Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - TerryTigre (13)

Pages: [1] 2
1
General Discussion / Re: Elements Nymph Count
« on: October 04, 2011, 12:05:53 am »
Updated:

Curently it is :  :entropy :entropy :water :light  :light :darkness

2
Deck Help / Re: Vampagon
« on: October 03, 2011, 10:28:52 pm »
Why the supernovas? Youre basically waiting on the cards to let the combo go off, if you play the supernova's then an enemy black hole/enemy pests can drain the mana before you use it. And if you keep them in hand, they take up space you need for the combo.

I would replace the supernovas with quantum towers.

Also, the blessings make the rubys stronger, but it isnt like you cant win without them.
Instead of 4 blessings, how about for example 2 Ruby Dragons, and 2 electrum hourglasses?

Also 3 Liquids may be a bit much too. Consider switching to 2, because you only need 1 in the entire game.
Instead take another twin universe, or maybe a chimera.

Currently to twin universe it twice, you need 2 out of 3 twin universes in the entire deck. This happens on average after drawing 2/3e of the deck.
With a bad draw you could have 1 or even none at that time.

So if you want to twin universe it twice, you will need 4-6 copies in the deck.

If you want the combo to go of reliably, then you will need as many cards as possible of the main part of the combo.

Currently you need 1 dragon (average on the 10th card, but in the worst case it could be that you need to draw 27 cards)
2* blessing (on average you have them on the 15th card with 4 blessings)
1*liquid shaddow (average on 10th card)
2*twin universe(on average on the 20th card)
1*sky blitz (on average on the 15th card)

This is a 7 card combo. Most likely one or more elements will be missing until at least the 20th - 25th card drawn.
This is assuming you have all the mana as well by then, unless facing earthquakes/pests this is probably the case.

Now how can this be improved?

1) Instead of just ruby dragons, consider using other creatures as well. For example, a steam engine that is powered for 4 turns will have a higher
attack power than a dragon. An upgraded steam engine has 15 health as well, which is good as it needs to survive those turns powering up.
On the plus side, it does damage as well, and may win the game even without any other card. On the down side, it doesnt fly.
Others to consider are Lava Golems/Destroyers and Forest Spirits. These can get pretty huge too.

2) You might consider upgraded chaos power (entropy), instead of bless,  it gives a random bonus instead of a fixed one.
If you want the combo to go off reliably though, i would not use bless/chaos power at all.

3) Liquid shadow is primary there to give EM, if the combo goes off. The same can be done with say Miracle/heal or miracle/holy light.
It splits the cards needed to pull the combo off into a 2 card combo, and the main attack combo.
Thus drop Liquid Shadow.

4) Twin universe you will want many of, assuming you can pay the mana for all of them. But if the target creature isnt improved with bless/chaos power,
instead of a twin universe, you could also do another copy of the basic creature. This doesnt work with steam engines/lava golems/forest spirits etc.

5) Finally the sky blitz is needed to double the attack power of the flying creatures.

So now you need say 1 primary creature (ruby dragon or a grown other creature)
 With say 4 ruby dragons,  2 forest spectre out of 30 cards, you will on average have 1 in your starting 7 cards.

No blessing/Chaos power/Liquid shadow. Instead 1 heal + 1 miracle. Include more if you want to have EM more =)  (8 out of 30 cards used so far)

14 quanum towers for the mana (22 out of 30 cards used so far)

2* sky blitz (24 out of 30 used so far) (on average drawn on the 15th card)

2* Electrum hourglass (to speed up draws, 26 out of 30 used so far)

and finally 4 twin universes.

Now you need a 2 15 strength creatures + 2 twin universe + sky blitz to do say 15*4*2=120 dmg.
Note that with only 1 creature it is 90 dmg, which might be enough considering the powering up forest spectres.

Instead of a 7 card combo, it is now a 4 card combo, much more likely to happen.
Instead of the 2 forest spectres, one more twin universe + 1 ruby dragon can also be used.

Finally you might consider adding defenses, as asking to survive for 13-15 turns against say a grabix deck that can kill you in 5-7 turns is a bit much...


This is a 3 color variant on this theme:

Hover over cards for details, click for permalink
Deck import code : [Select]
5f2 5f2 5f2 5f2 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 61r 61r 61r 61r 61t 61t 61t 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 7n9 8po

3
Osiris / Re: Oracle : Osiris
« on: September 26, 2011, 11:27:58 am »

This deck did pretty well against Osiris, good enough to win an improved momentum =)

Due to the mind flayers all his Pharaos were lobotomized, and he didnt get a single scarab out in the entire game.

He didnt use the 3 catapults at all, even when he had like 11 lobotomized pharaos out.

Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 55p 55p 55p 55p 55p 5if 5if 5if 5if 5if 5if 5up 5up 5up 5up 5up 5up 6qq 6qq 6qq 6qq 6rm 6rn 6rn 6rn 6rn 8pp

4
Deck Help / Re: How to improve quintessed lava golems
« on: September 24, 2011, 07:45:14 pm »
Thanks for the suggestions.

I already play fire rush decks like  grabix.

The problem with the immolations is that you need a creature to set them off. If either the photons or the immolations dont show up, there is a problem. Also, in my experience Toughness 1 lavagolems are incredibly high on the target list of creatures the ai wants to kill. Thus the reason for the quintesse.

But to pull off the quintesse you will need 4 aether, so that means photon/immolation/lava golem in the first turn means it isnt quintessed. To remedy this its possible to wait playing till the aether quantas are there, but then you lose the rush advantage.

The reason for not relying on only the mark to provide earth quanta, is that basically you are limiting yourself to only a +2 increase/turn. With for instance 3 lava golems out, you can only increase 1 of them. This is why i was using a few earth pendulums. I may need to increase the number though, with a couple of defrags/explosions/steals it is too easy to shut the earth production down.

I like the earth mark / burning pillar/aether pillar scenario though, maybe by subsituing 1-2 fire pendulum and 1-2 aether pendulum it could work.

Something like this?

Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f6 5f6 5fa 5fa 5fa 5fa 5gi 5gi 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 621 621 621 621 63a 63a 7dq 8pm

5
Deck Help / Re: How to improve quintessed lava golems
« on: September 24, 2011, 12:53:43 pm »

The need to intoduce gravity quanta sources is why i havent added momentums yet. It would make the deck slower, and it already is pretty slow.

Regarding the aether, 10 out of 31 cards produce it, half the time at least. Added to the aether mark, it is usually sufficient. Note that i usually have only one untargetable lava golem, so the rest of the aether quanta can be used for the dimensional shields.

That being said, an resource denial deck like fractal pests or earthquake/steal/defrags/pulverizer etc could stop it before it has the combo in place.

6
Deck Help / How to improve quintessed lava golems
« on: September 24, 2011, 01:49:51 am »

Hi, im playing around with this Lava Golem/Quintesse Deck

Hover over cards for details, click for permalink
Deck import code : [Select]
5aa 5aa 5aa 5aa 5aa 5aa 5f0 5f0 5f0 5f0 5f0 5f6 5f6 5fa 5fa 5fa 5fa 5gi 5gi 5gi 5gi 61t 61t 61t 61t 61t 621 621 621 621 7dq 8pu


So far the results are reasonable playing against A3.

The idea is to make the lavagolems untargetable, this does not prevent their pump ability, while maintaining a dimensional shield defense.

What im looking for is ways to improve the deck without sacrificing the untargetable lava golems aspect. I wouldnt mind other pumpables, like forest spirits or steam machines.

For example, i have thought about adding another element, gravity for momentum to bypass shields, currently im using 2 deflags for anti shield use.

7
Fire / Re: Deflagration | Explosion
« on: September 10, 2011, 12:06:50 am »
One key advantage of this card in a mixed fire/darkness or rainbow deck over steal is that it is only 2 quanta.
If youre faced with an early discord played against you, 2 quanta is a lot more doable than 4 quanta for a steal.

Thus even if steal is normally the better card, as it gives you card advantage, in this situation defrag shines.

Also, i usually include 2 in a 32 card grabix style rush deck, as enemy shields are the major reason this type of
deck loses at all. In this instance i usually save them for the more obnoxious shields such as fireshield/ dimensional shield/ dusk shield.

