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 - JotS3 (60)

Pages: [1] 2 3 ... 5
1
Deck Help / Re: A Slow and Painful Death
« on: September 11, 2010, 09:59:13 pm »
So this deck's lack of permanent control really hurts it, I am thinking of taking out 2 SoG's and adding one Pulvy and one protect artifact. All of the dimensional shields make having so many SoGs almost pointless, as it is very rare to even need them. A pulvy would make Ferox beatable (I was doing 89 poison damage to him per turn but the bugger had 6 elemental bonds in play).

Update: So I tried the deck with 35 cards, cutting down to only 6 quantum tower, 3 sundial, 4 shard of gratitude, 4 Unstoppable, 1 Pulverizer, 2 Elemental Hourglasses, 1 Eternity, 4 Dune Scorpians, 5 Phase Shields, 1 Electrocutor, and 4 Aether Pendulums. I think it needed more towers and sundials, so I added 2 Quantum towers and 3 sundials, for a final build of 40 cards. The protect artifact usually just sat in my hand waiting for the eternity, so I decided to take it out.

When I combine stats from the various versions of this deck, here is the breakdown:

Chaos Lord 1:6
Chaos Lord seems to have my number. Butterfly effect is an evil card, and Fallen Druid is really stong. The only hope is to get out an electrocutor before Chaos Lord gets going. I think this deck is better than these stats, but Chaos Lord has had some amazing draws against me.

Osiris 9:0
This deck destroys Osiris. Its really not even a fair match. If the Oracle tells you that you are going to play Osiris, this deck is a guarenteed win.

Decay 4:4
Decay presents a good matchup. It really comes down to who gets the better draw.

Seism 0:5
Weird, I thought I beat seism once, but I guess not. A few close games, though Seism is tough, no matter how you cut it.

Paradox 6:2
Paradox is easy, just lobo the RoL's so he can't miracle, (or can only miracle once).

Destiny 3:1
Another deck that presents a good match. Luck of the draw has a lot to do with who wins this one.

Hermes 2:9
What can I say, Hermes is a jerk. I had at least two games where I would have won with one more turn. Very tough FG.

Eternal Phoenix 2:4
I've only beaten Eternal Phoenix one time in my life. This deck presents a good match, but Phoenix is always tough.

Graviton 1:4
You really need a good draw to win against graviton. Odds are not in your favor.

Octane 2:2
Pulverizer makes this FG a lot easier.

Scorpio 0:1
Needs more testing.

Incarnate 6:1
The stats here might be deceiving. You will probably win, but it is not a guarentee.

Obliterator 2:2
Oddly, the earlier versions of this deck fared better against obliterator.

Elidnitis 4:2
You are fine as long as you don't run out of shields. Save them till you need them.

Dream Catcher 1:5
Tough matchup for the same reasons as Chaos Lord.

Rainbow 1:6
Th only way any deck beats Rainbow is to get lucky. I hate rainbow.

Neptune 2:1
Needs more playtesting, but this is another FG where you need to have your shields in the later part of the match.

Ferox 5:3
Ferox was impossible until I added the Pulverizer. You have to take out the elemental bonds in order to win.

Miracle 2:4
This deck is not strong against Miracle. You basically need to get lucky.

Morte 3:0
Needs more play testing, but Morte is beatable

Dark Matter 1:3
Needs a lucky draw to beat Dark Matter.

Divine Glory 0:1
Needs more play testing.

Gemini: 2:0
Needs more playtesting.

Final analysis: This deck is fun to play, good for PVP and isn't terrible for FG farming. I'd still love to hear feedback on how to improve it.

2
Deck Help / Re: A Slow and Painful Death
« on: September 11, 2010, 05:30:30 pm »
Alright, as much as I loved the mindgates in this deck, I think they have to go. They really don't speed up the process at all and I can't think of a single time where I was happier to draw that or have it in my hand than having another phase shield.

