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Messages - Lluis83 (219)

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205
Deck Help / Re: Rainbow deck help
« on: April 29, 2010, 09:13:46 pm »
I need some input on this deck. I'm trying to move on from t50 to ai5 but have some problems. The start is to slow.
What to remove/add/uppgrade?

Code: [Select]
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vm 52n 52r 592 592 5c6 5c6 5lf 5lf 5oj 5rl 5rl 5rl 5rl 5ro 5rp 5rp 5rp 5rp 5up 5up 61t 61t 621 621 74b 74b

Hello. I'll remove the protect artifact and the blessings and upgrade first the hourglasses and then the Quantum Pilars.

206
Rainbow Decks / Re: Anti-false God decks not as hard as you think!
« on: April 29, 2010, 08:56:36 pm »
Nice to see that somebody also uses fat decks against gods :). In my opinion these are complitely playable and can have normal results. Since somebody mentioned in chat that time-rainbows are underposted, I will show mine:

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6rn 6u6 717 71b 71b 71c 74b 74b 77f 77i 77i 7do 7do 7gp 7n3 7q5 7q5 7q5 7q5 7q5 7q5 7q8 7q9 7q9 7q9 7q9 7q9 7q9 80d 80d 80d 80h 80h
Compared with the deck of this thread, there is not much originality, but it is tested for a long time and it works well. I also have short statistics about this deck i made recently:

http://img571.imageshack.us/img571/2867/newbitmapimage3r.png

I even didn't play particulary well these 100 games and made some noob's mistakes in winning positions (forgot about TU-s in games against Elidnis and Gemini). Although i met Neptune many times and this is certainly a part of the luck, I also was quite unlucky few times (decked out against Osiris because Eternity was my last card (!) and lost in winning game against Obliterator, because my PA which should have protected my Eternity, was last card). 100 games is not clearly enough for make conlusions, but I believe that the overall winning percentage of this deck is still somewhere 65-70. And the sad thing is that Dream Catcher is a real pain for fat decks :(



I play with Seravy's Rainbow, that is very similar to your deck and it's very consistent.

207
Issue Archive / Dream Catcher-Butterfly efect
« on: April 29, 2010, 04:43:50 pm »


Dream Catcher had 2 Entropy Quanta, used this buterfly effect(cost 3), and then he has -1 entropyquanta displayed, he has the mark +3 and 1 entropy tower and then in my turn +3 entropy quanta (+4 -1)

208
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 29, 2010, 03:11:17 pm »
Looking at your deck, I am guessing max 40-45% in the long run
Arbitrary math is arbitrary.

Time/Aether has always been a great combination, and has seen some test runs against the false gods with pretty much every single patch. Unfortunately, most of the new false gods have all kinds of protection for their creatures or have ways to shut down yours. The good thing about this deck is the fact that it has a fair chance against most false gods if it survives long enough. The hard part is surviving long enough...


If in the begining hand you have an aether tower, all is easily, most of the defeats come by not having the aether to cast phase shield in the first 6-8 turns. Other defeats come by they rush you (eternal phoenix), they cast  an aerly discord without your phase shields ready, or an early pulverizer. But well,most decks lost when is an early pulvy an you can deal with it.

209
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 29, 2010, 03:06:22 pm »
nice deck, few suggestions:
1.  8-10 towers is enough, 4 phase shield is enough
2.  take out 2 hourglass, add 2-4 lightning in this deck would be nice for your aether element 3.  eternity take off one, dunno why u want 2, so u won't get it as last card? don't worry, that is likely but chances of it happening isn't high. add in an upped animated weapon so you can quint it like the dude above said
4. the time shield u can add 1 or 2, up to u

you mentioned this deck loose the perm control FGs, so i'm not sure whether ur point in having so many shields is to be used as a decoy so FGs can destroy them instead of your shards, either way its' not rly counted as safe. Since your shards are your only hp regen source, battle would go downhill if they get destroyed or massive damage monsters just overrun them before you get enough scarabs out.


The changes that you suggest are possible, but then it is another type of deck. You need a lot of towers, because you will be using hourglasses, eternities, or making scarabs every turn, and you need to have enough quanta to do it. Every phase shield gives you 3 turns, and with six it means 18 turns of inmunity, plus the first turns and the turns you don't need to use phase, it gives you a lot of stalling. The time shield doesn't help, because you need the time quanta, and if you use the time shield, and then you have to cast phase shield, you lose the time shield, so it's a card that you not take profit.

 Well , you can win against Hermes, and Chaos Lord, and sometimes against Rainbow, but they'll be hard pairing and the % of victory will be low.


The idea of the animated weapon is good and efective, also is adding more Twin Universe to copy eternities or everithing else.


You really don't need the lightnings, as against some goods, like morte, you will while his board is full of creatures, without having to destroy them, only doing protecteds scarabs for damage, and eating if there is not bonewall. Also you have to eat Ray of Light to don't allow to cast miracle.

  And against other gods, you just rewind the grown creatures, and eat the most annoying, so lightning is not really need and I don't like cards that don't contribute to the idea of the deck and don't work together with the other cards.

You really need two eternities, as you will have quanta for use it's ability each turn, not is only for not deck out, it's for slow down the god, they will be only drawing one card each turn, and if they destroys your eternity is useful to have other or to draw one eternity early. Some games, against geminis and octane and elidnis, if you put on turn two or three an etenity, just rewinding one of his creatures, you can lock the god, and he is drawing the same creature and casting every turn, so with a spice of luck, you can win these woods without allowing them to do nothing in the entire game.


210
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 29, 2010, 02:45:51 pm »
i like this kmind of combo , i'm working on something like this , a little lighter too , 40ish card , if i may suggest one thing , just add an upgraded flying weapon , so you can fly and quint on of your eternity and not bother about it being destroyed .

Well, the deck works, but is slow and boring a lot.

211
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 28, 2010, 10:04:50 pm »
Looking at your deck, I am guessing max 40-45% in the long run

Having said that, 2 things
1) please use deck code importer
2) its an awesome deck, tho I would do more testing and minor tweaks
Hello Yaladie, about 1, I am learning to do it, I have seen your deck's post and are very well done, especially the video section.


About second point I am sure it needs more testing and tweaks. For instance I put 15 Time Towers, because I have 15 Time Towers upped, I have done the deck with what I have found. Also Time Nimph with its drawing ability and damage and  Aether Nimph with quintaessence ability will suit very well in the deck, because they will do damage, that it one of the drawbacks of the deck and his abilities will helps too.

212
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 28, 2010, 12:47:01 pm »
I'm not sure we should get excited with such a small sample (not saying the deck is bad). Also, if the results were obtained in the trainer, I'm not sure that they are reliable.

Hello, yes I don't fight against Decay, Seism, that and only one game to Dream Catcher, who also destroys the deck. And I also think that it's a small sample, minium 100 games to clarify, but the games are not in trainer, it's in real game. The deck combines ideas from one deck named Eternal Concordance, who I have tried in real game an it works, with the new card Pharaon. I also have tried before several decks and stalling ones like Seravy's Rainbow are those that suit better for my style.

 I think that a deck like mine have better % than other rainbow, but games last two or three times more, so there is not the best option for make money.

213
Archived Decks / Re: Lluis83 Time/Aether with Gravity Mark
« on: April 28, 2010, 04:43:42 am »
Space for post most screenshots of the deck in action

215
Archived Decks / Time/Aether with Gravity Mark(Pharaoh)
« on: April 28, 2010, 02:27:45 am »
Hover over cards for details, click for permalink
Deck import code : [Select]
6rn 6rn 6rn 6rn 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q5 7q5 7q5 7q7 7q8 7q8 7qc 7qc 808 808 808 808 808 808 80b 80d 80d 80d 80d 80d 80d 80h 80h 8pl


 -1 Fractal -1 Eletrucutor.

 

General Strategy:


  This deck is designed to avoid bad hands.In a 47 cards deck, there are 15 Time towers and 6 electrum hourglasses. You have good chances to have a hourglasses in second turn, and 2 hourglasses in third turn. This means that you can equal the draw power of FG early. Also, with two eternities, you can play it two rewind FG creature in a regular basis. This slows down the FG.


The four Shards of gratitude heals you, and make that you can cast Phase Shields lately, usually when you have less than 50 HP. With the power of drawing, it means that you have ever Phase Shields on hand ready to chain. Sometimes, with the healing of Shards , you can take a turn without casting Phase Shield in this way each Phase Shield gives you 4 turns of inmunity. The IA uses to target first Eternity then Electrum Hourglasses and finally Phase Shields,so they are relatively secure.

This set-up give you time to cast Anubis-quintessence and Pharaon-Quintaessence,and start to do scarabs. They'll eat the entire board slowly. You only have 1 gravity quanta per turn, so when you start eating creatures you'll have 10-20 gravity quanta. You have to choose carefully wich creatures eat, eating-rewinding the most annoying ones.

When you have the lock done, you have to stop use haste, at this point you'll have 10-20 cards in the deck. You need this turns without hastening for rewinding nasty enemy creatures and increasing your swarm. This deck is very slow damaging the oponent, and for instance, playing against miracle is the slowly win that you can imagine.

