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Messages - LStanley82 (20)

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13
Rainbow Decks / Re: Speed Denial
« on: April 13, 2011, 06:47:25 pm »
I switched the brimstone eaters with gemfinders, (yes less damage) but the elite graboids instead of phoenixes start out burrowed, thus immune to even more, and grow into shreikers! not to mention the earth quanta can burrow the shreikers, and burrow the pests...

I think its got more "ability to win" but its definately a little slower... (not by much)

on second thought... the shreikers kinda flunk... they cost too much to get out.

14
well since the sundials take a light quanta to activate, and with 6 sundials (6 quanta) and only having 5 supernovas (10 quanta) I would say... yes.  I wouldn't try it without running them upped.  ;)

15
Rainbow Decks / HOLY $#17!! VOODOO! (PVP, T50, and AI3 or less only)
« on: April 07, 2011, 09:32:52 pm »
This is the Origional deck, I've modified it slightly since
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6u3 6u3 6u3 6u3 6u3 6u3 77l 77l 7js 7js 7js 7js 7js 7q9 7q9 7q9 7q9 7q9 7q9 7qb 7qb 7qb 7qb 7qb 7tg 808 808 80b 80b 80b 8pj



I call the deck:

HOLY $#17!! VOODOO!

cause well... It will make your opponent respond like that when they don't see it coming, and they are dead regardless of anything they have or you have on the field.  Too late... tooo sad.

How to play the deckusually sets up and wins in about 8-9 game turns... If you can hold off the sundials to play after the first 3-4 turns you are golden... just chain them up.

If you have to discard early (missed cointoss without a aether tower), first discard a supernova (ONLY 1 and ONLY if you have 2 to start) then its a cross between Holy Flash and Precog...   


to finish the combo, you need:

(this takes the longest to set up 8+ turns)
(A) Deals 120 damage

(18 aether + whatever else)
1 Voodoo
1 BB
3 Holy flash
3 Twin Universe

or if you can play a voodoo early (opponent rewind cards in the hole, the voodoo is only weak to rewind) and if they have an eternity, just play a BB with the voodoo early

(I've had these set up in 6 turns)
(B) Deals 120 damage

(12 aether in the hole)
1 extra BB on voodoo in field (get it to 60 HP, use both BB's in the deck)
4 Holy Flash
2 Twin Universe

or
(C) Deals 100 damage

(I've had these set up in 5 turns)
(B)
(6 aether in the hole)
1 extra BB on voodoo in field (get it to 60 HP, use both BB's in the deck)
5 Holy Flash
1 Twin Universe


you guys have any thoughts? ;)
You could swap a supernova for a precog... but I was left discarding more often early game...

4-8-2010 UPDATE!:

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6u3 6u3 6u3 6u3 6u3 77l 77l 7gq 7js 7js 7js 7js 7js 7q9 7q9 7q9 7q9 7q9 7q9 7qb 7qb 7qb 7qb 7qb 7tg 808 808 80b 80b 80b 8pj


switched a supernova for a purify. honestly, it was needed.  It takes away the majority of poison losses and makes the deck more effective overall... if its not needed, just use it for the +2 HP (or if unupped, +1) and call it a day...

List of weaknesses I know of: (ranked by severity)
1- Explosion (it breaks your sundial shield, and when they hit with massive damage late on, you are just screwed)
2- Pulverizer (same problem as Explosion, but this can combo with Crusaders, and you are SOL)
3- Devourer/Pests played turn on 1 or 2  (destroys the 2 entropy needed to start the supernova chain)
4- Black Hole (makes generating enough Aether for a successful combo near impossible)
5- Discord (well... its the same trouble as the devourer if played early, not very bad if played late)
6- Nightmare (Slows the deck down, and can ruin the sundials ability to keep drawing)
7- Poison if unable to stop or outdraw...
8- Anything that mutates if you have to play the voodoo early (Druids, etc., Pandemonium falls here, but its pretty cruddy)

Least upped possible (without causing lots of problems)
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595 595 5ia 5rp 5v0 6u3 6u3 6u3 6u3 6u3 7js 7js 7js 7js 7js 7q9 7q9 7q9 7q9 7q9 7qb 7qb 7qb 7qb 7qb 808 808 80b 80b 80b 8pj


16
Rainbow Decks / Re: twin magic, fg killer
« on: April 05, 2011, 07:05:31 pm »
looks ALOT like Shak'aahs Revenge, with a more "controlled deployment"

I agree it wins more consistently, but it won't profit more as it takes longer to play...

its a good balance, and a fresh take on an old idea...  ;)

17
Buff This Card! / Re: Schrödinger´s Cat
« on: March 24, 2011, 06:45:50 pm »
I have a simple solution to buff this card.

1- Any death/rewind/mutation/consume effect -> card is not destroyed, rather ALL attack on card is reduced to zero, HP returned to 1HP, and ALL buffs removed, (effectively removing its effectiveness) however card can be re-activated by its natural ability only 1-1 for the reg, and 1-3 for the upped at a cost of 2 :entropy.

2- Remain the regular use of its activitation as it is.

This will spare it the "death" that it is immune too, and keep cards like gravity pull etc. from being overpowered.

Gravity Pull would still have its uses however (namely for a very very powerful card on the field vs. the cat), it would effectively block the first attack from an opponent, but only the first, and due to Gravity Pull's inate ability to only have one instance on the field at a time, this will still be controlled.

All in All, if the cat never died, it would live up to its name.  ;)

I would say that the consume feature, (I.E. an oty can eat its own cat, over and over, and over, and over... might be OP'd I dunno... it would still take gravity quanta to eat...)  ???

Thoughts?

18
Gravity / Re: Titan | Titan
« on: March 11, 2011, 04:34:12 pm »
oooh my gaaawd, this is nuts with acceleration.

nuts.   :o

overpowered. imho.


19
Issue Archive / Re: Found a bug...
« on: March 10, 2011, 10:47:06 pm »
He went to the trouble to find a bug, register for the forum, and lay it all out for us in his first post.  Strong first post. +Karma.  Welcome to the elements forum.
Well thank you for a nice welcome, I appreciate it!

I did do one foolish thing however, I did post it on the general forum, I read right over the "Report a Bug" forum...  :-X

Oh well, I'm the greenhorn...  ;D

On a similar side note, one of the things I wonder is when a creature dies, and should make something else... (say a Phoenix for example) Is if there was code written to "override" the default behavior of the card if death comes from alfatoxin?? What rule in the code governs if the card should turn to ash or to a malignant cell?  Maybe if there is already a line of "solution code" it can be applied to the Skull Shield card as well... Might save a little code writing time...  ;)

20
Issue Archive / Found a bug...
« on: March 10, 2011, 09:57:12 pm »
If you are in multiplayer game and something with mitosis on it dies from BOTH Alfatoxin, AND Skull shield on the same turn, (generating mana/skeletons/etc) it desynchs the game. :(

The game in question, I had my opponent's mitosis giant frog  (1hp left) (2 poison) and I had a skull shield on the field.  When his turn came, the frog attacked, died, and respawned as a frog again, but this time with the alfatoxin icon, with no poison quantity, and desynched the game... I re-poisoned with my nymph and it was back at 2 alfapoison.

The root cause of the desynch I believe (I couldn't ask the other player, he left the game from the desync) is that he saw a malignant cell as he should, and I saw something else... ???

I've had this happen on 3 similar instances...
Might want to look into this...
I'm not real sure if this is rooted with the skull shield or not, but a damage shield (I.E. the flame shield) I haven't seen this happen, but an "instant-kill" shield, seems to do the trick...  I worry my over-powered omgwtfbbq! shield is broke!! :'(

If any of you guys can help point the development team or person at this its appreciated.  I'll keep testing in the meantime and see what results I get.

edit: (spelling corrections)

edit2: Another thought.... it may not even be the "instant-kill" factor as much as it is the "generates a skeleton" factor that breaks it...  Reason: the dead frog makes BOTH a skeleton and a malignant cell...  :o

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