re: Solving Fire Stall
« on: August 10, 2010, 03:22:06 am »
Make fire lance change to "Target creature gains +2/-3 for every 10 fire quanta in your possession."
Another option is that since none of the cards are OP by themself, but only the combination of them is, find some way to reduce the effectiveness of that combination.  For example with fire lance(and other pump spells as well), make it so they do still do the same amount of damage they do now and same cost, but they consume all quanta of that element once used(or at least whatever multiple of 10 that you have available, so if you have 56 :fire left after paying the cost of it, it uses up 50 of them).  This would mean each one individually is still as effective as it is now, but you couldn't use 4 of them in one turn as effectively to instantly kill someone.  They could still be used fairly effectively against creatures since most have relatively low hp and would only need to wait a couple turns in between uses to have enough to kill them and they would still even be usable as a way to finish off another player, but you would have to find some other way to deal most of the damage to them first.

312
This would also force players to use somewhat larger decks since it would slow the game down considerably by making it take several turns to get anything in play and therefore a 30 card deck would probably deck out before doing enough damage.  On the other hand, playing a larger deck would only increase the chances of getting a bad opening hand and cause exactly the problem it is intended to prevent.

Pages: 1 ... 24 25 [26] 27
anything
blarg: