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Messages - MrSexington (270)

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109
Duo-Decks / Re: electric condors
« on: May 30, 2010, 03:53:54 pm »
deleted

110
Trio & Quartet / Re: MrSexington's "Broken Shards (Entropy)"
« on: May 29, 2010, 02:52:12 pm »
off topic: where can I get the shard of readiness?
I can't see any in T50
You're supposed to be able to get them by donating money.  I haven't tried it yet so I don't know what the minimum is.  I'm pretty sure that's what the new "promotional code" button is for.  You'll probably get the code emailed to you.  I also don't know if you simply have to donate 4 times to get 4 of them or if you can't only get 1 and have to win the rest?  Can you win un-upgraded ones?

I didn't really follow he development thread.

 :-X

111
Trio & Quartet / Re: MrSexington's "Broken Shards (Entropy)"
« on: May 29, 2010, 02:12:11 pm »
It was working great last night, but I had some problems with it this morning.  I've either been getting too few towers, too many towers/novas, or worthless Shards in my hand with nothing to play them on.

Maybe it could use a little work. 

 :-X

112
Trio & Quartet / MrSexington's "Broken Shards (Entropy)"
« on: May 29, 2010, 02:53:28 am »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

MrSexington's "Broken Shards (Entropy)"

Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tu 6tu 6tu 6tu 6u3 6u3 6u3 6u3 6u3 6u3 6u6 6u6 6u6 6u6 6u8 6u8 7qu 7qu 7qu 7qu 80i 80i 8pu



About the Deck:
  • This is my second "Broken Shards" deck and this time I used one of my other ideas.  In the past I tried making a Entropy heavy Fallen Druid deck that pumped out as many mutants as possible.  Fractal came out and with the help of Super Novas, Entropy finally had a source of cheap critters (Minor Abominations).  Butterfly Effect came out and Entropy finally had good permanent destruction.  But the deck still ran into quanta problems (Life) and it never worked.  Like the other "Broken Shards" deck, Shard of Readiness makes it work.
Features:
  • Maximum Shard of Readiness Abuse
  • Super Novas to jump start the mutant abuse.
  • Shards of Readiness to keep the abuse alive the entire game.


Other Notes:
  • This deck is a lot more stable than Broken Shards (Time).  You don't the runaway card drawing from the other deck, but the random Fate Eggs are upgraded to random mutants, so anything can happen.

113
Trio & Quartet / MrSexington's "Broken Shards (Time)"
« on: May 28, 2010, 11:46:11 pm »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

**EDIT: -2 Ray of Light, +2 Shard of Gratitude.  The deck didn't need that much Light Quanta (the sundials are still good without it) and the extra life + Dials is always good.


Spoiler for Hidden:
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result no longer works correctly.

MrSexington's "Broken Shards (Time)"

Hover over cards for details, click for permalink
Deck import code : [Select]
5rp 5rp 5rp 5rp 5rp 5rp 7ba 7ba 7jp 7jp 7jp 7jp 7n2 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7q5 7q5 7q5 7q5 7q5 7q5 7q7 7q8 7q8 7qk 7qk 7qk 7qu 7qu 7qu 7qu 7qu 7qu 8ps


About the Deck:
  • This deck has gone under a lot of different changes, mostly because it didn't work in the past.  The Shard of Readiness makes it works.  The whole idea of the deck was to abuse the fact that you can drop as many towers into play as you want, every turn -- unlike Magic: the Gathering.  This was actually one of the first decks I tried to make.  And to abuse this game mechanic the most, you need to maximize your card drawing.  My original version of the deck had 6 Hourglasses, 6 Golden Nymphs, and 30 Time Towers in a 60 card deck.  Other than a higher rate of bad draws, the idea works.  The problem was that Time was missing something.  The second version of the deck used Fate Eggs and Quantum Towers/Novas.  Another version tried using Deja Vus and Fallen Druids.
Features:
  • Heavy Card Draw
  • Maximum Shard of Readiness Abuse
  • Free Card Draw w/ Nymphs
  • Zero Cost Flying Eternity
  • Anubis w/ Free Immortality
  • Ability to abuse any critter that pops out of a fate egg.




