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Messages - TheoCT (254)

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61
Death / Re: Round 5
« on: July 04, 2010, 09:48:39 pm »
I think we really would have to go with stall this round, and that last deck from Theo looks sound. So far they are using like 40 cards, and 46 cards should be able to deck  them out.
Yea, I think the stall deck is the way to go.

62
Death / Re: Round 5
« on: July 04, 2010, 09:05:28 pm »
So I went on the trainer and got JUST the cards in the vault and trying to see what I make, these are the decks I've come up with so far:

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52g 52g 52g 52g 52g 52g 52g 52j 52j 52j 52j 52j 52o 52o 52o 52o 52q 52q 5f6 5f6 5f6 61o 61o 61o 61o 61o 61t 61t 622 622Maybe take out some poisons and add in a couple more aether towers?

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4vc 4vc 4vc 4vc 4vl 4vl 52g 52g 52g 52g 52g 52g 52g 52j 52j 52j 52j 52j 52o 52o 52o 52o 52o 52o 52q 52q 52r 52r 52t 52t
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52g 52g 52g 52g 52g 52g 52g 52j 52j 52j 52j 52j 52o 52o 52o 52o 52o 52q 52q 52r 52r 52t 52t 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61q 61q 61q 61t 61t 61t 61t 61t 61tEven though I doubt light will go for creatures, in the stall deck if you get bonewall out you can lightning your own spiders/mummy's to gain 2 extra turns of protection (if they only have a morning glory), and if they have more than just the morning glory we'll probably be able to kill the creatures with lightning.

63
Death / Re: Round 5
« on: July 04, 2010, 08:50:36 pm »
Has the vault been updated? I really want to try to make the best possible deck as this is our last chance, gotta stay alive here or we're out.

If the vault is done these are some options we could do:

1 - Massive stall deck to try our best to out-deck light. To do that we could use phase shields and bonewalls(if light goes stall they will only have 1 thing dealing damage, their morning glory so bonewall = 7 turn phase shield, unless they pack extra creatures of course)
2 - Use dark for dusk mantel and steals
3 - Use entropy and try to get an early discord out hoping it will slow them down enough
4 - Fractal spiders rush deck using phase shields and lightnings and maybe poisons. Might be able to get by with a fire mark and add in a couple explosions to get rid of a pesky shield.

The best ones are probably the straight up stall deck to try to prevent any damage and drag the game out to be decided by deck size, or use the fractal spider rush with phase shields and a fire mark for explosions. I'll make up some decks right now using the cards we have.

64
Have you thought about adding in an aether nymph? That way you can avoid mutations by antimatter+quinting them same turn.

65
Card Ideas and Art / Re: Fling|Bombard
« on: July 04, 2010, 04:25:37 am »
EDIT: Ignore XD

66
Rainbow Decks / Re: Liquid Antimatter
« on: July 03, 2010, 08:32:51 pm »
very nice deck idea.

If I were running this, I would replace the Quantum Towers with Amethyst Towers to power the antimatter quicker and add a discord to prevent them from playing more creatures.  The supernovas will power the rest of the deck and the quantum towers will have some difficulty powering all the antimatters.  6 precogs may also be a bit much here.  Since you have supernovas I would try to balance the quanta just a bit more, but it works pretty well as is.

Well you would need at least 2 supernovas to play 1 liquid shadow or quint so if you don't get the supernovas you're screwed instead of having both the towers and the novas. But it might work better, never know until you try it. I was thinking about doing that but just never got around to it. If anybody wants to mess around with the deck and post their revisions by all means please do so! I probably won't get around to messing around with this deck for a while.

67
Rainbow Decks / Re: Liquid Antimatter
« on: July 03, 2010, 03:02:02 pm »
Is there a way to fit a purple nymph into this since the quint will go to waste if your opponent can't creature control himself? 6 precogs looks a bit too much, then again I guess you like the drawing flexibility. Another idea I'm thinking of is maybe throw in one basilisk blood, so if you draw it early you can buff the creature when the 6 turn stun expires.
All are very good ideas. The number of precogs I'm not really sure about, 6 just makes you draw a lot faster which I believe is needed in this deck. I have a purple nymph so I'll try fitting it in, especially when quint is in the deck.

68
League Archive / Re: Championship League 2/2010
« on: July 03, 2010, 03:12:16 am »
TheoCT - 2
Socrdawg - 1

69
League Archive / Re: Championship League 2/2010
« on: July 03, 2010, 02:51:13 am »
TheoCT - 2
Testrunner112 - 0

70
Round 4 / Re: xKelevra (Gravity) 0 - Didonko (Earth) 2
« on: July 03, 2010, 12:41:37 am »
Wow well that was confusing. Isn't the winner supposed to post? I thought earth had lost again.

71
I know you might not be able to do this but....

Upgrade flying weapons, switch from air mark to mark of gravity, take out all grav pillars, add in adrenalines.

72
Round 4 / Re: TheoCT(Death) forfeitted xdude(Light)
« on: July 02, 2010, 06:43:25 pm »
I was thinking of just giving you the wins earlier but since I could win 1 time out of maybe 50 I thought I would keep playing for the sake of team :death but after MrBlonde came in and I talked to him we both agreed it wasn't worth it, especially after we were desyncing every game.

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