I also trimmed the number of sundials because while it is great to draw a card and stop the attacks, it isn't as good as a phase shield when I have a dune scorpian in play.

I was also thinking this deck was a little on the heavy side to be consistent. 45 cards is not hateful, but it will not be a good FalseGod grinder with that many cards. The flipside, however, is that having less cards means less time to kill a FG with poison, which can make it difficult with all of the miracles out there. That makes the Eternity that much more important for the deck, so I am thinking of a protect artifact, which was in an earlier version of this deck.

In any event, on the assumption that leaner is meaner, I took out the mindgates, and tried trimming the deck closer to 35 cards.

As it stands now, I have 36 and this is the most recent incarnation:
Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 74a 74a 74a 74a 7q5 7q5 7q8 7q9 7q9 7q9 7qd 7qd 7qd 7qd 80d 80d 80d 80d 80d 80e 81q 81q 81q 81q
(the ???s are 4 upped dune scorpians and 4 upped Aether Pendulums).

The quantum towers are really only in the deck now to produce  :gravity and so I can play SoGs quickly. Since the SoGs were nurfed, you almost have to be playing quantum towers.

I would love to be able to play less Dune Scorpians and Momentums, and tried 3 of each, but to be effective this deck really has to have them in the opening hand or first few cards.

Still hoping to hear feedback on how to make this deck better.

Alright, since the latest changes the deck as won 13 of the past 20 games played, 65% win ratio in this rather small data set.
It is:

3:0 against Osiris
0:2 against Seism
1:0 against Paradox
2:0 against Destiny
1:0 against Graviton (though I think this was a lucky game)
1:0 against Octane (another lucky game)
1:0 against Incarnate
0:1 against Dream Catcher
0:1 against Rainbow
1:0 against Neptune
0:1 againt Ferox
2:0 againt Mort
1:1 aginst Dark Matter



3
Deck Help / Re: A Slow and Painful Death
« on: September 09, 2010, 10:45:50 pm »
Alright, I will use this post to discuss win loss ratio against FG's. I was a bit hasty in concluding this deck doesn't beat false Gods. I took out the steals because they really don't belong in this deck and I added a Electrocutor and another Phase shield as their replacements. Elecctrocutor is great in this deck. Since making those changes I started keeping track of my FG battles. This deck isn't bad, but it is not great either. I would like to improve it and could use some help.

For now, I am keeping in the mindgates because I really like them.

I started upgrading the Dune Scorpions, not that it affects this deck at all upped or not. I should probably focus on the sundials, since they are nice to cast for free and I don't use the Life element anyway.

Again I will continue to edit this post to show how it stacks up against FGs. Also, if you play test it give me your thoughts on whether mindgate should be in this deck (it is so dang powerful, IMO).

Chaos Lord          1W  0L
Osiris                   2W  0L
Decay                  1W  2L
Seism                  0W  2L
Paradox              2W  1L
Destiny               0W  1L
Hermes               0W  1L
Eternal Phoenix  1W   0L
Graviton              0W  1L
Octane                0W  1L
Scorpio               0W   1L
Incarnate           2W   0L
Obliterator         2W   0L
Elidnis                1W   0L
Dream Catcher   0W  1L
Rainbow             0W  1L

Wins: 12
Losses: 12

Overall Percentage (since I started keeping track)
Win Percent: 50 percent

Interesting side note, this deck was the first one I have played that beat Eternal Phoenix. I am told Why Bother can do it, but I had very bad luck against Eternal Phoenix in the past.

4
Deck Help / Re: Death Nymphs
« on: September 09, 2010, 11:31:04 am »
There is no reason to buff any of the nymphs, they are all beastly. As to the problem of their skill costs, that can be easily solved with shards of readiness. (My nymph deck had 3 shards in it). I suggest you give that a shot.