Other Notes:
  • The deck can handle the large amount of combo cards (Ray of Light, Shard, Flying Weapon) because of the deck's card drawing power.
  • The deck is slow.  An earlier version didn't use the Photon/Sundial combo, but it helps to stall and give time to outpace the other player in card advantage.  Keep in mind that the extra white quanta can also be used to pay for the Shards and Flying Weapons.  (There is also the possibility to get a creature that uses white quanta from an egg.)
  • Nasty permanents really kill this deck.
**There's a Pharaoh in a couple of the screenshots, but I took him out later.  He's just not worth it, especially since you have to "waste" a shard on a Scarab in order to use it.  There are better targets.
**I don't know if this falls under Time or Duo decks, feel free to move it.




MrSexington's "Broken Shards (Time)" Take 2

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 7ba 7ba 7n2 7n2 7n2 7n2 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q7 7q8 7q8 7q8 7q8 7q8 7qc 7qu 7qu 7qu 7qu 8ps



About the Deck:
  • Same Shard of Readiness abuse with twice as many Eternities and half as many cards.  The deck might be Time heavy and the 2 Quantum Towers might not come up that much, but they make a huge difference.  They power all of the Other cards in the deck and give extra quanta for some emergency Immortalities for Anubis :aether and Devour quanta for the Scarabs :gravity.
  • Once you get the lock, just grow an army of scarabs and take them down.
  • With the Quantum Towers and Shards, you get to use the Pharaoh without having to switch over to Gravity Mark.

114
These days, with the addition of the new false gods, I play either zero games or a single game, depending what the oracle tells me. 

Too many auto quits to be fun.

 :-\

115
Rainbow Decks / Re: PuppyChow's FG Rainbow
« on: May 15, 2010, 12:13:15 pm »
I posted earlier 1.21 stats on my deck: pup's -1 Pulvy, +1 Butterfly: Here (http://elementsstatistics.comxa.com/getstatistics.php?dv=1078914375)
Hm...

I don't see a Butterfly Effect on that decklist.  (Am I just blind?)


 :-\

116
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: May 15, 2010, 12:10:26 pm »
I'm confused.

You're agreeing with me and yet you're phrasing your statement like you're correcting me.

I agree with what you just said and in a lot of ways it's implied.

117
Crucible Archive / Re: Clarity Distortion | Clarity Distortion
« on: May 15, 2010, 03:18:25 am »
The problem with discard and counterspells is that False Gods would be next to impossible.  One of the only saving graces right now is the fact that you can set up a good combo in your hand (Quint + creature) without disruption.  These cards would also kill an entire style of deck building (decks that hunt for specific 5+ card combos and unleash them all at once). 

You could argue that this is a good thing, but I always thought it was one of the many things Elements has that separates it from MTG.

118
General Discussion / Re: Nymph win rate
« on: May 15, 2010, 02:35:35 am »
Yes.

--But I'm also the guy who thinks every card (including upgrades) should be available in the Bazaar for ~50 electrum each.  I'm also the guy who thinks the upgrade system does more harm than good and "rarity" has no place in a free flash game.  Rarity should only be used to drive the market for more $$$ -- which is certainly a company's right.  When used in a free flash game, it just degenerates the game into a "grinding game" and turns to the grind itself for the "fun" instead of playing other people for the fun.

(Electrum should only be used for special avatars, different game window skins, foil cards, special wall papers displayed in your half of the play area, and other aesthetic prizes which have no effect on gameplay.)

Nothing to see here.  Move along.

 :-\

119
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: May 15, 2010, 02:27:58 am »
I haven't read this thread in a while and don't know who you're responding to, but I'd say it's "slow to start" not slow, game-wise.

But I've been using an Eternity-less PuppyChow deck for a while.  It seems to work better.  You just need to know when to stop using the hourglasses.

120
Deck Help / Re: Which NON-Rainbow FG deck?
« on: May 15, 2010, 02:24:46 am »
Sorry, anything but Nymphomania.

I tried using it twice (two different series of many games with different builds) and it couldn't get it to work at all.

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anything
blarg: