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Messages - Mahon (25)

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1
Issue Archive / Antimatter preventing death from poison [unconfirmed]
« on: November 25, 2010, 04:00:18 am »
As you can see the poison should have killed me but for a number of turns I survived with 2 health! I think somehow the poison and first Antimattered creature were happening in such an order that I was healed before it registered I had died. In the end I ended up losing the turn before I would have won.







No idea how to recreate it, and I ended up losing anyways so I am not sure if it is that big of a deal, still gave me an extra 5 or 6 turns.


2
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 21, 2010, 10:09:21 pm »
Wow I added a liquid shadow just to test it out in a few matches, and wow!

Against Hermes I slapped it on a nice -19|11 destroyer and ended up winning with 2 health left!!!!
Against Miracle I slapped it on a nice -15|15 dragon and smoked her as she only got a chance to use 1 miracle (granted I also blew up all her light towers)
Against Scorpio I slapped it on a Physalia and it died 2 turns later so 1 less poison a turn...not great but not useless.
Against Divine Glory I had a 9|5 unquinted destroyer out and it gave me enough healing to squeak out the win.
Against Eternal Phoenix I put it on a frozen dragon. It died before it healed him, and most importantly, it died!

You sir have made me a believer!

3
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 19, 2010, 03:16:06 am »
Yeah I agree Graviton should be a better match up than my data shows.

Actually I never really considered liquid shadow in that capacity. I am curious what match up does it help significantly besides Graviton, and are there any where it is for the most part dead? This is assuming I don't care much about EM, as I understand its potential benefit there.

4
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 18, 2010, 08:58:05 am »
Well I have 500 games played now!

https://spreadsheets.google.com/ccc?key=0AoNf6t2npXfbdGhhVWlQWVo1b1JmX2o4c3N2dTloTGc&authkey=COOYxpUM&hl=en#gid=0 (https://spreadsheets.google.com/ccc?key=0AoNf6t2npXfbdGhhVWlQWVo1b1JmX2o4c3N2dTloTGc&authkey=COOYxpUM&hl=en#gid=0)

I have been trying to play more of the bad match ups. Since I last posted my win rate has gone up something like 5%. I think that has a lot to do with the fact that early on I got a lot of really bad match ups. I saw Rainbow, and graviton a ton. Even still the FGs I have seen the most are Rainbow 32, Miracle 30 which isn't bad, Graviton 28, then Paradox who isn't bad either, and Dark Matter who is both at 24.  ::) Oh well RNG is RNG.

Here are some common cards and variations that have been discussed in this topic (that I can remember).

Air Nymph. (Great substitute for FFQ)
Chimera. (used to gain EMs)
Aflatoxin. (CC, and Board Control)
Liquid Shadow. (usually in conjunction with Chimera)
Purple Nymph. (Slower than Antimatter but potentially better)
Mindgate. (Fun?)
Jade Shield. (Game winning against some gods, and a shield is always better than no shield)

I am sure I am missing something if so remind me.


Since the god by god breakdown on the front page seems kind of incomplete, and focused a lot of FFQ I thought I would write up a few notes on some FGs. These are all based off the variation I use posted a few pages back.

A few notes, never play a creature without a quint, unless otherwise said, or you are going to win anyways, or lose for sure otherwise. Always stop drawing when you are no longer in danger of dieing . You can always start up again later if things go south.

Without further ado:


Easy Gods 75% win rate or higher: Neptune, Incarnate, Osiris, Destiny.

Neptune: Draw aggressively, or not doesn't really matter. He is slow to get damage out. Just hold on to antimatters until a dragon hits the table.

Incarnate: Draw cautiously just enough to stay alive at first. Hold Antimatters for Vampires and only if there is an Eclipse on the board. Pulvize the Eclipses asap. Otherwise Pulverize the Bonewalls down. A great trick to sneak some damage in between Bonewalls is set a Bonewall up so it will have 1 charge left before Incarnates turn. Then on your turn Pulverize that last charge and all your Destroyers can attack in full.

Osiris: Draw aggressively until you have a shield, no real risk of deck out. Antimatter whatever gets Momentum.

Destiny: Draw aggressively. Depending on what creatures he gets he can be tough or easy, luckily it is usually easy. Antimatter something if it gets to big.

Medium Gods 50% - 75% win rate: Morte, Ferox, Elidnis, Paradox, Octane, Miracle, Decay, Fire Queen, Scorpio, Seism, Gemini.

