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Messages - Seravy (136)

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37
Duo-Decks / Re: Turbo-speed false god farming
« on: June 27, 2010, 08:10:47 am »
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1) Fractal RoLs twice, hard and fast, getting as many as you can so you can build lots of :light before he puts out Flood.  Always keep a spare RoL in your hand just in case he manages to kill them all before you can Fractal again (never happened to me, but it could.)
To fractal quickly, twice, you'll need a very good starting hand (no electrocutors, exactly 2 fractals, RoL, 3+ towers, and of course 1 hope)

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3) Even if Flood is out, put down the first Light Dragon you can Fractal, and Fractal it.  Keep the remaining Dragons in your hand.
If you do have one. There are only two in the deck, if both are in the last 10 cards, you are basically doomed (common scenario, also drawing them early fills your hand and slows you down).

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7) He'll eventually put down an Arctic Dragon or two.  Just suck it up.  SoGs will eventually negate most or all of the damage.
Unfortunately, my final version doesn't use SoGs at all, so it doesn't. You die if there are arctic dragons out.

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5) Use those turns to build up :light quanta reserves, and keep replacing the Dragon whenever it dies.  Neptune will slowly lose HP over these turns assuming your Dragon doesn't get frozen by the Permafrost.  Even if he does, it's OK.
Usually it does get frozen...from arctic squids as well as permafrost. If RoLs are also frozen, you get almost no light quanta from them.

Overall I'd say Neptune can be beaten (I won my first game, but barely), but the chance for failure is way too high, so if you want to minimize time losses, it's best to skip.

A larger deck (32-35 cards), with many shards has a much better chance, but still less than what I'd consider worth spending time on when speed farming.

38
Hmm the poll has turned into something strange this time.

Why "new cards" got separated into 12 elements?
We need like 20-30 new cards for each element you know, it's not like we only need 1-2 new cards, for a few specific element, lol
Now I can't vote for new cards because I can't choose all 12, only 5...which I don't want to because every element has a very very few amount of cards only. All of them need more.

Also, where is the more PVP content option?
Automatic Tounament system, League system, etc...

Well...as my primary voting targets are not available, I'll vote for "card trading system" this time.

Oh, and remove limits on number of permanents and creatures in play, and cards in hand...
...and nerf false gods to one draw per turn or something.
...and make PVP actually worth playing...like make it possible to win upgraded cards there.
..and make the game not forcing you into a three-way bad choice like this one :

Basically, you can gain four things from playing elements : having fun(would be the most important probably), rare cards,electrum, or score.

Currently you can choose between

-Playing against false gods, which provides Electrum but isn't fun (actually is very annoying as they are too overpowered...the best decks can get like 60-70% win rate only, and that is with skipping some, or even many of the gods), and doesn't generate score (games are slow, and there are many losses, so on the long term you might even lose score instead of gaining it.
-Playing in TOP 50 which gives the best score and rare cards, but isn't fun (decks are usually the same 2-3, rainbow, life rush, shrieker rush, sometimes ROL/Hope, and of course farms), and generates much worse electrum than gods.
-Playing PVP, which is fun, but doesn't give you money, nor score...usually when I lose, it costs like 80 score, and wins give me like 20-30 each...so score loss from bad draws equals or even outweighs score gain from winning...basically I'm punished for having a higher score than others. Not to mention PVP games take like 10 times longer and the reward is the same or even less than AI.
-Play something else (AI1-3, or 5), and get even less from each of rares, electrum, and score than the above options.

So what this game need now is not having to choose between the three and having a play mode (PVP type, automatic tournaments would be ideal for this) that gives all four : good score, good electrum, a good chance for rares, AND fun to play. At the moment, you are forced to choose between them and then lose out on others...not good.

I hate it when I want to farm electrum, so I play gods (best for electrum) only to lose score I had to build up in top 50 slowly...and not having fun doing either, actually, as farming is very boring, but can't afford to play PVP because that'd cost too much score AND electrum...


Oh, and make Nymphs available in spins. Having a better card pool by luck isn't reasonable in a game that is supposed to reward skills...oh wait am I talking about, it rewards patience for farming currently, not skills anyway...whatever, make them farmable or something like that, then.

39
So, Wings last only 5 turns now? Way to make the card useless...Phase shield is much, much better now. Sure, it's only 3 turns, not 5, but you don't need to include an additional element, and you don't need spiders either...and it even works on weapons (which have nasty abilities if they hit, like arsenic, or discord)
I don't see how using Wings is any better than 6*Phase shields and staying mono-aether.
The decks have the same strengths and weaknesses and are essentially the same except mono-aether having access to superior creatures (immaterial dragons), and a more-stable quantum generation (Aether mark)
Phase spiders are expensive (I think 4 quanta each), so you can't spam them too well...although the possible damage output is much higher, it is harmed by creature control a lot. A single Plague or Retrovirus and all your spiders die in two turns, unlike the dragons.
Somehow I feel mono-aether would be more solid, or at least nearly identical in results...and we already know that mono-aether is quite limited in what you can defeat with it.

On the other hand, a mono-aether+wings hybrid, using both 6 phase shields and 6 wings, maybe even 6 sundials, and fractaled recluses can give you more time and stability (you'll never run out of shields, nor cards in your deck, so healing gods like Ferox becomes much easier)...but in exchange the deck will be even slower than regular mono-aether already is.

40
Crucible Archive / Re: Overdrive | Hyperdrive
« on: June 16, 2010, 08:04:28 pm »
Do I understand well and this card allows

6x Nova
6x Hyperdrive
18x any dragon or other powerful expensive creature

decks that can play 4-6x dragons on turn one, winning on turn two or at worst three consistently?
(Throw in 2-3 Liquid Shadows if necessary to get back spent life and play another ton of dragons when you draw another nova+hyperdrive...not that you'll ever need that)

By the way, this isn't supposed to drain any life when using Miracle. Miracle drains your quanta pool, which is empty. Miracle doesn't says you have to PAY all your quanta, it just removes it, and even if it does, you don't have any. Besides, Overdrive says you can use life to pay for Quanta COSTS. Draining quanta by Miracle or Fractal is not a cost, it is an effect of the card.

But all of that doesn't matter when I can win on turn two 90% of the time.
Add this card and we'll finally have a false god farmer deck that wins over 90% of the time and doesn't take too long to play games either...but limit it to be usable against false gods only :P
Ok, joking...this card is the most overpowered you can make in a card game like this, right after the "pay 1 life : draw a card" one. This was overpowered even in a game with a starting life of 20, and here we have 100.

41
This is the result of too many biting farms :
http://elementscommunity.org/forum/index.php/topic,8187.0.html (http://elementscommunity.org/forum/index.php/topic,8187.0.html)
Yes...poor players are starting to believe Flying Weapon is a rare, because they see it in farms all the time.

42
Yay, I've won 8 flying weapons from these "farms" instead of actual rares. Not to mention how much less score and electrum I got because of not getting masterity.

Biting farms are stupid. Beginners might play top 50 for the rares, but after some time they'll have tons of them.
The real purpose of farms is an acceptable way of electrum (and to a lesser extent score) farming, other than the false gods.
Biting farms are unfit for that, while also reducing the chance of winning a rare a lot...

Besides, to farm to 50 you need a very strong deck, so it's not like you get the rares for free. You'd still need to be able to have a decent win rate against the remaining top 50 decks, if you don't want to lose lots of electrum and score.

I'll never, ever make a biting farm...if I want to give people a challenge, I'll load my strongest pvp deck, and if I want a farm I'll make one optimized for farming, and having only the cards least commonly seen in farms or having the highest electrum value. These biting ones are useless for both purposes, they don't provide a real challenge (except for a very few, they at annoying at most), but they are considerable worse for farming as well.

43
Duo-Decks / Re: Turbo-speed false god farming
« on: June 05, 2010, 09:24:25 pm »
hmm...it seems I'm not yet banned...I knew I'll end up coming back, that's why I asked for one, lol
might as well answer some questions, then.

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Meecow/JoshK: how do you respond when Rainbow plays an Eagle's Eye and/or uses your own Electricutor to render your RoL's useless and/or dead?
Play more fractals. Sooner or later, he will switch the stolen Elec with the Eagle Eye, so you don't need to worry about the field filling up with lobo-ed rays.
The deck has 6 fractals (yes, the sixth one is very important against Rainbow, with only five, losses are much more common), so you can afford playing the first 3-4 fractals on rays, and only play the fifth one on the dragon.
While Rainbow is "easy" it is somewhat more risky than others, unfortunately :
-An early forest spirit, if you can't lobo it, is sometimes able to kill your before you win. Especially if your rays get killed in large numbers and you don't draw enough fractals, or have a slower, somewhat clogged hand, and can only produce 4-5 rays per fractal
-Pillar destruction, although rarely, but might prevent you from playing your fractals if you get an uneven draw (not enough pillars in the middle of the deck). Electrocutors are nice extra permanents to protect your lands with, play all of them when you can.
-If your dragon is coming late (in the last 5-6 cards for example), forest spirits outgrow the shield and you lose
-If you miscalculate, or are impatient and play too many dragons too early, miracles can drag out the match and forest spirits or deck out is the result.
-Not drawing enough fractals against his creature removal can also result in a loss, but with 6 of them, that is rare. With 5, it's pretty common, and with 4, Rainbow is almost impossible (or at least with my strategy of playing more rays for him to destroy)
Overall, Rainbow has the highest chance of getting a loss, but the win rate is still above 50%. If you really, really want to maximize efficiency, skipping him can be considered : the chance of losing is a bit high, the games are usually longer than usual and need more attention, and the chance of winning cards is relative low against him too.

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I've beaten dream catcher 7/7 times now O.o
You must have been really lucky.

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Play as many rays as you can, since the worst he can do is antimater them.
Very often I couldn't play a single fractal in the entire game...Discord kept moving my aether and light quanta into other elements for 10 turns straight and I never reached 8 aether and 7 light in time...and individual rays get killed (shockwave+thunderbolt), leaving you with no fractal target, so playing them before fractal is dangerous.
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A quantum tower helps too, but either way after a few turns he'll be moving quanta around mostly.
"few" was at least 5-6 for me, which is enough to lose the game even to 2-3 damage creatures as he has many of them.
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An electrocuter will help tremendously with the annoying skill creatures.
There was a game where the AI forgot to destroy it, but usually it gets destroyed before you can even start using it. Butterfly effect can be used instantly, so it wins out against Elec.

At first, I though Dream Catcher is easy too, but after losing 80% of the games, I reconsidered.

Oh...and for the troll :
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Hey! Why keep posting decks of the same concept again and again?
I cannot count how many time it had been posted.
As long as the card pool is this limited, and gods are this powerful, the number of decks with a good win rate will be also very limited.
You can either play this for speed farming, a time rainbow for score/wins, or an entropy rainbow for something in-between : Faster, but a bit more losses than time rainbow and much higher luck factor.

All the other decks are either
-slow with a much lower win rate than time rainbow, so Time Rainbow is clearly superior to them.
-fast, with a horrible win rate, like less than 50% even on the gods they are supposed to be "good against"
-Specifically working against a certain god only, or a very few of them, only useful for Oracle predictions
-or are variations of the three decks that work.

Until the game gets 200 new cards, or the gods get nerfed, you'll see tons of variations of the same 3 decks, because there really is nothing better.
Even in card games having 1000+ cards to build deck from, only a limited number of decks are tournament level, and only a very few (2-3) are top tier, so many players play those same decks, and their variations. Elements have a much smaller card pool, and also spread around in much more colors, which you can only have 2-3 of in your deck if you want to keep the deck stable in quanta generation, unless you go rainbow and use all 12.

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Lol what do you expect. You posted a RoL-Hope deck not in the spirit of RoL-Hope. People can and will criticize the areas that your anti FG deckbuilding inexperience surfaces in.
The spirit of the deck...are we playing Yugioh here or what? Let's believe in the heart of the cards, guys...The Blue Eyes White Dragon said he won't listen to our orders if he isn't included in a control deck suitable to his greatness, lol

More seriously, you can optimize decks for :
-Win rate overall (Time Rainbow wins here by a lot, so this place is taken)
-Win rate against certain opponents (You don't know the opponent in advance, unless you use Oracle, so these decks have a limited use)
-Electrum gained per hour. (I wanted to optimize for this, as this seems what ROL/Hope can be the best at, and where we don't have a better deck yet.)
-Score gained per hour. (Top 50 is better for that than false gods...high win rate false god farmers are too slow, and top50 farm decks boost score gain there by a lot)

Out of this, optimizing for electrum/hour seems the best choice, regardless of what the spirit of the deck otherwise is.
If I were to optimize for control (is that the spirit of the deck, even?), I'd end up with a 60 card deck that also includes time element, hourglasses (drawing is essential for control), sundials(more stalling is necessary in a larger deck), 6 shards(more healing is also necessary because the deck is much slower now) , maybe even phase shields (for additional protection...control decks need to go for 100% protection). As three elements are not too stable, and fractal costs a lot of aether, which is hard to get using a time mark (absolutely necessary for hourglasses), I'd then go for rainbow, which means that I have to take fractals out. Without fractals the rest of the combo is useless, so they go out as well...and I end up with a standard time rainbow after adding in the replacement cards.
So let's not optimize this for control...we have a superior control deck already.

Whoa...I wasted another hour making a forum post again....I really need to stop doing this.

Seravy has spoken...commoners are permitted to think whatever they want about his wisdom. He doesn't care about them anymore :P

44
Duo-Decks / Re: Turbo-speed false god farming
« on: May 15, 2010, 10:53:31 pm »
...

this was the last time I bothered to post ANYTHING.

Bye-bye, Elements forums.

PS : If any mods read this, delete my forum account, or ban it or something...it's bad for my health to post here, and it also wastes my time.

Perhaps I should delete my game account too...and do something more useful with my time, like playing a different game.

45
Rainbow Decks / Re: Acelink's God Killer
« on: May 15, 2010, 07:00:58 pm »
An additional creature would have been enough for that one game where I was close to winning, but not for the other 18 games...wait, I already said this, why do I need to repeat myself. The problem wasn't with the damage...

Miracle, Maxwell's demon, Permafrost Shield, Arctic octopus, Firestorm, Reverse Time, large number of shockwaves/thunderstorms/fire lanes, or just the god killing me with huge dragons quickly, to name the things I've lost to. It's not like I could have won with an additional 6-7 damage per turn, when they still had more than half of the life left when I lost.

Anyway, god by god, with my thought about the matchups :

Ferox (0/1) :
This one is hopeless. He puts out tons of damage, and even has healing for backup, not that you can kill him before he kills you.

Gemini (0/1) :
He copies your Lava destroyers, plays dragons, and might lobotomize your lava destroyers. He also has tons of phase shields. I don't see a victory here without drawing that single copy of momentum and extreme luck.

Eternal Phoenix (0/1):
He puts damage out extremely fast in form of phoenixes and ruby dragons.

Neptune (0/3) :
I got him down to 25 life once, but only because he didn't draw enough pillars for a long time. Otherwise, tons of creature control, in form of shockwave, permafrost, and arctic octopus, so this one is completely hopeless.

Incarnate (0/1) :
Bone walls, which he plays tons of copies of, can stop golems for 3-4 turns each. Vampires, meanwhile, heal him back while kill you. Poison might also kill some golems, especially if he plays multiple retroviruses.

Dark Matter (0/1) :
Too many fast creatures (elite charger, and archangel). Otyugh also eats golems, and black hole can be a trouble too. This might be possible to win with some luck, but definitely not at a high %.

Rainbow (0/2) :
Tons of creature control. You don't stand a chance unless he has an extremely bad hand, meaning no hourglasses, and no creature control either.

Osiris (0/1) :
Eternity, Reverse time, devour. Enough said. If you can get him down to 100 life, you are already very lucky.

Miracle (0/2) :
Miracles, so he basically have infinite life. He also has huge dragons, and blessed diving creatures that kill you in a few turns, doing over 12 damage a turn.

Graviton (0/1) :
I don't remember much about this one, but I think he killed me with quick chargers and stuff. He can also kill golems with gravity pull and firestorm for additional trouble.
Probably one of the more possible to defeat opponents, but far from easy.
Oh wait, looking at his decklist, there are Otyugh here too, so get ready for your golems to be eaten, unless you manage to draw the single copy of mind flayer and are also lucky enough that it stays alive.

Dream Catcher (0/1) :
Shockwaves and Thunderbolts, Rage Elixirs, overall a lot of creature kill spells, that gets rid of your golems. While listed as "easy", I got all three of my golems killed quite fast, and had nothing left in play. Got him down to like 160 life.
Antimatter Nypmh is also an auto-loss if he plays one.

Elidnis (0/1) :
Congeals, healing, and he can lobotomize your golems too. Also plays tons of damage, in form of phase dragons, forest spirits, and copied golems, so you won't last too long here.

Paradox (0/1):
This is the game where I was close to winning. Might be possible to have a reasonable amount of wins here, but he can play lots of creatures fast, that multiply, and can even copy your golems, so definitely not the "easy" category either.

Chaos Lord (0/1):
He mutates your golems, and dissipation shield pretty much means a loss, as you can't destroy it. Maxwells demon is an auto loss if he gets one, too. Probably possible to win some games, because he doesn't play out damage that fast sometimes, but I would expect less than 50% of them. Dragons, and some mutated creatures can be huge, and fast damage.

Destiny (0/1) :
Maxwells demon in large amounts = hopeless. Also plays reverse times.

These were the gods I've played against.

The remaining ones are :

Decay - This one actually sounds reasonably beatable...as long as he doesn't play an early shield.
Divine Glory - Someone already posted a 2 of out 6 win rate, which is pretty bad. I wouldn't expect any better against a god that plays miracles, though.
Fire Queen - She can be very slow sometimes, but an early eagle eye can be trouble, and if she starts making fireflies quick, fire lances can kill your golems, or the healing from bonds can go out of control. I'd say this is an 50-50% one.
Hermes - Tons of creature control here, so your golems will die. He'll also do more damage with his own golems than you'll with yours.
Morte - Listed as "easy", but I doubt. He has a miracle, and he can poison your golems to death easily with 6 copies of retrovirus, and 3 of plague. Add some bone walls to hold your offense up to that...
Octane - Draw your single copy of mirror shield or lose, I think. Even then, won't the eagle eyes just kill the golems before you can kill him? Some wins are possible here, but I expect less than 50%.
Seism - Tons of reverse times, and many heavy hitters. This one is nearly hopeless. When I was playing my own deck, I had my golems reversed four times...while that deck had the quanta to replay them, this one doesn't. And even by replaying them, I still lost. Shiriekers and Dragons hit hard...

That's all.
If someone claims this deck is any good, post some statistics, something like at least 10 games from each of the gods where you are supposed to play the game, and a list of gods you are supposed to not play against.


46
Rainbow Decks / Re: Acelink's God Killer
« on: May 15, 2010, 03:38:49 pm »
This deck is horrible, even worse than I expected.

Out of 19 games, I have won zero, and there was only ONE where I was close to victory, in all other cases, I had no chance for winning whatsoever.

It even performed worse than my top 50 farmer lava golem deck, which I played out of pure curiosity.

A few cards were different than what was posted (rays instead of sparks, a blessing instead of chaos power, and vampiric dagger instead of liquid shadow), but nothing major that would have helped against the overwhelming damage received from the gods, or what could save my golems from reverse time, shockwave, and other removal spells. Nothing that would have helped against opponents left at 100+ life when I ran out of mine, either.

While I didn't play that many gods listed as "easy", the one I played didn't feel easy at all, I had no chance whatsoever against dreamcatcher, he killed all 3 of my golems with thunderbolts and shockwaves.

Overall, I'd say the number of gods where you have at least a good chance to win is very low, at most four of them, the rest are either risky, or outright impossible.
It's a waste of electrum and time to play this deck, and an even greater waste of score, sure it's fast, but win like 10% of games at best with it.

I'd suggest trying this instead, if you really want to use a golem rush, seemed a lot more stable and reliable for me :
Code: [Select]
6rl 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dp 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7dq 7dq 7dq 7dq 7ds 7ds 7ds 7ds 7ds 7ds

47
Duo-Decks / Re: Turbo-speed false god farming
« on: May 15, 2010, 10:52:17 am »
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Say what you will, I won't defend Ace's deck for him. I have used it, though, and as you say, 8-10 gods are usually insta-win.

Lightnings over RoLs is important, the damage you can get and the potential extra creature if you buff it are incredibly useful.
Well, I tried and it failed miserably. Sure, I had bad luck with the gods, but I had no chance whatsoever against 15 different ones, and come close at one. Unless all the 8 ones I haven't played are the instant wins, I doubt it'll work out.
(not using lightnings didn't matter, most of the time the gods had over 100 life left, played miracle, or outright killed all my creatures as soon as I played them, the problem wasn't from that.)

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Ferox is impossible? Are you joking? It's one of the easiest god with RoL-Hope. (i beat it even if it had 5 feral bond.)
What's your strategy? I've never, ever managed to do it, even with a very good starting hand, I wasn't fast enough. Are you using this deck, or another variant?

48
Duo-Decks / Re: Turbo-speed false god farming
« on: May 14, 2010, 08:31:14 pm »
There is a major problem with that deck... winning or losing cannot be predicted easily, so you have to play longer (and more) losing games. Overall, you spend the same or even more time playing for the same number of wins, I think, and more losses also make it even more frustrating to play.
I rather win 95% of the games I've spent 3-4 minutes on, and get most of my losses in games lasting 30 seconds, than spending only 2 minutes per game, but winning less than half of those.
If there is a rush deck capable of winning at over 90% chance against any 8-10 specific gods, even by ditching all the rest, let me know and I'll play it. This one doesn't seem like that, or am I wrong?

I might try it out, but I doubt it'll be worth it. I have most of those cards so I don't have much to lose...well as long as I use rays instead of sparks.

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