8
Fire / Re: Best duo-elements
« on: September 09, 2011, 11:56:54 pm »

I voted Earth for the Lava Golems,

Water for the Steam Engines (upgraded steam engine starts with 15 toughness...),

and finally Darkness for the steal/deflageration combo. Darkness also adds the Dusk Shield and (minor)vampire life gain.

Others ones i have tried out include aether for the dimension shields (this didnt work out as well as i hoped, the problem being that the 6 aether quanta mean fire quanta production is hampered) and

Death for firebolt/bone wall (i seldom use rain of fire/firestorm as these dont do anything if all enemy creatures are untargetable or have 20+ toughness)

9
Archived Decks / Fire/Earth
« on: September 04, 2011, 04:10:44 am »
This one is now doing reasonably well in the Arena, at L39 i gave it 175 hp, 5 upgraded cards and double card drawing.
I changed into this version when it already stood 4 wins 3 losses (and barely in the arena), currently it is 13 wins 4 losses.

Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f6 5f6 5f6 5f6 5f7 5f7 5fa 5fa 5fa 5fa 5fa 5fa 5fc 5fc 5fc 5fc 5fc 5gi 5gi 5gi 5gi 6rn 6rn 6rn 7dh 7ds 8pm


Some design decisions:

1) No Earthquakes. At best these slow the enemy down to a crawl, but drawing one late in the game is useless, as the opponent will have gazillions of mana anyway. When keeping the deck the same size, other more critical cards must go, and when increasing the size to fit them, more critical cards have less chance of being drawn. In effect youre slowing yourself down too.

2) Only Phoenixes/Lava Golems as main creatures. The Brimstone is as much a source of mana/creature destruction target as a creature. Phoenixes are reasonably tough as creatures, and Lava Golems can become reasonably tough, if they are ignored for a while. While i could have included other creatures, i chose not to as it would just provide more targets for mass creature control, like pandemonium, plague, rain of fire, etc. The Decks reaction to these is simple, just generate new creatures =)

3) Fire Pendulums. While it could be argued that only pillars is sufficient, as the mark of earth provides 1 mana disruption free, more than 1 mana is needed when multiple lava golems are out. Also, it provides some buffer against enemy decks that mess with your mana, like Discord, Devourer, Black Hole, etc. Another reason for the Pendulums is mana source diversification in case of enemy earthquakes. Usually the more plentyful pillars are targeted, and the 1-2 pendulums are ignored.
Lastly the earth mana pays for the shards just as well as fire mana, although the Arena AI seldoms takes advantage of that fact.
So why not more pendulums? Because every one on the field is only a half source of fire mana, so they also slow you down.

4) Why the shards/fire shields? Well, i have found the cumulative effect of having both seriously slows down the kill speed of certain deck types. The typical Dimensional Shield/Immortal one for example has only 3 turns for every immortal, and one shard out can pretty much keep you healed long enough to score your own kill. Thats the point here, just to delay them killing you long enough to kill them. As long as scarabs are played singly for example, they all will die to the fire shield. Another point for the shards/fire shields is that it keeps your mana/fahrenheits alive longer. There are only so much defrags, steals etc in the enemy deck, so more permanents means the enemy cant kill them all.

5) Lastly, there are 3 seperate roads to victory (Creatures/Firebolts/Fahrenheits) so it is pretty hard to block them all. Even better, the mana flood situation (you draw 12 mana sources out of 14 cards... ) Actually helps the firebolt/fahrenheit kills...

10

The deck does have Dexterity, so that is the answer then.

11
When im testing my current Arena Deck, in the Test mode, the deck generates 2 Gargoyles even though only 1 copy is included in the deck.

It is an Earth/Darkness Deck, so it cant Mindgate/Twin Universe/Mutate etc them.

When testing an earlier deck i noticed the same, although i cant remember the exact cards involved then.

This might be because of the False God routines, where more than 6 copys seem to be allowed in the False God deck?

12
In-game Troubleshooting / Re: I canĀ“t load the game...
« on: August 03, 2011, 11:20:31 am »

I could not load the game on internet explorer with my netbook, it did work with internet explorer on the main computer. It now works again using google chrome on the netbook.

Pages: [1] 2
anything
blarg: TerryTigre