Morte: Only draw a few times until you are somewhat safe. There is a real chance of deck out. Damage is fairly low as long as you have a shield out. It is best to antimatter something earlier than later. He doesn't seem to drop the dragons early enough so feel free to slap it on something else if you don't think you would otherwise survive. Bonewall trick (see Incarnate) works here. He will also Miracle, usually only once.

Ferox: Draw aggressively until you are somewhat safe. The hardest part of this fight is getting safe, and getting an early Pulvy to take out his healing. Feel free to play creatures without quint. Save Antimatter for dragons.

Elidnis: Draw aggressively, he will eventually kill you. The real key to this fight is getting a Pulvy out and start blowing up the water towers. Without :water nothing he plays will become a big threat. Antmatter any Forest Specter that have grown large and isn't immortal. A few Twin Universes and you can be in a world of hurt. The fight can be won without denying the :water, but it makes it tougher.

Paradox: Draw until you get a shield, then stop. Miracle means there is a chance of decking out. Antimatter anything that goes over 11, or if a creature still has deja vue and 6+ attack. He will Deja vue even negative attack creatures. If he has a 7+ creature and you have no anti matter feel free to drop a nonimmortaled Lava Destroyer. It will be Twin Universed.

Octane: This fight comes down to two cards. Jade Shield, and Pulverizer. Draw aggressively until you have one of those, but don't play a Pulverizer unless there is an hourglass in play since it would be destroyed first, and he doesn't have many explosions to begin with. Antimatter the Eagle's Eye, and it should be an easy win.

Miracle: Draw extremely cautiously, expect to have to do 3 or 4 miracles worth of damage. Pulverize the Light Towers and nothing else! Antimatter a dragon preferably one that was buffed. Play your creatures even without Quint since Miracle can't do anything to them. Use your quints on the Elite Pegasus.

Decay: Draw when you can. Getting a Jade shield out makes this fight fairly easy. Save your Supernovas until using them will let you play something or better yet somethings. Expect your first 1-2 permanents to be stolen. Lots of luck on this match up.

Fire Queen: Draw aggressively until you get a shield. It will negate a lot of her damage. Pulverize the Eternal Bonds. Antimatter the Eagle's Eye when you can. you may need to Antimatter a Firefly to survive too.

Scorpio: Draw super aggressively! This fight is a drag race. play whatever you can to slow him down while getting as much damage on the field as you can. Antimatter the dragon if he plays it, however he almost never will so go ahead and throw it on an Abyss Crawler as early as you can.

Seism: Draw aggressively while you can. Play towers one at a time. Save antimatters for dragons as everything else will burrow and do rather minor damage anyways.

Gemini: Draw aggressively. Antimatter anything with Momentum. Play an unquinted Destroyer so he will Twin Universe it instead of something with momentum. This fight is a race. Try and deny him :gravity if you can, if not no biggy.

Tough Gods 25% - 50% win rate: Obliterator, Chaos Lord, Dream Catcher.

Obliterator: Draw aggressively until you get a Pulvy. Basically this fight comes down to a race to see who gets their Pulvy first. If you can get into the midgame without having him get one out you should be in good shape. Otherwise you are in an uphill battle. Antimatter dragons preferably with Unstoppable.

Chaos Lord: Draw aggressively. If he gets something with Destroy, or Steal you are all but done for. Antimatter anything that is doing to much damage. Hopefully he thinks it has a good ability and won't Improve it.

Dream Catcher: Draw aggressively while you can. The only saving grace in this fight is the fact that most his damaging creatures are 2 attack, so a shield can block a lot of it. Your only chance is to out race him.

Skip-able Gods 0% - 25% win rate(This may be artificially inflated because I may skip potentially winnable matchs, but still they are tough!: Divine Glory, Hermes, Eternal Pheonix, Graviton, Rainbow, Dark Matter.

Divine Glory: Draw cautiously, expect to have to damage through 2 or 3 miracles. Your only real chance is if the god doesn't get any Burning Towers. Antimatter is useless since all creatures are immortal. Try and get an hourglass, and Pulvy out. When he plays a Burning tower he will destroy the hourglass, then you can Pulvy the Burning Tower, before he then destoys the Pulvy.

Hermes: Draw while you can! Expect most your permanents to get exploded. He plays a lot of growing creatures which means damage will ramp up rather quickly. Use your Antimatter to reduce a creature when it gets to big. Unfortunately there will be 2 more just as big only a few turns later. You have to out race him.

Eternal Pheonix: Draw while you can! Expect most your permanents to get exploded. a clutch Frost shield out for a few turns can really turn the tide. Save Antimatter for the dragons.

Graviton: Draw aggressively. A few explosions, plus growing creatures. Antimatter a Firemaster that gets to big. His unstoppables make Frost Shield almost useless, but still it may block 1 or 2 creatures.

Rainbow: I don't have to much advise here. He will Miracle, plus destroy or steal most your permanents. Antimatter the Forest Specters if they get to big.

Dark Matter: Almost impossible. His healing potential paired with his ability to deny your quantum and all with the same card is crazy. Antimatter whatever is biggest...if you can muster the 6 :entropy.

5
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 13, 2010, 10:52:07 pm »
I'd like to try and improve the Alfatoxin card, as i'm not getting that much use out of it.
Beyond that, the only things that really give me trouble are:
-DarkMatter's early black holes and gravity nymphs
-Morte's endless bone walls
-Dreamcatcher's early earthquakes and butterfly effect

Suggestions to sharpen the deck are much appreciated.
I'd also love to try a chimaera variant at some point, if someone has a version that works well.
Your trouble with Morte surprises me. Not saying he is easy, but there are certainly some much tougher FGs. Here is a trick I use that helps a lot against Bonewalls. Set Morte up so his Bonewall will only have 1 charge left. When he has one charge left use your Pulvy to blow it up. Play any creatures you might still have in hand and smack him real hard. He may play a new bonewall next turn but you can just do it again. Also don't be afraid to Pulvy bonewall charges to speed it up.

6
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 10, 2010, 07:12:50 pm »
I think you are over estimating it. With a miracle most nonEM games will net 59 electrum. With a EM it becomes 120. So basically a profit of 61 electrum. So if you can get more EMs without losing more, no-brainer.

I just did some quick math on my spreadsheet. I multiplied the number of cards I have won by 1100(conservative) and came up with 68,200Electrum. I then multiplied my total wins by .75 (this is to assume that 75% of games would be EM) then multiplied that by 120. This came out to 15,030Electrum. For the sake of arguement and easy math lets say with this scenario Cards are giving me 4 times more Electrum.

According again to my spreadsheet I win a card on average 37% of the time when I win. Again for easy math lets say on average I win a card once every 3 games. So 3 won games equals roughly 1100Electrum. it takes 10 EMs to win 1200Electrum.

So if I am reading this correctly (and I may not be) roughly to make up for losing a single game you need to turn 6 otherwise wins into EMs. Since the wins would otherwise net about 59ish Electrum.

If my math or assumptions are wrong please tell me in a polite way. I am trying to figure out the best way to farm electrum with this deck. Not prove someone wrong. PS all my assumptions and easy math disfavor my point, except the 75% EM rate which I couldn't imagine obtaining.

7
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 10, 2010, 03:14:49 am »
No Antimatter?  :o I know the nymph can kind of do the same thing, but it is slower, and only running 1 of means you will get it only half the time.

Antimatter seems to be the one card that is so crucial and usually is what allows me to last long enough to get a shield, or miracle, or none of the above off so I can survive.

I know the chimera is nice for EMing. I am just of the mind that winning the match is more important than winning with a EM. Actually in the deck I posted a few posts ago I stopped trying to force EMs and my win ratio went up about 4%. More wins is more chance at spinning cards (aka more money), and higher score. Granted part of that 4% was from getting better match ups too.

That all being said I wouldn't devote a spot for a card thats soul purpose is to get EMs. I would rather run cards that will help me win more matches.

Unless I am missing something and chimera does help significantly against some FGs. At least besides the Bonewall ones. I don't seem to have much trouble with Bonewall.

8
Deck Help / Re: My Rainbow
« on: November 07, 2010, 08:28:29 pm »
I just made this in trainer just for kicks. I lost to Ai3s. Not just oops I lost but every game was a struggle, and we are talking upped against unupped!

The whole point of a rainbow is a deck can use cards that produce a lot of quantum, like nova/supernova, immolation, or quantum tower. Then use cards from a spread of elements so most things can be cast quicker then they could if it was mono, plus you get to take the best cards from each element.

This deck however has

 :air: 29
 :earth: 24
 :aether: 18
 :entropy: 4
 :water: 2
 :darkness: 2
 :life: however many for FFQ.
 :gravity: however many for Pulverizer.

Why not just trim the aether, entropy, and water; making this an air/earth deck?

Either that or cut down on the air cards, and earth cards and broaden your element mix. I would suggest with a supernova variety you limit any one element to no more than 5. With a nova no more than 3. With a immolation however much fire you want, but no more than 2 anything else. Towers are alright, but generally they are slow for a rush-bow.

By the way when I say no element to no more than 5 I mean like Unstable Gas costs 5 so I would feel comfortable having 1 in the deck, as long as nothing else in the deck uses  :air.

Good luck.

9
General Discussion / Re: Discard and Graveyard Mechanics.
« on: November 06, 2010, 07:52:15 pm »
I can understand why Zanz wants this game to be unique. I do too. However a graveyard only adds to the game. It doesn't have to be widely uses.

Really the only thing we lose is Zanz time as he has to change the look of the game entirely and make some way to see what is in the discard. Now I understand that reason!  :P I still think there would be a way to add cards that deal with the left play cards without requiring a total rehash of the interface.

10
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 04, 2010, 11:21:32 pm »
Yeah I should explain a little. Fights like Obliterator I only skip if he gets a Pulverizer before I do, or Divine Glory getting a Burning Tower early. As for EP, and Graviton they are winnable, however unlike god like Obliterator you don't really know if you have a decent chance until you have committed to quite a few turns.

It would have been very interesting data, and if someone else wants to do it awesome! For me though, those are some of my least favorite fights, everything I play exploding around me. For me the aggravation would cause me to just FG farm less. In other words I am confident that I end the day with more Quantum by skipping them.

Oh and Graviton...I know right...I had fought him 10 times before I had seen any other god more than 5. At first I would play a turn or two to see maybe he got a bad draw...then I just got frustrated and auto quit.


Edited to make bad grammar a little less bad.

11
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: November 04, 2010, 09:48:04 pm »
I was curious to see how my variation was doing so I started recording dataz. Firstly here is the deck.

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6rn 6rn 6rn 6rn 6rn 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 77f 77f 7ak 7dq 7dq 7dq 7gp 7gp 7k2 7q5 7q5 7q5 80h 80h 80h
The major change:

 +1 Quantum Tower; At first this was because I stretched the deck size to 36 and tower was 37. Since then I have narrowed it down again. Regardless an extra tower is nice. I found that even with the standard 7 tower 35 card variety I was in situations where I was quantum starved even beyond the first few turns. I feel this is superior.

-1 Aflatoxin; I tried this. I really did, but the match I needed it most was against Decay, and even then I drew it early enough to matter only half the time, and even when I did draw it I couldn't play it half the time even if I saved novas for a burst. It is still useful against a lot of other matches, but I just don't see what other FGs this would be real useful against, at least not more than a third Antimatter.

I think all the other changes are fairly common and need not be explained. If I had an Air Nymph it would bump a Lava Destroyer.

Without further adue here is my data.

https://spreadsheets.google.com/ccc?key=thaUiPYZ5oRf_j8ssvu9hLg&hl=en&authkey=COOYxpUM#gid=0 (https://spreadsheets.google.com/ccc?key=thaUiPYZ5oRf_j8ssvu9hLg&hl=en&authkey=COOYxpUM#gid=0)

Only 150 games so far, and that one fight with Dream Catcher was my 149th game. However I broke it down by god as well.

In case it isn't apparent to anyone else Card%Win is the percentage of cards won per win. Cards%Played is the percentage of cards won per match regardless of win/loss. Same with the EMs.

12
General Discussion / FG Farming Spreadsheet
« on: November 04, 2010, 09:15:18 pm »
Hi, I decided to start recording data while I farm FGs and so I made a spreadsheet in Google. I thought I might as well share it.

https://spreadsheets.google.com/ccc?key=tCWIJVOI_KK2BW0PCuASHNg#gid=0 (https://spreadsheets.google.com/ccc?key=tCWIJVOI_KK2BW0PCuASHNg#gid=0)

All you have to do is enter data in the win, loss, skip, card, and EM fields and all the other fields automatically populate.

Here is an example of one in use for my variation of CCYB.

https://spreadsheets.google.com/ccc?key=thaUiPYZ5oRf_j8ssvu9hLg&hl=en&authkey=COOYxpUM#gid=0 (https://spreadsheets.google.com/ccc?key=thaUiPYZ5oRf_j8ssvu9hLg&hl=en&authkey=COOYxpUM#gid=0)

If you decide to use it please make a copy so the original can stay clean.

I am more than open to any suggestions for new fields, or layout. I really just made it a few days ago so ya know.

Enjoy!

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