This deck wins all the FG without permanent control without any problem, it's slow but safe.

The main problems are momentum creatures and permanent destruction. I haven't faced yet decay and seism, but I supose that this deck loses to them.





 



 The mark is gravity: to use scarabs ability.

Deck Composition:


15 Time Towers

4  Shards of Gratitude

6 Electrum Hourglasses: To draw and to decoy, it's targeted before the phase shields.

1 Elite Anubis:

2 Elite Pharaons: To make a swarm.

2 Eternity:To avoid deckout and to slow down FG. Due to 15 Time Towers, you can use it every turn.

6 Aether Tower

1 Twin Universe: It can be used to TU one of your creatures, or against goods with miracle, to copy the most powerful creature, calculating the damage to avoid him to play miracle.


6 Phase Shield: To gain time to set up the scarabs.


2 Quintaessences: 1 on the Elite Anubis and the other on the Pharaon



Other cards that can be useful:-Animate Weapon, to animate Eternitys and protect it with Anubis.
                                                 -The Time Nimph and the Aether Nimph also will suit well in the deck.


-The deck works best without the fractal and without the electrocuter, they usually  only slows the deck.




 The deck is very slow. Well is fast at set-up, but is slow at doing damage.


Results:- Osiris 1 win/0 loses : You have to stall and rewind the creatures with momentum. An early electrocutor is also very helpful.
           
               -Elidnis 3 wins/0 loses:  Easy mach for this deck. You eat the creatures and he can't heal.

               -Neptune 2 wins/0 loses: Well, Neptune is easy for all decks:)

               -Eternal Phoenix 1 win/3 loses: He's very fast and destroys permanents./ Finally I defeated him :)

               -Ferox: 2 wins/o loses:
               
               -Graviton: 0 wins/3 loses: Due to unestopable creatures.

               -Miracle 1 win/0 loses: It's very boring, because he plays 5 or 6 miracles before dying.

              -Morte 3 wins/0 loses: If he has a bonewell, don't eat his creatures, only do scarabs(protected by anubis) and atack. If he has 12 or more white quanta he can cast miracle, so don't let have this quanta,eating before his Rays or rewing the pegasus and then he will cast again, until he has less than 12 white quanta.


              -Rainbow 1 win/3loses: He will destroy steal all.
         
             -Divine Glory: 0 win/1 lose : Nothing to eat.

           -Scorpio 1 win/1 lose : Lose due to venom.

            -Dark Mater:0 win/ 1 lose: Momentum creatures and quantum denial makes it hard.

            -Destiny 2 win/ 0 lose

            -Octane 1 win/ 0 lose

           -Gemini 2 wins/2 loses  You have to time very well, because he have phase shields, and you need to deal with momentum creatures, so you'll need some turns to rewind. Let a Phase Recluse (the 7/2 creature) alive so he will waste his TU on him, and then you can kill it.

           -Chaos Lord 1 win/ 2 loses: It spends your time, because the Dissipation Field. Rewind the creature that cost more to cast, because he will waste more quanta eache turn.

           -Hermes 2 wins/1 lose: Useful to Tu a growned Lave Destroyer to finish. He is dangerous with fire lances. Let some scarabs unprotected(no more than three because rain of fire) to make him lance his fire lances on them.

            -Paradox 2 wins/0 lose: Eat his Rays before he can cast miracle (or let him cast and do againg 200 damage,hehe)

            -Dream Catcher 0 wins/1 lose

             -Incarnate 1 win/1 lose

            -Decay:   0 win/1 lose

Total 26 wins/ 20 loses

216
Deck Help / Re: Anti FG ... Suggestions?
« on: April 25, 2010, 12:45:53 pm »
Hi.  First of all, the first games against False Goods are hard, because until you have played a lot of times, you don't know how to play against every one of them. The hards goods are only beatable with a fully upgraded deck. I would suggest you to play sometimes level 5 and sometimes FG to don't get so much "frustated".

 Then, at first only "easy" good are beatable: Firequeen,Destiny, Ferox, Miracle, Neptune, Incarnate, maybe Chaos Lord(he's very random) and Geminis, because they don't have permanent control. So I will quit both enchant artifacts, because I think that you will lose against Seism and Hermes and others with and without the enchant artifacts, and against easy goods is a useless card, and you first want to grind these goods until you can upgrade more.

I also quit one eternity, it's only useful at the end of the game, early in the game you won't have the quanta to use it.

Also I will quit one steal, you need to set up as fast as possible and steal is only a "complementary" card, is not part of the lock.

And finally, you can add to the deck 2-4 Time pillars/towers, to speed the deck allowing to use electrum hourglass quicky and more often.


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