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Messages - Kirchj33 (974)

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373
Draft - Battle Results / Re: Draft II, Round 3
« on: August 03, 2011, 02:57:15 pm »
I'll be in chat for a little less than 4 hours, if TStar doesn't show up until then anyone of my team may sub for me. If the match still can't be done I have to request a walkover for Xi.
I find it hard to believe that you and TStar, two of the most active members in the community, would not be able to get a match done.  Nor do I believe there is blame to put on one or the other, so that a walkover could be requested.

374
Draft - Battle Results / Re: Draft II, Round 3
« on: August 03, 2011, 12:07:50 am »
kirchj33 (subbing bot) for Seraph, Pi: 2
Legit, Xi: 0


375
Draft - Battle Results / Re: Draft II, Round 3
« on: August 02, 2011, 10:37:11 pm »
kirchj33, Pi: 2
Godsped subbed for The Mormegil, Xi: 1

376
Draft - Battle Results / Re: Draft II, Round 3
« on: August 02, 2011, 02:19:16 pm »
calindu221, Team Ψ(Psi) - 2
Jocko, Team δ(Delta) - 2

Gg's,was a honor.
That score can't be right.

377
Trial of Earth / Re: 4th Trials - Phase 1 - Proving of Worthiness
« on: August 02, 2011, 01:28:12 am »
Antimatter + Gravity Pulled Voodoos (http://elementscommunity.org/forum/index.php/topic,16023.msg398570#msg398570)
Please choose two replacement posts where the author asks for help on a deck that is specifically 25%+ your element.
Same thread, same requirement, kirch.  Please choose a replacement post where the author asks for help on a deck that is specifically 25%+ your element.
Derp.  Fixed. Thanks.

378
Deck Help / Re: [Deck Series] Crying Elements
« on: August 02, 2011, 01:20:36 am »
Crying Shrieker -

I am making the following suggestion for this deck because I feel really strongly that this deck is making a key mistake with trident.  This listing is for a trials entry, and I know I am making a suggestion that is <25% in element, and that is how strongly I feel that this deck is making that mistake.  First off, trident is almost unplayable if it doesn't appear in the opening draw.  For this reason, I have added an extra one to try and increase the draw chance.  Secondly, in the unupped environment, trident NEEDS to be played off water pendies and not earth.  This way the process goes, Turn 1 ---> play water pendies, Turn 2 ---> Play trident & collect :earth quanta, Turn 3 ---> Wreak havoc.  This means you will need to flip the mark and turn the focus to using more watery creatures.

Hover over cards for details, click for permalink
Deck import code : [Select]
591 591 591 5i9 5ic 5ic 5ic 5ic 5ie 5ie 5ie 5ie 5ie 5ie 5ig 5ig 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pm


For the purposes of keeping things trials legal, here is a deck without nymphs that is >25% :earth, but doesn't quite fit the nymph theme of this thread.

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58u 58u 58u 58u 594 594 594 594 5i9 5ic 5ic 5ic 5ic 5id 5id 5ie 5ie 5ie 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pm

379
Deck Help / Re: Time Speedbow? AI3 Grinder
« on: August 01, 2011, 06:49:29 pm »
Looks fun Matrim.  I never found PSNbows to be extremely consistent, but I know jmdt has messed with PSNcogbows a bit in the past.  I like the way you reasoned that cutting pillars is viable in a precog deck.  Its always fun in an instant to poop your whole deck out with those cogs.

380
Trial of Earth / Re: 4th Trials - Phase 1 - Proving of Worthiness
« on: August 01, 2011, 10:52:49 am »
And an unrelated CO comment : be sure to fix your card image!

Fix'd. Thanks!

381
There is no doubt voodoos can be powerful, especially when considering they possess the advantage of being able to ignore shields, most CC (except reverse time), and prevent damage defensively when played in combination with gravity pull and basilisk blood.  The first point that I'd like to make is that I don't really think decks that rely on purely voodoo absorption for damage work well without PU. 

