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Messages - Syoxis (27)

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13
Deck Compilations / Re: Try not to crap your pants
« on: June 03, 2010, 04:26:19 am »
There is a duo fire/life deck in the thread linked in the original post.  If you prefer a less complicated deck, that one could easily be adapted to add some explosions. 

14
Deck Compilations / Re: Try not to crap your pants
« on: June 03, 2010, 02:30:31 am »
It won't kill you to go over thirty cards, you know. Just add in two explosions.
I usually am not too picky about going over 30 cards.  The problem here is that you need 2 supernovas to get out the epinephrine and quint.  Every extra card lowers that probability.

15
Deck Compilations / Re: Try not to crap your pants
« on: June 03, 2010, 02:07:55 am »
Thats a good point, although I don't know where I could fit them in.  It would also be nice to get rid of phase shields.  I could probably drop one tower and count on the mulligan, but I would like to have at least 2 explosions if I was putting them in. 

Maybe -1 tower, -1 fire buckler, +2 explosion

Edit: After some more testing, I think having the third fire buckler is important. 

You may actually want to take out 2 towers for 2 explosions and count on the mulligan.  You will still have a pretty good chance of getting a tower first turn.

16
Deck Compilations / Try not to crap your pants
« on: June 03, 2010, 01:46:18 am »
This deck is so fun to play.

Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 77i 77i 7an 7an 7an 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dh 7dl 7dl 7dl 7dn 7dn 7dn 80h 80h 80h 8pj


This was inspired by an earlier post that was running in duo/trio decks http://elementscommunity.org/forum/index.php/topic,5769.0.html

Thank you to lune69 for the idea

EDIT: Update: Current deck, based on feedback.  It is significantly better.  Still looking for others to play test and give feedback.
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 6u3 6u3 6u3 6u7 6u7 77i 77i 7an 7an 7an 7dh 7dh 7dh 7dh 7dh 7dh 7dm 7dm 7dn 7dn 7dn 7n0 7n0 7n2 80h 80h 80h 8pj


EDIT2: Current variety (7/28/10).  I decided to take another look at this deck.  I was able to make it much more consistent, yet less fun.  Of course, you could argue that winning more often is more fun.
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 7an 7an 7an 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dh 7dm 7dm 7dm 7dn 7dn 7dn 7dn 7n0 7n0 7n2 7n2 7n2 8pn


17
Rainbow Decks / Re: Speed Rainbow - 4 turn kill possible
« on: June 02, 2010, 03:46:15 am »
But why not just use a normal rainbow rush with mark of entropy and a little bigger creatures? This relies on two card combos of epinephrine and the creatures, while other decks just need you to wait at most 2 turns to use supernovas, and then release all of your 4-10 atp creatures from your hand. I think its cool that this is like a rainbowy version of the life rush deck, but i just don't see it being as effective.

But as long as its fun to play, what the heck!
I actually started the deck with a speed rainbow idea.  I was annoyed that you sometimes get slowed down with a traditional speed rainbow when you do not draw a second super nova.  I wanted to make an effective deck where you could most likely play your entire hand with one super nova.  The deck went through a few variations before I realized how ridiculous the Deja Vu/Unstoppable/Epinephrine combo is.  At that point more of those went in and I got away from my original goal of being able to play your whole hand on the first turn. 

18
Rainbow Decks / Re: Flying weapon variation
« on: May 26, 2010, 04:41:59 pm »
Anyone thinking about this deck may want to try it like this:

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u5 71a 74c 77f 7n2 7n2 7n2 7n2 7n2 7n5 7qb 7qb 7tb 808 808 80b 80b 80b 80b
I took out one of each pillar and put in two precognitions.  It speeds the deck up.  It is often more important to get to a supernova than have another tower out.  Also, seeing the opponents hand is always useful.

19
Rainbow Decks / Flying weapon variation
« on: May 24, 2010, 05:16:05 am »
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u5 71a 74c 77f 7n2 7n2 7n2 7n2 7n2 7n5 7tb 808 808 808 80b 80b 80b 80b 8pj


This deck can be tweaked to your liking.  It is pretty fun to play in pvp.  It works in t50, but there are faster and more consistent decks out there.  It could probably also take down some false gods, but again there are better decks for that.  Enjoy.


20
Rainbow Decks / Re: Speed Rainbow - 4 turn kill possible
« on: May 23, 2010, 09:52:15 pm »
For the record, I do not suggest that anyone use this deck.

In its current form it is very inconsistent.

21
Deck Help / Re: save or upgrade?
« on: May 21, 2010, 09:52:09 pm »
It sounded like you were pretty set on upgrading this deck.  With that said, I like the second version better, -1 fahrenheit.  You may also benefit from taking out one more fahrenheit and adding another crimson dragon.

22
Fire / Re: Phoenix Phoenix Phoenix
« on: May 21, 2010, 09:46:33 pm »
thats the deck that beat this deck 2/3
itws the first post
http://elementscommunity.org/forum/index.php/topic,6754.msg79336#msg79336
I believe he is referring to the deck I posted above, as we just did some pvp last night.

23
Duo-Decks / Re: ultimate fahrenheit deck
« on: May 21, 2010, 03:30:00 am »
I am in the process of trying to make a solid/annoying PvP deck with fahrenheit as the main damage dealer.  This is the most recent post I could find on the topic.  Here is where I am sitting now.  It can beat and lose to pretty much any deck.  Any ideas for improvements?

Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dl 7dl 7dl 7dn 7dn 7dn 7dn 7dn 7n2 7n2 7n2 7n2




This is another one I have been messing with.  It is really slow but usually wins if they don't have SoGs / vampires / bonewalls:
Code: [Select]
592 592 592 592 6rn 6rn 6rn 6rn 6rn 6rn 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dl 7dl 7dl 7dn 7dn 7dn

24
Fire / Re: Phoenix Phoenix Phoenix
« on: May 11, 2010, 04:04:45 am »
This is along the same line as a deck I recently posted.  I have done a lot of play testing with this type of deck in pvp and top50.  After several revisions I arrived at:

Code: [Select]
5f2 5f2 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7di 7di 7dk 7dk 7dk 7dm 7dm 7dm 7dm 7dn 7dn 7dp 7dp 7dp 7dp 7ds 7ds 7ds 7ds 7ds
Differences:
-The crimson dragons give you a much better chance of getting a dragon out on turn 1 or 2, which has won me several games.  I sometimes lean towards having all crimson dragons.  Once you have out a phoenix you only need 1 fire in your stock and a cremation to get it out, rather than needing 3 fire stocked.  This is often a huge difference in the early game.  12 damage now vs wait a turn for 15 damage.  It takes 4 turns to for that extra 3 damage to catch up, by which time the game is normally over. 

-More explosions - I have tried versions from 0 to 5 explosions.  I almost always find them useful.  They make the deck much more versatile.

-I agree that 3 Fahrenheits is too many.  Good way to have an useless card in your hand

-Too many cremations also leaves you with useless cards in your hand many times.  You really only need to get one to get out that first dragon.  A second one is great. A third is normally useless.

I hope this helps anyone looking to make a deck like this.  It is very fun to play.

-Sy


You can see my original post here:
http://elementscommunity.org/forum/index.php/topic,6179.0.html


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