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Messages - Tharios (16)

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Trio & Quartet / Re: Voodoo Mayhem! Unupped OTK Deck.
« on: October 22, 2010, 10:32:25 pm »
I played a few games in the trainer using this, it really was pretty entertaining.  There's gotta be a cheaper more effective way to stall though...waiting on the Dimensional Shields when Fractals are so expensive anyway is too much, I think.

I tried Dissipation shields and pendulums in hopes that so much extra entropy quanta would make things smooth.  It sort of works, but not worth it really.  When upped, they tend to burn through all your quanta, but not as badly, but when unupped, it completely stalls your ability to spam pandemonium later.

Ah well.  Regardless, it definitely is a fun deck, even if not supremely effective.  It's certainly good for killing some time in an entertaining way instead of the mind-numbing grinding nonsense.

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Duo-Decks / Re: Unupped Fractal Devourer/Vampire
« on: October 16, 2010, 04:59:39 pm »
upgrade nightfall next
twice the atk bonus for just +1 quanta
I don't really care about that.  The nightfalls are barely staying in as a necessity against shields, that's all.  I don't want devourers that do damage most of the time.  Any damage I don't gain as life reduces my EM chances.

Then again, if the opponent dies faster I won't need to gain as much.  Crud...

Ah well, we'll see how it goes.

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Duo-Decks / Re: Unupped Fractal Devourer/Vampire
« on: October 16, 2010, 03:59:14 pm »
You're right, this deck has been made before and it is sometimes used as an FG grinder. What opponent are you facing, by the way? I agree, you should definitely put steals back in, and maybe a dusk mantle or 2.
Uh...what do you mean by, "what opponent"?  I've only been battling AI3's with it, so...all of them, I guess?

I may still put steals back in for a "just-in-case" scenario, but the dusks are out.  The core of the deck is the devourers.  Get at least 12 out and even a nova can't help the opponent.  Total shutdown in no time.  Anything that reduces your chances of getting a devourer, a fractal and enough pendulums to get them out quickly will have to be of pretty major importance.  Already some "just-in-case" cards in the form of stilettos and nightfalls, steals will be pushing it as it is.  Hence why I'm still on the fence about it.

That said, since minor vampires are so weak, I have been considering tossing in a few dragons to speed up the kill potential of the deck.  But I don't like flinging that much firepower without gaining life for it.  Drain life won't help in that department either.

Ah well, I'll think of something.

4
Duo-Decks / Unupped Fractal Devourer/Vampire
« on: October 16, 2010, 12:49:38 am »
I did a search and the only decks I found using this concept were in Deck Help and the Elder Archive.  So, here's my version of something I would've thought would be more common.

Hover over cards for details, click for permalink
Deck import code : [Select]
5um 5um 5um 5um 5um 5um 5uq 5uq 5ur 5ur 5ut 5ut 5ut 5ut 5ut 606 606 606 606 622 622 622 622 622 606 606 606 606 606 606 8pu


Since I started, I have upgraded some of the pendulums.

Hover over cards for details, click for permalink
Deck import code : [Select]
5um 5um 5um 5um 5um 5um 5uq 5uq 5ur 5ur 5ut 5ut 5ut 5ut 5ut 606 606 606 606 622 622 622 622 622 7um 7um 7um 7um 7um 7um 8pu


It tends to EM fairly often from what I can tell, but I haven't actually tried to put together stats.  It's relatively quick, and I frequently beat out rush decks.  The primary strategy is to Fractal a Devourer and fill at least a row and a half with them, maybe two rows.  Fill the remaining slots with Minor Vampires.

The Vampire Stilettos are included for obvious reasons, and the nightfalls are for overcoming shields and/or one last major assault to kill an enemy in one more turn rather than 3 more.

I tried Drain Life and Steals, but they don't really help enough to justify themselves.  I may go back to Steals though, because Flooding and Thorn Carapace are total death for this deck if you can't shut your opponent down with Devourers first.

Like I said, I'm sure this has been done plenty of times before, but my search turned up little, so here it is.  Sorry if it's a dead horse being beaten.

If it's completely unoriginal, anyone have pre-existing stats?  It currently seems to work exceptionally well.  If I played hard enough, I could probably up a card every hour or so I think?  But I play so slowly and infrequently by nature, that I only up 4 or 5 cards a week.  No, a super-fast deck will not help with that...I can't play this game that often...I can't play ANY game that often.  I have the time, but not the interest.  I am THE casual gamer.

5
Life / Re: The Ultimate Speed EM Deck
« on: October 01, 2010, 07:22:48 am »
After some revisions, this is what I'm running now.

Code: [Select]
5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bu 5bu 5bu 5bu 5bu 5bu 5c2 5c2 5c2 5c2 5c2 5c5 5c7 5c7 5c7 5c7 5c7
I have actually upgraded a couple of cards, but I've left them out since the point was to see how to balance out an unupped version of the deck.  It's slow going, not because the deck is too slow or loses too much, but because I just don't play that much or that fast.  I play maybe a dozen games a day, if that...and there are usually 5 minutes to an hour between games.

