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Messages - brain9h (100)

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37
Rainbow Decks / The ULTIMATE False God killing deck!!!
« on: December 15, 2009, 10:09:35 pm »

Yesterday I upgraded the dimensional shields to phase shields (costing 1 less quanta), and my bone walls too (costing 2 less quanta each) and the difference is HUGE

38
General Discussion / Fallen Elves vs Fallen Druids
« on: December 15, 2009, 10:09:35 pm »

So, another upgrade question :D

Fallen elf
Cost 4 quanta
3|2
Mutate into Abomination, Mutant or Die

Fallen Druid
Cost 5 quanta
3|3
Mutate into Mutant

-------------------------

I use the card mainly to convert my 1|1 skeletons into 5|5 abominations (thus making it great offense) or into some mutant with special abilites. If it dies I lose just 1 attack, which is nothing. Offensively, I use it to convert strong creatures into weak creatures, or kill them... and it works all the times. When the new mutation is something bad for me I can lobotomize it. I also use it to bring the creatures HP into my Otyughs range and I devour it, after all my Elite Oty starts with 5 HP and mutation gives me 5 HP abominations, which is quite close and after my Oty has eaten just once I'm ready to eat abominations.

Upgrading I would get

- 1 extra cost

Makes it harder to play earlier. I admit fallen elf is not the kind of card to play early specially because it's main advantage is to work on my own skeletons, but since I have 2 of them in my deck, if one comes out early I usually like to play it, because if my enemy plays some bad creature, I can neutralize it immediately. Also serves as cannon fodder for enemy direct attack, so my other creatures who come after are more secure. That said, I'm not sure the increase in cost is worth it, after all quanta is the main problem of the deck and anything that makes cards more expensive must be quite well justified.

- 1 extra HP, 3|3 instead of 3|2

Well, having 3 HP stops it from being immediately eaten by a regular Otyugh, but the AI never uses regular Otyughs anyway. Also makes it immune against maxwell's daemon, but the only gods that plays such card are chaos lord, which is quite easy no matter what, and rainbow, which is quite random and very difficult. Having 3 HP gives it one extra turn against 1/turn poison/plague... not really significant IMHO. After all, not a real advantage here

- Target creature can't die and can't become an abomination.

I'm not sure this is good. There are a lot of mutations that are weaker than 5|5 Abomination, and being able to transform a 1|1 Skelly into 5|5 is excellent. The ability to instant-kill the enemy is GREAT because I only use it offensively on the strongest creatures, but on myself I only use on skeletons so losing one is not a problem.

Regarding the Mutations... I'm need help here... I'd like to hear from people who have experience with this card: is getting crazy mutations all the time superior to getting abominations most of the time?

Thanks in advance
GB

39
Game Suggestions and Feedback / All Stats
« on: December 15, 2009, 10:09:35 pm »

it would be great :D

40
Deck Help / Help on my rainbow deck!
« on: December 15, 2009, 10:09:35 pm »

not enough shields


41
General Discussion / Things that make Rainbow decks overpowered, solutions.
« on: December 15, 2009, 10:09:35 pm »

Rainbow decks are not overpowered.
Agreed. Rainbow decks are based on stalling at the slow start and building up cards and quantum for the late-game win. If you have anything that can deny them quanta, draw, or stall (steal/deflag/devourer/poison), you'll be fine and dandy, and should be able to take down any Rainbow decks with easy. Sadly, those denial cards are limited to a few certain elements, which limits counters to Rainbow decks to a few specific elements (unless you can stall them enough to deck out).
Exactly.

Earthquake absolutely vaporizes Rainbow and costs 2 quanta to cast.

42
General Discussion / Things that make Rainbow decks overpowered, solutions.
« on: December 15, 2009, 10:09:35 pm »

Similarly with Earthquake, you need earthquake (and quite a few of them) early so you can stop rainbow from getting a lot of quanta. This basically means you have to run mono earth. Running mono earth means no shield capable of stopping attacks, and for the most part means no destruction of other permanents. Again, it doesn't work to the extent that you can say it beats rainbow. You only have to try for yourself.