5
Deck Help / A Slow and Painful Death
« on: September 09, 2010, 02:49:31 am »
Code: [Select]
5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 74a 74a 74a 74a 7q5 7q5 7q5 7q8 7q9 7q9 7t9 7t9 80d 80d 80d 80j 80j 81q 81q 81q 81q
For some reason not all the cards are showing up... this should  fix it:

(http://imageplay.net/)

So here is the rundown, this deck is amazingly good against level 5 decks and is really good in pvp, but I can't seem to beat false gods. The ideal hand gets the Dune Scorpian out on turn two with an unstoppable. One hit on turn two is usually enough for the win, so long as you can stay alive with sundials and phase shields.

So if I were going to take any cards out, steal would probably go first and mindgate second.

Steal was a carry over from an earlier version of this deck, and I usually needed to take an opponent's shield to keep myself alive. I can probably take it out.

Mindgate isn't completely necessary, but is really fun and opens up a lot of interesting ways to win. As much as I want to keep it, I'd take it out for a version of this deck that could consistently beat false gods.

Feedback would be appreciated.

6
Darkness / Re: Voodoo Doll
« on: August 06, 2010, 12:01:08 am »
Not hard to build a nice ai3 deck with this. (won every game I tried).  Low casting cost made it couple well with low cost support cards, meaning only a few towers and some unupped novas (I used 4 towers and 5 novas to good effect). I think it could also work mono with bloodsuckers.

Definitly an interesting addition. Can't wait till it makes it past playtesting.

7
Archived Decks / Re: (1.24) CC? Not Antimatter!
« on: August 05, 2010, 11:53:53 pm »
6 purple nymphs? :)
what about mono aether? =P
Shhh....  ;)

No this deck is clearly unstoppable.

 :P

8
Card Ideas and Art / Re: Veteran's Amulet | Veteran's Amulet
« on: August 04, 2010, 11:40:30 pm »
Hmm.. in that case it might be underpowered. It seems to me that it would only be really usefull in a mono  :time deck, because I never have extra  :time in my rainbow decks (even with that is my mark). Since it would likely have to be played in mono  :time deck, then you will likely be casting a lot of things that use up all your  :time meaning that this isn't helpful until late game, and even then, when you divide by 10...

I guess you would have to play test it to find out for sure. I like the concept, though.

9
I think this is the worst idea in the history of ideas. Infact we are all worse for having read it.

 ;D j/k, but I don't like the suggestion at all.

One of the reasons this game is fun is because games can be played relatively quickly. This is true because all the pillars/towers can be played first turn. With only one per turn, people would not be able to generate enough quanta to play stuff unless all the costs were reduced. Also a 1 per turn rule would make this too much like M:tG.

I agree with the person who suggested that quanta issues are best resolved by tweaking number of towers/pillars in deck.

If that is not the issue, i.e. you have a tried and true deck and you just had a bad draw... then deal with it. It isn't unfair if you lost a game due to a bad draw. We all get bad draws. You undoubtedly benefit from other people's bad draws. There is absolutly no reason to change the entire way the game is played because you had a bad draw.

And if it wasn't a bad draw, then you don't have enough towers/pillars in your deck. Either way, no reason to change the rule, IMO.  ;)

10
Card Ideas and Art / Re: Veteran's Amulet | Veteran's Amulet
« on: August 04, 2010, 11:22:15 pm »
Is it at the time of being cast or will it check at the end of every turn?

11
Card Ideas and Art / Re: Ancient Statue | Ancient Statue
« on: August 04, 2010, 11:18:59 pm »
Other than being expensive to play, looks like a neat card.

12
i know it would be in trainer, thats exactly why it shouldnt happen. people can face gods several times in a row and find out their weaknesses and patterns. then construct a deck that can beat the majority of them the majority of the time.
not allowing it will discourage people from spending days doing precisely this. allowing will cut that time to about a day. which is bad imo
1.  You don't have to do it
2.  I think its useful
3.  We can build great Oracle decks easily
What he said --^

 ;D

Pages: [1] 2 3 ... 5
blarg: