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Messages - Terrilocks (88)

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61
Trio & Quartet / Re: Serious deja vu much?
« on: October 09, 2010, 04:05:45 am »
But a single +2 shield and you'll get utterly pwned...

62
 :entropy  :aether  :time  :fire  :life   :gravity  :earth  :darkness  :light :death  :water  :air

Random guess ftw :P

63
Rainbow Decks / Re: PvP Practically Pillarless Poison Power.
« on: September 22, 2010, 05:55:21 am »
However, I won't go on with it because I think the deck suffer more than most of the decks of the bad draw. As all creatures have to be played in combination, you have a lot of possibilities for a bad start: no creature, no buff, no supernova or no tower in the 2 first turns and you can easily be out-rushed. I tried a supernova-less version with  :light :death :time towers and a :gravity mark, it seems less good.
That might be true, but that's why there are exactly 4 copies of each card as that minimises the effect. If you can't get a blessing and an adrenaline on a deathstalker, put it on a dune scorp instead. Even adrenalining momentummed scorps makes the damage build up. How many times did you play it? You might have had a run of bad draws.

If your opponenet gets a good draw, there are faster decks out there but I personally don't want to ever use one of the many generic fire spam decks.

The pillar version definitely won't work - there are too many combinations of pillars that you need for it to be effective. Also, one of the main points of the deck is that it's basically immune to permanent control!

64
Rainbow Decks / Re: PvP Practically Pillarless Poison Power.
« on: September 21, 2010, 01:45:11 pm »
Yea I've found it to be very effective if you get a good draw. The shards are really just a personal preference although some healing is always useful.

Arenalined, blessed, deathstalker really is nice - the fact that adrenaline works best on 3 attack creatures is the reason i use blessing over chaos power despite adding the extra element.

The only things to watch out for are black holes, devourers and creature control; thankfully a lot of pvp decks seem to skimp on that front :P

65
Rainbow Decks / PvP Practically Pillarless Poison Power.
« on: September 20, 2010, 09:22:44 am »
DECK UPDATED

This version is much faster and more effective than the last! The principle remains the same so for strategy, read below.

Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 71e 71e 71e 71e 74a 74a 74a 74a 7an 7an 7an 7an 7jv 7jv 7jv 7jv 7qd 7qd 7qd 7qd 8ps


-------------------------------

Edit: Hmm just realised I should have posted this in the Rainbow Deck Forum as there are 6 elements used in this deck so if someone could move it, it would be appreciated!

So I figured I'd finally get around to posting the scorp deck I made based on someone elses I saw a long while back so apologies if it's been posted before; I don't remember seeing one though.

Spoiler for Hidden:
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result no longer works correctly.

Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 710 71a 71e 71e 71e 71e 74a 74a 74a 74a 7ac 7an 7an 7an 7an 7jv 7jv 7jv 7jv 7km 7km 7km 7q0 7qd 7qd 7qd 7qd 8pj

The ? are 4 Deathstalkers and 4 Dune Scorpions.

The pillars are there for the opening hand and help with those 3 quanta cost things such as adrenaline and dune scorps when you only have one supernova.

If you get a good starting hand and, due to the nature of the numbers of cards that happens reasonably often, it can be very fast.

Pros:
Immune to permanent control
Very cheap quanta cards
Poison builds up very fast.
50% creature control immunity: Momentum goes through shield, adrenaline shrugs off Freeze, time bubble and stone skin fast.

Cons:
Early Blackhole and Pest will shut you down.
Damage spells really slow you down.

Strategy: Wait for a supernova or two and then use momentum on the dune scorp, blessing and adrenaline on the deathstalker and watch the poison build up.

The Adrenaline+Blessing combo turns a 0/4 deathstalker into a 12+4 mashing machine outdoing even a Ruby Dragon in terms of damage.
I go with Blessing over Chaos Power simply because 3 attack works with adrenaline a lot better than other random numbers.

The Divine Shards are purely an optional preference; I found myself needing only an extra turn to win on some occasions and those helped out greatly in those situations. Getting the first turn greatly improves your chances.

You will also get bad draws every so often but then what deck doesn't suffer from that?

66
It's not so bad if you get a 0/x creature with momentum. Just mutate it again and it'll becoming something new with a new ability but more importantly keep it's momentum.

67
A burrowed, airborne 4/0 Spark...

68
Duo-Decks / Re: Twin Mutants
« on: August 20, 2010, 11:17:41 pm »
Oh the damage is really nice - it's basically Gemini with a buff if done correctly. However the antimatters really are vital in helping you last that long... Unfortunately they cost a lot of quanta and imo, make it extremely difficult to stick to 30 cards. I'd also reccomend a few Unstoppables just to make it that little bit extra sweet ;)

69
Duo-Decks / Re: Twin Mutants
« on: August 20, 2010, 11:37:51 am »
I'd still feel inclined to definitely up the TUs to 6 though. It stands to reason tha tthe deck is a lot more stable/viable with pendulums though!

70
Duo-Decks / Re: Twin Mutants
« on: August 19, 2010, 10:50:31 pm »
http://elementscommunity.org/forum/index.php/topic,9863.msg126609#msg126609 (http://elementscommunity.org/forum/index.php/topic,9863.msg126609#msg126609)

I made a very similar deck a while ago (before pendulums) with a few tweaks and additions; mainlyI wanted antimatters in it as it takes a while to build up your parallel attack force so you need the heals too. You also only have 4 TU which will severely limit your damage capabilities, especially if you don't get a strong mutant.

Thus I tended to mutate my opponents creatures and, if they were good, antimatter and then twin universe. In case you're wondering, twin universing a mutant doesn't copy the -ve attack but keeps it growing as when you normally TU a mutant :P

71
Gravity / Re: Chimera
« on: August 09, 2010, 04:58:31 pm »
I'm surprised nobody has mentioned chimera + liquid shadow yet. :P

Unstoppable insane healing where poison barely makes a dent?

72
Trio & Quartet / Re: Parallel Mutants
« on: July 22, 2010, 07:30:44 pm »
Note: Gravity Shield unfortunately blocks antimattered creatures with over 5 hp.
it doesn't, have you tried it?
Hmm I just tried it in a different game and it did block the healing this time...

Looks like there might be a bug somewhere as I'm 100% sure it does work somestime. No idea what criteria are involved though...

Also taken your suggestions on board and updated the first post to give the new version of what I'm palying with. I appreciate the joys of a 30 card deck but were having some serious problems getting any towers at all so felt I had to boost it a little bit over that. It's still smaller than my original 38 cards which is good though.

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