6
Game Suggestions and Feedback / New Cards?
« on: September 28, 2010, 10:31:14 am »
Odds are, similar suggestions are everywhere, but since my searches have turned up nothing, here goes.

Some type of spell that imparts Voodoo on a creature.  The concept I currently envision would be thus:

- Like Liquid Shadow, it replaces all non-passive skills on the target creature.
- Attack power of the creature is set to 0, but can be increased afterward through Nightfall, Blessing, Rage Potion, etc.
- Perhaps 5 Dark Quanta instead of Liquid Shadow's 4.

Skill replacement is a given.  Voodoo Dolls are potent tools under the right conditions, and the opportunity to place the skill on other creatures is a great advantage.  As it is...with the card as intended, one could voodoo and vampire a golden dragon.  Which is why...

The attack power of the creatures should be set to 0.  This negates the advantage of slapping voodoo on a creature with enormous attack power.  Normally, voodoo is best with high HP creatures, but the aforementioned Golden Dragon, Voodoo, Vampire combo would be utterly devastating otherwise.  Think of a dragon smacking for 10, and giving you that in life, poisoning your opponent and dealing extra damage as it slowly dies.  Not kosher.

The slightly increased cost to use it is due to the fact that Liquid Shadow has an inherent time limit.  If you keep healing the creature, there's no real issue, but it's meant not to last a whole game.  Voodoo would last, and so the loss of attack power alone is not enough of a drawback for the price. So, the price goes up a bit.

-

Obviously, other new cards would be needed for the other elements, but nothing springs to mind at the moment.  Any ideas on that, or on the "liquid voodoo" concept?  Was it even worth mentioning?  Did someone already bring it up?

7
Trio & Quartet / Re: Hyper Daggers! Hyper EM!
« on: September 27, 2010, 08:49:08 pm »
Something just occurred to me.

I may have to try and test out this deck in a scientific fashion after all, since it does seem to work well enough.  I'm curious to see just how it stacks up.

Plus, if it really does as well as it seems to, it's an incredibly cheap deck to use.  Under 900 coins.

I'll see if I can get up the motivation to do it sometime.
Are you sure your in the right thread?  Just one card in this deck cost 1500+ electrum.
I meant my unupped variation.  Sorry for the lack of specification.

8
Issue Archive / Re: Fate Egg not so random [unconfirmed]
« on: September 27, 2010, 08:27:51 pm »
It's probably just bad luck, although nymphs and dragons appear to have higher rates of hatching out of fate eggs in general, than other creatures. But it's definetly not a bug.
Fair enough I suppose.  As long as it doesn't happen constantly I guess I wouldn't care.  Sounds like it needs adjustment though.

9
Issue Archive / Fate Egg not so random [not a bug]
« on: September 27, 2010, 07:58:14 pm »
This could simply be Murphy's Law having it's way with me like I dropped the soap, but it's still something I've noticed with alarming consistency.

Out of 5 games I just played, I encountered the AI3 Time/Aether deck 3 times.  Each of those three games, it brought out Fate Egg about 4 times each (only 3 the last game), and every one of them turned into something eminently useful to the AI.  They were all high damage nymphs or nymphs whose abilities could actually be used by the deck.  The final game, it was 2 bone and an azure dragon.  They were never anything but nymphs or dragons.

I've only used Fate Eggs myself a few times, because they're terrible.  I've never gotten a single creature with attack or hp above 2, and never one with a skill of any sort.

In the interest of actual problem solving, I really could just be imagining it, or it really could just be Murphy's Law aiming at me.  But I thought I'd mention it to see if anyone else had noticed.

I plan to build a time deck around the Fate Egg and try to see what the odds of getting dragons or nymphs are.  But, I'm not a statistician, so someone else will have to assess the issue and confirm or disprove it.

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Trio & Quartet / Re: Hyper Daggers! Hyper EM!
« on: September 27, 2010, 07:17:27 pm »
Something just occurred to me.

I may have to try and test out this deck in a scientific fashion after all, since it does seem to work well enough.  I'm curious to see just how it stacks up.

Plus, if it really does as well as it seems to, it's an incredibly cheap deck to use.  Under 900 coins.

I'll see if I can get up the motivation to do it sometime.

11
Trio & Quartet / Re: Hyper Daggers! Hyper EM!
« on: September 27, 2010, 05:16:23 am »
Im being ignored. :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :(
Not at all 7wm, I appreciate your input and objective opinion.

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Trio & Quartet / Re: Hyper Daggers! Hyper EM!
« on: September 27, 2010, 03:53:53 am »
It may be fun, but when I say it "fails hard" I mean Shrieker Rush for example would do better.  This deck isn't very good (unupped) compared to many of the basic farmer decks.
Yes, I already covered the fact that it doesn't perform to normal standards.  But it still performs well.  I don't need it to stomp everything, I need it to entertain me.  Which it does, moreso than decks that stomp everything.

The only time I build a deck to do a job other than entertain me and win in the process...is when I build a deck to crush rush decks...which I generally don't need to do because my friends don't care for rush decks anymore than I do.  As with all things...I like to savor the challenge and the victory.

Not saying rushers are wrong, but it's just not my thing, and my style makes me happy.

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blarg: Tharios