I used the template from All Dolled Down (http://elementscommunity.org/forum/index.php/topic,27646.msg376626#msg376626) for a starting point, as I would consider this deck the sort of gold standard for unupped voodoo decks with gpull and BB.  Kaker brings up a valid point when he mentions that antimatter is kind of counterproductive when you want to actually use the dolls themselves.  These kinds of decks can already be at risk of decking out if they are coupled with a lot of defense/draw power.

That being said, I wanted to build upon your concept of possibly EMing with the deck while using dolls.  It is difficult enough to construct an unupped doll deck that consistently has the ability to play a doll with gpull & BB.  I toyed with the idea of just splashing defensive rainbow cards, but that didn't seem strong enough to EM consistently.  I thought about sancs or purify with a final heal for EM, but those were not strong enough either.  Finally I settled on this:

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 55t 55t 595 595 595 595 595 595 5aa 5aa 5c2 5li 5li 5lm 5lm 5og 5v0 5v0 61r 61r 61r 63a 63a 63a 8pq


Its a bit awkwardly constructed in being a trio-bow (I just coined that term I think), but it actually stalls well enough to come together nicely.  It has two miracles so one can be used early if you need to heal up and stall for more time while you wait to set up, and the sancs & fog shield help you buy some time as well.  The deck now keeps your general goal of EMing with voodoos in mind, enjoy!

382
Deck Help / Re: Help with my decks pls?
« on: August 01, 2011, 08:41:55 am »
In reference to your deck #3:

It appears you are going for an AI3 deck with a decent pillarless rush and a fair chance to EM.  It could definitely use another heal for EM power.  I would say 5+ is standard for collecting a good amount of EMs, but with this format and construction it is gonna be really hard to squeeze in another heal without seriously messing up the EM chance.  So another option would be to try to speed up the rush.  Adding cremations and fire damage is always a good direction to head.  I started by switching your mark to earth to try and make up for some of loss of :earth quanta generation you will lose out on by cremating gemfinders.  Then I added in some fire stuff to use up that tasty fast quanta generated, particularly MPs so that you can still power your :earth stuff by giving you additional cremation targets.  Lastly, by switching the mark and changing the long sword(s) to a gavel, you will get a little extra damage.  This deck is now fairly stable and moves quickly for a pillarless deck.

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Deck import code : [Select]
4vj 4vj 5f2 6rl 6u3 77e 77e 77e 77e 77e 77e 77g 77g 77g 77g 77g 77g 7ai 7ai 7ai 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7ds 7ds 7ds 8pm

383
Deck Help / Re: The starving Rainbow
« on: August 01, 2011, 07:59:45 am »
As kaker previously mentioned, it seems the core concept you are aiming for is devs + EQ.  Again, the standard number to preserve this would be 6 devourers and 5 earthquakes.  I went for an approach which is much slower to develop in the short term, but makes for a more stable deck in the long run.

Hover over cards for details, click for permalink
Deck import code : [Select]
593 593 593 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5ul 5ul 5um 5um 5um 5um 5um 5um 5uo 5up 5uq 5ur 5uu 5uu 5uv 5uv 5uv 8pt


This focuses on a more :darkness heavy deck but as mentioned, it will start off slow.  This slow start will be due to the fact that you will not be able to play devourers and earthquakes until turn 3.  Once they come into play though, the deck will steamroll once it gets moving.  The heavier focus on flying creatures will allow you to become more versatile, and by adding gargoyles and liquid shadow, you have a couple of extra utility options in the mid game.  Gargoyles can now synergize with liquid shadow for a longer-acting heal, or you can try to get more bang for your buck by LSing dragons.  Don't forget you can use LS defensively to lobotomize opponents as well!

384
I knew it wasn't very good anymore, but theres a lot of losses even against the easier gods.  A lot of bad luck perhaps?
I doubt it.  The deck has an elaborate setup that needs to take place before it gets going, with minimal defense to help get to that point.  Even against easier false gods a moderate/slow rush against a average/slow quanta draw is enough to break this deck.

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blarg: kirchj33,Seraph,Legit,Godsped,The Mormegil,calindu221,Jocko