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Messages - PuppyChow (1577)

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1357
Patch Notes and Development News / Re: Elements 1.17
« on: January 10, 2010, 12:40:55 am »
All my farms can play the cards anyway, so I wouldn't really mind. But still, I agree with the others, what's the point?

1358
Gravity / Re: New Card: Amber Nymph
« on: January 09, 2010, 08:04:48 pm »
Good luck getting three amber nymphs. Supposedly they will be ultra-rare.

The main problem with your deck is you have either no time to evolve graboids, or no light to hasten dials :P. You can't have two marks.

Anyway, the other problem with that is that dials aren't really viable for card drawing anymore. Because each takes up a space in your deck, when you draw one, you could have drawn something else. You make this loss up with the single hasten you get, but overall you get no extra cards drawn. All you gain is the single turn of stasis.

Hence, imo, a 36 card deck with 6 dials is really like a 30 card deck. A 47 card deck like the one you said is really like a 41 card deck, with no card drawing. Therefore it would be prone to bad draws.

I'm not that makes the deck bad. My flying glory deck is 45ish cards with just 6 dials for card drawing too, and does pretty good.

With all that said, I'm thinking my gravity/earth denial just got a whole lot more gravity heavy. Or maybe gravity/earth/dark quantum denial.

1359
Time / Re: New Card: Precognition
« on: January 09, 2010, 06:22:06 pm »
I'm thinking my reverse time deck will use these instead of dials. Or maybe three of each. :)

1360
Archived Decks / AflaRush
« on: January 09, 2010, 06:16:28 am »
(Disclaimer: This deck rushes AFLATOXIN, not creatures :))

So I really like aflatoxin and wanted to make a deck out of it. I thought about doing something with plagues and graveyards and bonewalls and condors and such, but decided that would take a long time to set up and you would likely die in the process.

Then I thought about using skull bucklers and the toxins to make the opponent focus on playing his/her creatures while you rush them with flesh recluses and ivory dragons. It worked alright, but still lost more than I liked. (It was 12x bone tower, 5x flesh recluse, 6x aflatoxin, 4x skull buckler, 3x ivory dragon, if anybody is interested).

Finally I remembered SoGs and found a build that worked fairly well. The idea is to get the quantum to play aflatoxin ASAP. It is your number one priority. Only play another card if you desperately need more hp (in which case play an SoG early) or, after gaining quantum this turn, you will still have the required quantum to play aflatoxin. For instance, if you have three death towers and 8 death quantum, and the opponent has no creatures, go ahead and play two flesh recluses. You will be down to 2 death, but after gaining quantum you'll be back at 6.

Your next priority is SoGs/Buckler. Once the cells start building, a buckler should be played. SoGs are used to stall while the cells fill the opponent's field and then function to heal any damage creatures not aflatoxined do. Like a massive dragon, for instance. Not worth aflatoxining, but your sogs will heal that damage that gets through.

You should play your dragons and recluses last, unless you have nothing better to play and, as said before, you will still have enough quantum to play aflatoxin after your towers activate. If you need an extra bit of damage and your opponent has no damage reducing shield, you can aflatoxin one of your own recluses.

Loses to:
Rainbows - Main crutch of the deck. Bonds heal too much with all those cells, and the creature control can usually kill off your few damagers.
Immortals - Do I really have to explain?
Reverse Time - Can RT aflatoxined creatures, so getting cells started is hard.
Dark Decks - Though only a minor weakness, if it has enough steals to steal all those SoGs (or even 3), it can be very hard to win.

Not recommended for T50, but does pretty good against AI5 as long as you don't get one that uses life :|. (I took a picture of it owning an AI5 deck for fun: http://i49.tinypic.com/fapvti.jpg ).

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6rn 6rn 6rn 6rn 6rn 710 710 710 710 710 710 710 710 710 710 711 711 713 713 713 713 715 715 715 71c 71c 71c 71c 71c 71c 8pk

1361
Card Ideas and Art / Re: Trigger Cards
« on: January 08, 2010, 05:17:30 pm »
The problem is that many of these effects would be triggered during your opponents turn. Elements has no support for this type of loose gameplay where certain cards of yours activate during your opponent's turn.

Other than that, I like the concept.

1362
Card Ideas and Art / Re: Quantum Machine/Producer
« on: January 08, 2010, 05:14:39 pm »
I, for one, think it's OP. It's a permanent, so it's just as hard to destroy as a actual pillar. But its effect, after 3 turns, makes it BETTER than a pillar, not to mention providing creatures for bonds and mutation/oty fodder.

Now, let's assume it's a creature at 0/6 and compare it to the queen. The queen costs SIX *air* and TWO *life* for the ability. This generator costs not only a measly three quantum to play, and it's GENERAL quantum no less. While the producers wouldn't do damage, a lot of times the firefly's main purpose is mutation fodder and to fill up creature spots for bonds.

And the firefly's ability just isn't very useful. When you have a duo air and life deck that requires that much of each, making it a trio deck just to use the firefly's quantum just doesn't work out as well. With the quantum machine, you wouldn't be forced to use two elements to use it. This could make it versatile, but more than likely it'll make it OP.


Tl;Dr: Make it actually cost an element to play (let's say entropy) and make it cost 6. Then make the ability cost, say, 1 earth.

1363
Card Ideas and Art / Re: Copy Clown and Forbidden Apple
« on: January 08, 2010, 05:02:45 pm »
"Heal" costs 3 life unupgraded (I think) and simply heals you for 20. With no life lost after two turns. AKA, that card is really underpowered. Maybe make it 50 life gained then 60 life lost, or something.

1364
Rainbow Decks / Re: PuppyChow's FG Rainbow
« on: January 08, 2010, 07:06:26 am »
I've been testing it with antimatter added. So far, no noticeable result changes. It can help get control of the board if you draw it early though, since it's essentially killing the creature. One less dragon or such for you to devour.

And you could also add a PA (especially after v1.17), but I don't see the point of flying weapon. Unless you desperately need to rewind a plagued creature or a huge growth creature (which you should just mutate anyway), you just don't play the eternity until you have a single card left in your deck. And by then, you've usually had the pulvy up long enough to destroy what you need. In addition, there's always the possibility of a destroy or steal mutant.

1365
Deck Help / Re: Feedback wanted: Aflatoxin deck
« on: January 06, 2010, 01:14:08 pm »
I would take out all the burning towers and maybe even replace some brimstone eaters with more bone towers. Then make it mark of fire.

1366
Half Bloods / Re: Level 5 AI - Guidelines
« on: January 06, 2010, 06:40:44 am »
Are you sure that wasn't just an isolated incident? And how were you antimattered? All your dragons are immortal.

1367
Patch Notes and Development News / Re: Undocumented Patch Notes (1.17)
« on: January 05, 2010, 11:44:57 pm »
As opposed to your suggested solutions of actually changing the game, why not simply make there only be 6 random gods in circulation in every week, as I said here: http://elementscommunity.org/forum/index.php/topic,1546.0.html (http://elementscommunity.org/forum/index.php/topic,1546.0.html)

1368
Rainbow Decks / Re: PuppyChow's FG Rainbow
« on: January 05, 2010, 11:23:08 pm »
Yes, I was mainly talking about the gods with permanent destruction. And version 1.17; for instance the AI now won't always target bone wall.

The gods without permanent destruction are still just as easy in my opinion though, so the deck is still viable.

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blarg: PuppyChow