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 - Wu_Li_Mammoth (40)

Pages: 1 2 [3] 4
25
Forum Archive / Re: Just some statistics from T50 farming.
« on: March 04, 2010, 04:45:45 pm »
I also get Ewan *all the time*, from two different computers.

Which sucks, because his deck is awesome  :-\

It seems every time some one posts up a deck that is hard to beat, i face it more and more the longer its up. I'm starting to think the t50 slants the randomization based on win ratios.

26
Time / Re: New Card: Golden Nymph
« on: March 02, 2010, 07:38:18 pm »
This card, if you can get a handful them, almost singlehandedly validates mono-time. Times biggest hurdle as a mono is individual card versitility. Excepting Eternity, each time card serves a particular specific purpose, and rapidly becomes less useful in certain types of match-ups. Filling a time deck with hourglasses hurts its early game, even if you have loads of time quanta. However, filling a mono-time with golden nymphs serves as both a card draw, and a damage source, seeing the opps hand every turn its out is just icing on the cake =)

One of the best nymphs out there.

27
Patch Notes and Development News / Re: AI improvements
« on: March 02, 2010, 07:31:40 pm »
One of the biggest mistakes i see the AI make, and they do it a lot, is using fire lances, drains, and ice bolts on creatures when it doesn't kill them. The AI doesn't appear to know how much damage those spells will do when they cast them.

28
General Discussion / Re: nymphs are so shit
« on: February 26, 2010, 06:42:42 pm »
A big theme in Elements deck building is Per Card Power. Simply put, you only draw one card per turn, and you have to make the most of each card.

Not every card is great in every situation. Drawing a nymph in your opening hand is obviously not desirable, but if i can draw 1 red nymph in my fire deck at a time when i can play her (and protect her as well) then it's like i get 1 rage potion per turn, plus my normal card draw. This is the idea behind all of the nymphs. They provide you a strong recurring spell, if you can play them and keep them alive. It isn't easy to do either, but the pay off is huge.


29
Duo-Decks / Re: Exploding the Rainbow
« on: February 24, 2010, 01:48:30 am »
I'll admit the deck doesn't have a 100% win ratio, which is to say, it probably doesn't win as often as the gravity farmer. What it does have is speed. If the other deck stumbles or chokes at all, at any point, they die immediately. Rainbows are famously inconsistent, which is exacerbated greatly by perm destruction, making them stumble *a lot*.

Also, I get a pretty decent EM rate with absolutely 0 defense or healing. In other words, even against the top decks, sometimes this deck wins before the opponent can lay down 1 single point of damage. (we're not talking farms either)

For total time invested per rare, i'll stand by my deck against anything out there.

30
Duo-Decks / Re: Exploding the Rainbow
« on: February 23, 2010, 04:50:23 am »
The Long Version

I've done a lot of work on this deck. Over 2000 games of testing against AIs, in the trainer, and in PvP. I've tried out many dual element concepts, tried every other fire card, and mixed the cards in the deck in many different proportions. Every time i have put even so much as a Shard of Gratitude or a Firestorm in the deck, i've wished that card was more damage almost every time i drew it. I have found that the best defense is a blazing fast offense.

I'm very happy with this iteration of the deck. This is the hardest, fastest, most aggressive deck i've made from the most aggressive element. A deck built 1/3rd from some of the highest damage cards in the game, and packed with quick quanta and a well calibrated amount of permanent destruction.

I - The Rush

In order to get your opponent within spiking range, you need to push hard and fast to take him down before his defenses are fully deployed. Decks that can't slow you down won't beat your speed. It's the decks that pack heavy creature destruction that give this deck trouble. Unfortunately, most rainbow decks do, but we're going to overwhelm them.
    Rush decks race to the finish. If you do not have more health than your opponent
you are losing the race.
[/li] Put out enough cards to out damage your opponent. Hold everything else. The idea is that you can spike harder than he can, so if you also have more health you will be able to spike first. Everything else is overkill, and unsafe to play.[/li]If your opponent can cast firestorm, do not put down more than 1 dragon. Cremate all but one brimstone eater if you can. This may seem extreme, but firestorm is the only card this deck fears, it will beat you if you don't respect it.[/li]A multifaceted attack force is the hardest to kill. If you have a farenheit, an animated farenheit, and a crimson dragon in play, it takes 3 full cards to shut you down. If you can then replace those cards from your hand as they are destroyed you can't help but overwhelm the opponent.[/li]Animate your farenheit right away against decks with permanent destruction (fire or dark quanta, or a pulv in play)[/li]Against heavy creature destruction, play brimstone eaters just to cremate them, hit with your farenheit if they'll let you, and save your fire lances for the spike. The more control cards your opponent plays, the less damage cards they are playing, so if they are playing heavy destruction, build up heavy quanta for a massive spike.[/li][/list]II - The Spike

Delivering the killing blow is very big part of this deck. Knowing how and when to strike with everything you have is key to achieving this decks full potential.
    Calculate your total damage potential. The first turn you can kill your opponent, you should.[/li]Fire lances deal 3 damage plus 3 damage for every 10 quanta you have, calculated
before the quanta is spent to cast the lance. (i.e. 6 at 10, 9 at 20, 12 at 30, 15 at 40...)
[/li]Farenheits (upgraded) deal 5 damage + 1 for every 5 quanta you have. If they are equipped in your weapon slot, you get your tower quanta for the turn before they attack. If animated, they do not.[/li]Always play your fire lances after your cremates, and before you play anything else.
[/li]Do not cremate a brimstone eater just to deal more damage with a single farenheit. Only use a cremate if you are dealing damage from more than one farenheit, or if you have a fire lance.[/li]If you're up against heavy creature destruction, hold your animate, and use it to spike (with a second farenheit)[/li]Try to keep one explosion in hand to take down shields for your spike.[/li]The AI will use miracle if you can reduce him below 10 health with the visible cards. Against the AI, think of miracles (in decks that can play them) as a trap you trigger if you get your opponent too close to death without killing them.[/li][/list]

31
Duo-Decks / Exploding the Rainbow
« on: February 23, 2010, 04:45:07 am »
So you've farmed false gods until your win ratio screamed bloody murder, your deck is fully upgraded, and now you want to get a nice stack of rares to try out your deck ideas.

If you can relate to that, i have a deck for you.

Hover over cards for details, click for permalink
Deck import code : [Select]
7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7di 7di 7di 7di 7dk 7dk 7dk 7dm 7dm 7dm 7dm 7dn 7dn 7dn 7dp 7dp 7dp 7n2 8po


The best rare farm is easily the top50. The dominant deck in the top50 is the False God farming rainbow. The most effective way to take apart a rainbow is to rush and destroy permanents. Nothing can rush faster and destroy permanents earlier than a fire mono deck. This deck is extremely fast and consistent even for a fire mono deck.

The hardest part about playing this deck is playing your dragons at the right time. You will win or lose on good dragon control. Put down more damage than your opponent, then hold. Don't open yourself up to a match breaking firestorm. Play the rest of your dragons at the end in a killing damage spike.

That's the short version.

32
Archived Decks / Re: Oneshotwonder
« on: February 18, 2010, 08:30:26 pm »
A cremate or two, and perhaps a couple brimstone eaters as targets could help a lot. The cremates provide some rainbow quanta which you can use to cast Protect Artifact on your shields or farenheits, a huge help in pvp and t50. It also counters devourers very well, since they eat up all that rainbow quanta and leave your fire alone for a few turns.

Protect Artifact could also be thrown on your pillar stack against graboids, since earthquakes *will* beat this deck otherwise.

Cremates are also nice in pvp because they hide your total damage potential, and can throw off a smart opponent who is trying to eek out some extra turns by delaying his defenses (miracles and such).

33
Tournament Archive / Re: Tournament February 13 Game thread
« on: February 13, 2010, 07:21:53 pm »
Wu_Li vs Terroking, 2-0

Wu_Li

34
Tournament Archive / Re: Tournament February 13 Game thread
« on: February 13, 2010, 06:56:39 pm »
Wu_Li vs Glitch 2-0

Wu_Li

35
Duo-Decks / Re: PvP Version of the FFFF
« on: February 12, 2010, 02:57:01 am »
One cremate is for getting out an early dragon, often this dragon will deal heavy damage before your opponent can get enough quanta (or cards) to deal with it.

The second cremate is for the killing blow, the third is there to make sure you get two, and is often buried in the bottom of the deck. If you get all three use the third situationally, either to push an extra dragon if your dragons are meeting little resistance, or save it for the final burst if keeping dragons out is proving to be difficult.

Don't just use them because you get them, over cremating will result in you getting out carded. If you don't have a clear purpose for using a cremate, hold on to it.

36
Duo-Decks / Re: PvP Version of the FFFF
« on: February 12, 2010, 01:26:29 am »


A few more notes on the play of this deck:

1. Never cremate a fire eater just to make your farenheit deal more damage. The fire eater will only yield 9 quanta, at most 2 more damage on your farenheit, it does this much damage per turn alive, and generates fire quanta. However, if you also plan to use a fire lance to finish your opponent, cremating the eater will generate more overall damage in the short term.
2. If a phase shield or other heavy defense is played, and you don't have a spare explosion, you might consider cremating anything in the field you can, especially if you believe your opponent carries ample creature destruction. Its better to get the quanta back now, and "pull in" your offense to be rebuilt once the opp is vulnerable. This is not always a good idea, but if you can recognize when it is, its a useful tactic.
3. This is a rush deck, that means its a race to the finish. If you do not have more health than your opponent, you are losing the race. You need to at all times overmatch your opponents damage, though once you have, its usually a good idea to hold damage in your hand to burst. Play just enough offense to out damage your opponent. This doesn't apply against opponents with little or no creature destruction (i.e. green mono rush), but these decks are rare, and very easy to beat any how.
4. Against timebow decks, it might seem natural to blow all your explosions keeping hourglasses out of play. If your opp is only playing 1 or 2 of them, then you should. However, if they lay down several hourglasses, then you should either destroy their towers early (providing they only have a few) or if they have both several towers and hourglasses out early, keep your explosions for shields and shards.
5. Suckas love to steal farenheit, whoop-dee-do, it sucks when it gets taken from you, but only another fire deck can make real use of it, usually you should just let them use it, it won't do much damage in a deck that can steal it anyways, wait for them to play their own weapon over it, and destroy that one.
6. Good players make calculations based on your current quanta, and what cards you have in play. Keeping a cremation in hand for the killing blow will throw off these calculations. This deception is a major strength for this deck.

I've tried several variations on the deck, mostly variations that *in theory* provide a valid defense without slowing down the deck. Such as running ray of lights and miracles instead of eaters, or running a mark of death and a couple bone walls (punishing the opp for destroying your creatures). However, even running a couple Shards of Gratitude, a very low cost defense, seems to slow down the deck more than it can handle.

You WILL out damage every other deck in this game in a pure race, nothing does more damage than farenheit and rubies. So long as you have no defensive cards in your deck, you will draw something that helps you kill your opponent with every single card. This is your biggest strength, and any dilution to this concept weakens the deck.

Pages: 1 2 [3] 4
anything
blarg: