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Messages - Wu_Li_Mammoth (40)

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37
Duo-Decks / Re: PvP Version of the FFFF
« on: February 12, 2010, 01:00:05 am »
Put 2 fire spirits back in, took out two eaters.

This gives you 6 potential damage dealers on the field, 6 out of 30 is enough to stay ahead of enemy creature destruction, whereas 4 dragons alone tend to get fully controlled.

I'm also leaving two dragons unupgraded:

Crimson Dragons are 2 quanta cheaper, and many times i've found myself 1 or 2 quanta short of a Ruby, and getting a crimson out a turn earlier would be more damage over all (it would take 4 turns for the ruby to make up for that extra turn, they rarely live that long, and when they do the games aren't that long). Crimsons can come out on turn 1 with just 2 towers, an eater, and a cremation. First turn rubies require an almost perfect open draw, or blowing two cremations on turn 1, which you should *never* do (why never? You're playing 5 cards from the hand to deploy one easily killed creature, you will get out carded if you do this).

Keeping both types of Dragons in the deck gives you the option of which to play when. You can still play the ruby if you have the extra 2 quanta, and the 3 damage per turn on two cards is a rather small difference in a deck with this much total damage.

Keep in mind that your dragons have 2 or 3 hit points. It may not seem like much, but its more than one. You can use those "extra" hit points to delay destroying a fire shield, or cremating a doomed dragon. Often players will not blow a card to kill a dragon they imagine is going to die in a few turns anyways. This is a mistake, no doubt about it, but a commonly made one, use it to your advantage as dragons can do a lot of damage in just a few turns.

38
Duo-Decks / Re: PvP Version of the FFFF
« on: February 11, 2010, 10:27:02 pm »
Traded out the fire buckler for another lance, the buckler just gets blown up most of the time, and it works too slowly to be of any use in the short games this deck promotes.

I've taken out the protect artifact, though i might put it back in. It wasn't coming up in games where it was useful very often. It's a good combo, but for it to work you need an eater, a cremation, a farenheit, and the protect. Getting all 4 of those cards in the first 8'ish turns (the average game length for this deck) doesn't happen that often. If i put in 2 protects i chance drawing both of them. Having two cards that aren't contributing to the rush is bad enough, the second one being utterly useless is downright crippling.

I think the best solution is probably a third farenheit, hoping to draw it earlier and more often than the opponent can destroy it.

39
Duo-Decks / PvP Version of the FFFF
« on: February 11, 2010, 09:36:10 am »
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Deck import code : [Select]
77i 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dh 7di 7di 7di 7di 7dk 7dk 7dl 7dm 7dm 7dm 7dm 7dn 7dn 7dp 7dp 7dp 8po


My fire deck, tuned for PvP.

EDIT: I've posted below what i believe is a better version of the deck, i've left this up to show some of the decks evolution, and to help you avoid some of the pitfalls i've made in its design.

Increased explosions to deal with the heavy permanent game, alternately used to destroy pillars. The fire spirits are out to allow more brimstone eaters, forcing the opp to use cards to deal with weenies, or allow you to rack up heavy fire quanta.

Deploy eaters early, if you have 3 on the board, keep one in the hand for a cremation in case you get stormed. Play farenheits early even if you don't get your enchant, but play the enchant as soon as you get it off of cremation quanta.

Hold out your big damage for large bursts, deploying multiple dragons and throwing fire lances all in the span of a couple turns. Save one explosion to deal with any shields put up to counter your burst.

40
General Discussion / Starting Out
« on: January 21, 2010, 12:55:53 am »
I'm pretty sure new people are picking this game up every day, its fun, and well made, and somewhat well balanced, considering. It seems to me however, that all of the older posts about how to get started and making money are out of date: The AI has been updated, sundials were nerfed, a few new cards were added, the FGs don't seem to be exploitable in any notable way any more.

I read a post the other day by ScaredGirl, who seemed to think you need about 7 upped cards to start killing FGs now. So, my question is, how in the world do you get 10k gold you need just to start a real farm? A thousand AI3 matches? A month of mostly desync'd pvp? Slamming your unupgraded deck against the best fully upgraded decks in t50?

I'm really starting to feel like an idiot, i just can't get started in this game, i feel like i'm smashing my head against some brick wall that was just installed a week before i started playing.

help! xD
Wu_Li

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