Any other clever strategies to defeat rainbow other than using rainbow? If rainbow is not overpowered then surely someone can offer a non-rainbow deck to perform decently against a rainbow deck (by that I would mean a deck not reliant on quantum pillars/towers). By perform decently, I would say anything better than 40% win rate against the rainbow decks in the Top 50.
I do not think your affirmations are accurate. I have a rainbow deck that is fully upgraded and wins 60% against gods but I've played the top 50 decks and even the stupid AI can beat me just because the decks have steal/deflag/earthquake. You are seriously mistaken if you think one needs to go mono-earth to play earthquake. As I have pointed out, Quicksand costs just 2 quanta and any deck can have it. Steal and Deflagration are very effective against Rainbow as well, as are decks that do damage really fast. Rainbow takes a lot of time to build up and numerous strategies can neutralize it.

You are clearly simplifying the issue in order to solve it -- your way.


43
General Discussion / Things that make Rainbow decks overpowered, solutions.
« on: December 15, 2009, 10:09:35 pm »

Right now the only thing that matters in this game is killing gods to get upgrades, and Rainbow excels in it.

PvP is broken: its slow as hell, it is insanely buggy and unfair (with full upgraded decks being matched against starter decks). The fact that gradually the Top 50 list is getting filled with Rainbow decks has nothing to do with how well player versus player gameplay is balanced, or how well rainbow matches against other decks, but simply because a 66% win ratio against gods gives score easily and god killing is what everybody is doing.

Any discussion regarding rainbow "overpoweredness" must make clear distinction between those two aspects.

44
General Discussion / Things that make Rainbow decks overpowered, solutions.
« on: December 15, 2009, 10:09:35 pm »

Rainbow decks are not overpowered.

45
General Discussion / Novas versus Supernovas
« on: December 15, 2009, 10:09:35 pm »

Personally, after I upgraded my hour glasses, the very next thing I did was upgrade my novas.  It's extremely powerful.  Also a quantum tower is by far more valuable than a nova (so you would never use novas if you were using all quantum towers).

A nova gives you, on average, the quantum you would get from 4 turns with a quantum pillar.
A nova gives you, on average, the quantum you would get from 3 turns with a quantum tower.
A supernova gives you, on average, the quantum you would get from 8 turns with a quantum pillar.
A supernova gives you, on average, the quantum you would get from 7 turns with a quantum tower.
A quantum tower gives you, on average, the quantum you would get from a quantum pillar in 2 turns.

If your towers don't give you 2 lousy entropic quantum, then it's just bad luck.  It's clear that supernovas are better than towers when you are starting out.
Thanks uzra, that very much settles it for me :D

46
General Discussion / Novas versus Supernovas
« on: December 15, 2009, 10:09:35 pm »

So... are Supernovas worth it?

Novas don't cost any quanta, so they give +1 to all elements;
Supernovas cost +2 entropy quanta to play and give +2 all.

I play a rainbow deck... my concern is that novas/supernovas are really good early, the early the better, but the cost of 2 entropy might be too high for a rainbow deck...

I see everybody who plays rainbow decks with fully upgraded supernovas, so I suppose its the right thing to do, but still, I have my doubts... Sounds strange not being able to play the nova on the starting round of the game.

Any ideas?


47
General Discussion / Mutational Tendency?
« on: December 15, 2009, 10:09:35 pm »

you're crazy :D

48

Again, I believe the upgrade system provides no variety. I do not feel that it makes the game any better in and of itself. I would even go so far as to say, ignoring the fact that it allows those who otherwise have nothing to achieve anymore to have more to do in the game, it is actually detrimental to the growth of the game.
Well, I disagree. It was quite fulfilling to upgrade my deck gradually and see how my performance changed. Also, if it weren't for the upgrade system, many wouldn't be here discussing this, so if anything, the upgrade system is helping sustain the player base alive while the developers work on new cards.

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