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Messages - PuppyChow (1577)

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1321
Competitions / Re: Poll: Best Card Idea
« on: January 24, 2010, 08:34:02 pm »
I voted for Crusader (since I had a bit of input into it), Inevitable (since it's a nice effect), and Static Field, because that's another innovative idea.

1322
Duo-Decks / Re: Unstable Eagles
« on: January 24, 2010, 07:09:06 pm »
I know the chances are slim, but a quinted otyugh+rain of fire, is pretty screwy for this deck.
Again, I know the chances are slim.
But seriously, SPEEDY DECK IS SPEEDY.
You have 6 unstable gasses, so you still have a chance :D.

1323
Duo-Decks / Unstable Eagles
« on: January 24, 2010, 06:57:07 pm »
Basically, you control your opponent with EEs and use them to do some damage, then finish them off with the unstable gases. Explode dangerous permanents, of course. Very good for pvp, I haven't tested it against AI5 but will do so soon.

Hover over cards for details, click for permalink
Deck import code : [Select]
7dm 7dm 7dm 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 8po

1324
General Discussion / Re: How do you define a "mono" deck?
« on: January 24, 2010, 06:18:06 pm »
Your revision has the same effect as mine. If you find yours is easier to understand, go for it  ^-^.

1325
Time / Re: Mono Time: Impossible Bad Draw
« on: January 24, 2010, 06:02:35 pm »
The idea is to either stop hastening at 5 cards and if you haven't won by then anyway, you probably will lose anyway :). The deck has 6 dragons, for gods sake. If you can't deal 100 damage by then, you're in trouble no matter what.

1326
Time / Mono Time: Impossible Bad Draw
« on: January 24, 2010, 05:55:59 pm »
This deck is a speed deck with an added benefit: it will NOT get a bad draw. Well, it's possible, but so unlikely that it might as well be impossible.

How to play? On your first turn, spam your precognitions, then use whatever leftover quantum you have to play an hourglass if you have one and can do so. Don't worry about spacing the precognitions out so you can constantly see your opponent's hand. Once you see their draw, you have an idea on how to play it. But how you play it won't usually change anyway, since the deck is so straightforward :P.

Then, start saving up to play a dragon. If you're lucky, you'll have 5+ time towers out by the end of your first turn so you can start playing dragons super fast. And you'll probably never run out of dragons to play since you're drawing through your deck so fast.

One time, I was down to 13 cards by the end of turn 3. Any "bad" draw you get (no dragons, for instance) is almost always immediately remedied by your drawing power.

Does it work unupgraded? Yes, but I would switch out one hourglass for another pillar, maybe.

Also, this is more for funs in pvp (though it *can* be a force to be reckoned with :P) and AI3.

Mark is TIME

Hover over cards for details, click for permalink
Deck import code : [Select]
7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q5 7q5 7q5 7q6 7q6 7q6 7q6 7q6 7q6 7qb 7qb 7qb 7qb 7qb 7qb 8ps

1327
General Discussion / Re: How do you define a "mono" deck?
« on: January 24, 2010, 05:21:04 pm »
Mono: 1 pillar type, cards that have 0 or "any quanta" cost.
Duo: 2 pillar types OR 1 pillar type + different mark.
Trio: 3 pillar types OR 2 pillar types + different mark.
Rainbow: Quantum pillars and/or Supernovas to play 3+ card types.

How's that for simple?
I was just about to suggest that :). Here's what I was going to say though...

If a deck has ALL one card type (all air, all earth...), that deck is MONO.
If not, then count the number of types of pillars. Marks count as a single pillar.
Rainbows use quantum pillars and/or novas as the main source of quantum.

It's different in that with yours, the common L3 grinder of 6 graboids, 6 shriekers, 1 short sword, and earth pillars with time mark, it would be a duo. With my new suggestion, it would be a mono.

Mono: 1 pillar type OR cards are all one element.
Duo: 2 pillar types OR 1 pillar type + different mark (if cards aren't all one element).
Trio: 3 pillar types OR 2 pillar types + different mark.
Rainbow: Quantum pillars/novas as main quantum source.

1328
Rainbow Decks / Re: PuppyChow's FG Rainbow
« on: January 24, 2010, 06:19:46 am »
Link to your stats page?

1329
Card Ideas and Art / Re: A few complicated ideas, for fun.
« on: January 24, 2010, 06:17:47 am »
Hypnotic Lemure seems pretty OP. Maybe it wouldn't if it got hurt from gravity pull then steals the creature, but as it is, it's basically instant death to your opponent and instant win for you. For a cost of 3 aether, 2 gravity, 3 light, and 5 dark, I can win the game? That has RAINBOW written all over it.

Otherwise, pretty good, but maybe a little complicated.

1330
Religion / Re: Does God Exist?
« on: January 24, 2010, 06:07:19 am »
How is it that an omniscient being can predict what choices you make? That could only be true if choices are part of the causal chain, just like everything else. If you think of billiard balls bouncing around, hitting each other and the table sides in predictable ways, that is an analogy for cause and effect. If a choice is just another predictable billiard ball, then that is incompatible with free will.
I'm not saying I believe in predestination, in fact I don't, but here's the theory behind it:

God has decided before you were born whether or not you will go to heaven or hell. Based on where you will go, you make decisions, unconsciously, to get you there. For instance, if you will go to heaven, your actions will end up displaying that through good works and such. If you are predestined to go to hell, your decisions will end up placing you there. Basically, an illusion of free will, but God decides beforehand and therefore you can't change your fate. Sure, maybe you start off murdering somebody, but then start doing good and end up going to heaven, but all that was predetermined. God had predestined you to go to heaven, so even if you started off "evil," eventually you would have done what was required to go to heaven.

In effect, you get the illusion of free will, but there really isn't any.

At least, I think that's how it works. I don't believe in it, so I'm no expert and not completely sure.

1331
General Discussion / Re: How do you define a "mono" deck?
« on: January 24, 2010, 05:23:33 am »
Quote
Aargh.. this is where my definition fails. Dammit.

That popular poison deck has 12 Water cards, and 18 Death cards, you can't get much more duo than that. However using this new definition, that deck would be a mono?

That's not good.

I'll get some sleep. You guys fix this. I'm expecting a perfect solution when I wake up :)
Did you even read my suggestion?

Mono: One type of pillar AND cards of different elements must have 0 cost or cost other quantum.
Duo: Two types of pillars OR one type of pillar and (different) mark fuels cards that cost the mark's quantum.
Trio: Three types of pillars OR two types of pillars and (different) mark fuels cards that cost the mark's quantum.
Rainbow: Uses quantum towers or supernovas to play more than 3 types of cards.

Your poison deck would fall under duo with those classes. Perfect solution. Not quite as elegant, but still not very complex.

In fact, that 500 word essay I wrote? That was all to point out the problem you just stated :P.

1332
Patch Notes and Development News / Re: Elements 1.18
« on: January 24, 2010, 05:20:33 am »
- Fast-clicking in deck building/bazaar should not cause card/graphics errors anymore
This alone made makes me fall in love with this update. No more clicking to Bazar and back every single time I build a deck.
In the beta, you now have to wait a short time after every click. I, for one, do NOT like that. I've gotten enough practice at switching between decks it's now automatic for me. I don't care about the graphics, and I'm sure many vets feel the same way.

For instance, with my time/aether/earth, I start by clicking 16 times on the time tower stack, then 3 times on the elite anubis stack, then 4 times on the electrum hourglass stack, then finally 5 times on the eternity stack. Then I switch to earth and click on quicksand 6 times, then to air and click on animate weapon 4 times. Sure, after I'm done, the graphics for my deck are all screwy, but I don't care, because I know I clicked correctly.

This fix ends up doubling-tripling the time I need to change decks. I propose there be an option to enforce the delay between clicks; that way those who get aggravated by the graphic bug can be satisfied as well as we who don't mind it.

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blarg: PuppyChow