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Messages - MrSexington (270)

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13
Yeah, something's missing right now.

I've been trying different builds, I just haven't updated the thread yet.  Still trying to figure out what works best.

14
Trio & Quartet / Re: UNUPPED Nymphomania FG killer
« on: August 22, 2010, 06:17:43 am »
(I don't think this is a rainbow.  It's quatro... maybe trio? duo?)

15
Beat obliterator wihout destroing its pulverizer.
Do that with any deck.  Huh?

16
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: Still testing.  I might just put in the Electrum Hourglasses anyway.  Not sure yet.)


MrSexington's "Dune Scorpion Rainbow [Anti-FG]"
(Version 1.01)


Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u7 6u7 74a 74a 77f 77f 7ba 7ba 7ba 7ba 7ba 7gp 7gp 7q9 7q9 7qd 7qd 80j 80j 8pj


>Other Rainbows

So far I've mainly used versions of Puppy Chow's FG deck and the "CC Why bother?" FG deck.  My version of their decks had problems with some fake gods in games that I feel like I should have won:
  • FGs that use Bone Wall - Somes times I could knock them down with a Lava Destroyers and Pulversizers, but then I had to hope I had enough cards in my deck after the walls fell down so I could deal enough damage.
  • FGs that use Miracle - If they chained too many in a row, I just ran out of cards.  (CC Why Bother doesn't use Eternity.)
  • Inconsistency in general.  Some rainbow decks are just too random sometimes.
>What's the difference?
  • Dune Scorpions as main win condition.
  • No need for Quintessence.  Without Quintessence, Unstoppables are able to take their place to get past those nasty walls.  (If you include them in decks that use Lava Destroyer, you're really waiting for 3 card combos to get going.)
  • Because the Scorpions eat into the Time quanta and because the Aether quanta is freed up; Electrum Hourglasses out, Mind Gates in.
  • No copies of 1 card in the deck.  Mind Gates replace the card advantage, but the deck still needs to be more consistent.
  • The deck is basically Neurotoxin and stall; everything else is removed.  I liked the streamlining from "CC Why Bother?"  This deck is even more extreme.  Again, for consistency.
  • With the combination of Neurotoxin and Mind Gates, I can usually deal damage much more faster than the Lava Destroyers alone.

***I'll have stats later, but so far I think it's been working really well.  I think I got a lucky stretch of easy FGs, but I just won 8 out of 10 games.  Neurotoxin is amazing.  With the FG's double draw, you just sit back and watch them kill themselves.  This deck probably still have problems with FGs that the other decks have problems with, but I think it cuts down on some match ups that I should have more success with. 

***I may replace Sundials for unupped ones.  Bad draws and poor mulligans are killing me sometimes.


***I kind of want to cut it down to 30 cards.  Without Electrum Hourglasses, I don't think there's a need to have a bigger deck.  Version 1.01 is now 30 cards.  My biggest concern is that I cut down the scorpions and Unstoppables down to 2 copies of each.  If you don't draw 1 of each early, you better hope that you can Mind Gate something that deals damage or draws cards.







 :-\

17
Issue Archive / Voodoo Doll and Eclipse delayed damage. [Confirmed]
« on: August 21, 2010, 06:52:02 am »
I don't have a screen shot, but I've seen it twice now when using this deck:
http://elementscommunity.org/forum/index.php/topic,11635.0.html

When I have a Voodoo Doll and Eclipse in play (bumping the Voodoo Doll's hp +1 to 21) and my opponent destroys the Eclipse (dropping it's hp back down to 20), they don't take damage right away.  The Eclipse is destroyed, the VooDoo Doll goes back to a 0/20 creature and their turn ends.  I then play out my next turn and hit "Done."  When I do, the "-1" animation finally resolves.

18
Have you thought about trying to include a devourer or 2 to fractal possibly first, to give you the quanta for the dolls? Not sure if it would work but yeah :P.
Yeah, my first version had 2 Devourers and 4 Voodoo Dolls.

The problem is that the Pandemonium screws them up.  I tried adding some Novas so they could burrow, but it didn't really help.  It just gave me Novas when I needed permanent quanta sources instead.  (They also became untargetable for the Fractals.)

But someone might be have to make it work if they fiddle with it.

 :-X

19
That's pretty awesome MrSexington.  I'll have to try it out some time.

Have you tried with Entropy and Aether Pendulums plus Darkness Mark?
I have.  What happens is that if you include too few Aether Pendulums and if you only draw 1 or 2 of them (or if they're stolen or destroyed), it takes you 8 or 16 turns to mass up enough Aether to play a Fractal.  And if you put too many of them, you end up overloaded with Aether quanta and not enough Darkness.  Then you end up wasting the extra Aether quanta when Fractal soaks it up and you start having problems dumping the Fractal'd dolls and

In this version, if you only draw 1 or 2 sources of Darkness, you can still play a Voodoo Doll or Vampire Dagger here or there.  But you can still kind of wiggle around with Dolls and Pandemoniums for 4-8 turns (depending if you have 0 or 1 Aether Pendulum or not) while your Aether mark builds up for a Fractal.

  • Darkness Mark: Too Few Aether Pendulums = Bad
  • Darkness Mark: Too Many Aether Pendulums = Bad
  • Aether Mark: Too Few Darkness Towers/Pendulums = Bad
  • Aether Mark: Too Many Darkness Towers/Pendulums = Not so Bad

 :-\

20
MrSexington's "Fractal Voodoo Doll Pandemonium (F. V. D. P.)"
(Version 1.01)


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Deck import code : [Select]
4vp 4vp 4vp 4vp 4vp 6ve 6ve 6ve 6ve 6ve 7t4 7t4 7t4 7t4 7t4 7t8 7ta 7ta 7tb 7tg 7tg 7tg 7tg 7tg 7tg 7um 7um 80i 80i 80i 8pu


>How Does it Work?
  • Cast Voodoo Dolls
  • Fractal Voodoo Dolls
  • Cast More Voodoo Dolls
  • Cast Pandemonium
  • Finish them off with Eclipse.
>General Notes
  • I've been trying to make a Fractal/Voodoo Doll deck work for a while.  I first tried to make it with Unstable Gas instead of Pandemonium.  That version never worked.
  • It has about a 2:5 win ratio versus T50.  So it loses more than it wins, but when it wins, it wins big.  So technically, it's a "fun deck?"
  • I've tried multiple combinations of Marks, Towers, Pendulums, and Novas and this is the best I could get it to work -- and it still has quata problems sometimes.
  • (I used to have a Butterfly Effect in the deck, but it just has too many quanta problems.)
  • Spine Carapace versus this deck is probably the most hilarious thing I've seen so far.  Actually, any deck based on poisoning creatures is hilarious when it's controlled by the A.I.
  • If your opponent destroys your Eclipse, they take 1 damage for each Voodoo Doll you have in play.  (I saw the graphics for mass -1 one time and now I don't see it anymore.  Now I'm not so sure this works.)
  • Replaced an Improved Dusk for an Improved Steal just because Permafrost and Diamond Shields kill the doll's ability to deal damage.  You can still win with mass dolls and direct damage from Pandemoniums, but I've lost more games against those shields than I've won.
  • If your opponent takes out a Procrastination you can lock down their weapon the entire game if you have an Eclipse in play.
  • This deck is capable of dealing a 1 Turn Kill - This works only if the opponent is playing a very slow deck, allowing you to build up your Voodoo Doll army.  You're going to need almost a full field of dolls and 9+ Entropy quanta, but I've dealt 100 damage by chaining as few as 3 Pandemoniums.  (You should try to pull this off if they get too many SoGs in play early.)
>Pandemonium Notes
  • This deck uses unupped Pandemoniums so they only cost 3 :entropy.  There are 5 in the deck, so don't be shy to use them defensively in the beginning and offensively once you get your dolls out.
  • Gravity Pull: Once you get 4-5 Voodoo Dolls, you have a pretty good chance of having Gravity Pull pop up.
  • Infection: If Infection hits one of your dolls, not only does the doll get Infected, but so does your opponent.  So they'll be taking 1 damage per turn from their Infection and an additional 1 damage per turn from the Infected doll.
  • Congeal/Ice Bolt: If one of your dolls gets Frozen, so does your opponent's weapon.  I won a game this way by decking out a rainbow deck, even though they had an Eternity.
  • Parallel Universe: Remember that Twin Universe is one of the random effects of Pandemonium.  When it's used on your opponent's creatures, it gives you a copy.  When it's used on one of your dolls, it just keeps on multiplying your Voodoo Doll army.  And remember that if it copies one of your already damaged dolls, they take even more damage.



