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Messages - MrSexington (270)

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25
Duo-Decks / Re: MrSexington's "Entropy Scorpions"
« on: August 19, 2010, 02:25:49 pm »
I just got a Purple Nymph from the Oracle this morning.  Here's the version I'm using now and it helped a lot with the Life Rush match up:






(I would add a second Purple Nymph if I could.)

 :-X

26
Duo-Decks / Re: MrSexington's "Entropy Scorpions"
« on: August 19, 2010, 06:42:27 am »
I want to test this deck. Chaos Power and Pandenomium both need to be upped, which can be a problem if I want to use it in PvP...
I think a full set of Time Pendulums are also a must for the deck.  If you only draw one in your opening hand you'll get 2 Time right away and have to wait 2 turns before you can cast the scorp.  If it's not upped, you'll have to wait 4 turns if you don't draw another one.

Also, I've been playing T50 a lot and I keep on losing to Life Rush.

 :-X

27
Forum Archive / Re: Need Titans please.
« on: August 18, 2010, 11:49:52 pm »
1 down.  4 to go.

 :-X

28
Duo-Decks / MrSexington's "Entropy Scorpions"
« on: August 18, 2010, 11:21:57 pm »
(Latest Changes: -2 Pandemonium, -2 Aether Tower, +2 Rewind, +2 Time Pendulum.)


MrSexington's "Entropy Scorpions"
(Version 1.02)


Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6u2 6u2 6u2 6u2 6u2 6u7 6u7 6u7 6u8 6u8 6ug 7q4 7q4 7qd 7qd 7qd 7qd 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pj


Unlike my other Dune Scorpion decks, this one has:
  • Creature Control
  • Permanent Control
  • Life Gain
I usually only have 4 Dune Scorpions in my decks.  This one has 6.  In this deck, the scorpions are targets for both Chaos Power and Butterfly Effect.  The great thing about Neurotoxin is that you only have to stick someone once.  This also means you can use the scorpions for other things.  You can get a quick Chaos Power on a scorpion, stick them once, and as long as the scorpion's power is 2 or less, you can slap a Butterfly Effect on the same scorpion and begin locking them down.

I also kept the deck as bare bones as possible.  Unlike other Neurotoxin decks, there's no need for weapons, shields, or other permanents.  Antimatter and Butterfly Effects keep everything nice and neat (and less targets for your opponent to take advantage of).


The game is over before it even begins:




>Best Starting Hand
  • 2 Time Pendulum
  • 1 Dune Scorpion
  • 1 Chaos Power
  • 1 Rewind
*This sets up Turn 2 Neurotoxin.

 :-\

29
Rainbow Decks / Re: MrSexington's "Rage Quit Deck"
« on: August 18, 2010, 11:01:59 pm »
does it work unupped
This has been asked about 3 times already (and I know the thread is 17 pages long), so I'll answer it again anyway:

You need roughly 4 Shards of Gratitude minimum.

If you look back to some of my first screens all I had was 4 SoGs, 2 SoDs, and a Mirror Shield upped.  I played with the rest of it unupped.  You might be able to get away with it all unupped with Purify's or something.  Not sure.  Purify didn't give life gain when I first made the deck so I never tested it.

I should edit the OP and add an unupped version...

 :-\

30
Issue Archive / Unexpected Voodoo (Delay)?
« on: August 18, 2010, 03:12:28 am »
Is this intentional?



  • Voodoo Doll with Basilisk Blood.
  • Computer with Tsunami whacks me.
  • Tsunami gets "delay" status
 :-X

31
Forum Archive / Need Titans please.
« on: August 17, 2010, 09:30:53 pm »
Need Titans please.

Thanks.

 :-\

32
Rainbow Decks / Re: but
« on: August 17, 2010, 03:16:29 pm »
If the dragons can deal more than half their HP in damage in one turn why can't they just pull off the kill in the second turn?  Why the Chimera?

Maybe I'm missing something, but the card doesn't seem that useful to me in any deck.
Perhaps they're frozen or delayed or poisoned. Chimera effectively removes these effects instantly.
Or a Phase Shield or Permafrost or something like that in the way.

33
Deck Compilations / Re: MrSexington's "Neurotoxin Nightmare"
« on: August 16, 2010, 01:42:54 am »
With a little playing around I think I like my Trio Version more.

It loses the Unstoppable, but with the Time Towers it feels like I get the the Dune Scorpions out 1 turn earlier.  And that stuff matters a lot when the deck's effectiveness is increased ever turn you can get the poison on before they start dumping their hand.  It also feels like I have more wiggle room in the deck.  The 2nd Morning Glory keeps up the pressure.

My favorite addition so far is probably the Precognition.  With only 2 Rewinds as creature control, it helps to know if you're using it at the right moment.  And it's become invaluable when it comes to the timing of the Nightmare.  You really don't want to play it right away if they're unable to play anything anyway.  Ideally, you want to chain a couple Nightmares and Rewinds together until they die and Precognition helps you get your timing right.

(I might add more than one.)

With the latest changes to the Trio Deck, I just won 8 T50 games in a row.

So far so good.

Just need to sell off some stuff and make it in the real game for some PvP.

 :-\

34
Trio & Quartet / Re: Solar Buckler Deck
« on: August 15, 2010, 09:12:13 pm »
I looked around a bit and couldn't find this deck so...
Same idea, but mine was a pillarless rainbow version:
http://elementscommunity.org/forum/index.php/topic,11288.0.html


(If you scroll down you can see my Trio-Version of the deck.)

Overall I haven't decided if it's good or not.  I've had some really good streak and some really bad ones.  The two biggest difference between mine and yours is the Rewinds and Morning Glory's.  The Rewinds are the only real creature control in the deck so you have to use them wisely.  And the Precognition helps with that.

 :-\

35
Aether / Re: Mind Gate | Mind Gate
« on: August 15, 2010, 07:42:22 pm »
1) But once you get to 10-12 cards, you've basically won. And before that, I'd much rather have an hourglass.
2) Mindgate can only copy half (less than half due to hand advantage) of a FG's deck due to double draw. Hence, it's already only half as powerful.
3) Mindgate is only REALLY strong when you get 3-4 going, sometimes 2. A single mindgate I can't see making a FG easier.
We're just going to have to disagree then.

  • Sometimes I've won the game at this point and at other times I haven't.  Many of the times that I haven't, I would have won but I just couldn't deal enough damage in time.  (I don't have Eternity in my deck.)
  • The only disadvantage from the double draw is that you are unable to see every single card they draw.  Stastically speaking, the card you get in your hand is just a random card from their deck.  It works no differently if the FG would draw 1, 2, or even 10 cards every turn.  I never really looked at Mind Gate as a card that "lets you draw as many cards as your opponent does every turn."  You're always disadvantaged against the FG's draw, with or without the Mind Gate.
  • I think the power of the 3-4 Mind Gates really only benefits the Mono or Duo Aether decks.  In rainbow decks it's just an extra card.  You already have the quanta to cast it.  Like you said, "Both generate a single card in your hand."
  • In the games that I've played, the easiest example of the Mind Gate's power is with the double Super Nova.  (The Quantum Towers work the same, but the Towers are a better example.)  2 Super Nova, 1 Electrum Hourglass,  and 1 Mind Gate.  You get to drop them all at once and take advantage of them both.  That's why I said I like having 3 Hourglasses and 1 Mind Gate.  I think with 3 Hourglasses you still have a pretty good chance of drawing at least one.
Like you said, "Both generate a single card in your hand."  But Mind Gate just does it with Aether quanta instead of Time quanta.  Electrum Hourglasses get more consistent draws that dry up in the late game and Mind Gates get surprise draws from start to finish.

Bottom Line: I think having 1 Electrum Hourglass and 1 Mind Gate in hand or in play is superior to having 2 Electrum Hourglasses.  I also think it's worth the risk of having only 1 Mind Gate and no Hourglasses for a couple turns.

 :-\

36
Aether / Re: Mind Gate | Mind Gate
« on: August 15, 2010, 06:38:42 pm »
I would dispute the fact that it's a card good enough to be featured in a FG killer. I would much rather have an electrum hourglass in it's spot in a FG killer versus a mindgate.
I'm going to disagree. 

As long as your FG deck isn't Aether heavy, I like having 1 Mindgate over another Hourglass.

The Hourglasses have to stop drawing once you get control or if you're down to 10-12 cards.  The Mindgates can keep on going and going.  It's not required.  It's more of a preference thing and I think it works.

So in decks with 4 Hourglasses, I'd put in 3 Hourglasses and 1 Mindgate.  In decks with 3 Hourglasses... it depends.

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