>Affects of Effects
  • Congeal = Freeze Voodoo Doll = Freeze opponent's weapon.
  • Drain Life = Deal 2 damage to Voodoo Doll = Gain 2 life.
  • Fire Bolt = Deal 3 damage to Voodoo Doll = 3 damage to opponent.
  • Gravity Pull = Gravity Pull on Voodoo Doll = An extra 20 (or 21) hp = Deal even more damage to opponent.
  • Ice Bolt = Deal 2 damage to Voodoo Doll and a chance to Freeze = 2 damage to opponent and chance to Freeze their weapon.
  • Infection = Infected status on Voodoo Doll and on opponent = 2 damage every turn.
  • Lightning = Deal 5 damage to Voodoo Doll = 5 damage to opponent.
  • Lobotomize = No Effect
  • Parallel Universe = Create an additional Voodoo Doll = If doll is already damage, deal equal damage to opponent.
  • Reverse Time = Return Voodoo Doll to the top of your deck = (This is the one effect you don't want.)
  • Shockwave = Deal 4 damage to Voodoo Doll = 4 damage to opponent.
  • Sniper = Deal 3 damage to Voodoo Doll = 3 damage to opponent.
  • The effect that is dealt is random.
  • Multiply that effect by the number of Voodoo Dolls you have in play.













 :-\

21
Duo-Decks / Re: MrSexington's "Entropy Scorpions"
« on: August 20, 2010, 08:57:23 pm »
Love this deck :) I swear to God; half of Kongregate uses fractal devourers and this deck just eats it alive. I run it -2 pandemonium, +2 time pendulums.
Yeah, I've been playing around with different versions.  Noticed a couple things:
  • It usually falls to most rush decks, unless you get a really good opening hand.
  • It destroys Mind Gate decks (which are the new hotness) for two reasons: (1) The extra draws bump the poison and (2) a lot of cards in the deck require another card to combo with.
Lately I've been playing:

-2 Pandemonium
-2 Aether Tower
+2 Rewind
+2 Time Pendulum

With this version, a good opening hand would include 2 Time Pendulums, 1 Dune Scorpion, 1 Chaos Power, and 1 Rewind.  This will give you exactly 4 :time and 1 :entropy the next turn to cast it all, perfectly setting up the rest of the game.




Edit:  Also, remember that you can get by most shields by casting Antimatter on your own scorpion.  With negative power, they'll sneak past the shield and deliver the poison.

22
Trio & Quartet / Re: Episode IV - A New Hope
« on: August 20, 2010, 08:08:11 pm »
This looks quite familiar. (http://elementscommunity.org/forum/index.php/topic,7274.0.html:)
Yeah, these were the first decks to come out within minutes by at least a half dozen people when Hope and Fractal first popped up in the Trainer.

It's an old one, but a good one.

23
Rainbow Decks / Re: Stinky-speedbow
« on: August 20, 2010, 07:31:51 pm »
Because she generates unstable gas.

 :-\

24
Forum Archive / Re: Need Titans please.
« on: August 20, 2010, 01:34:57 am »
2 down.  3 to go.

 ???

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blarg: