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Messages - finkel (727)

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61
Nerf This Card! / Re: Hope | Hope
« on: August 03, 2010, 01:43:12 am »
You can counter hope with a variety of cards. Here are a few that single-handedly win against hope (or very nearly) in a rol-fractal-hope deck:
-fire buckler
-unupped spine carapace
-thunderstorm
-rain of fire
-pandemonium (2-3 almost guarantee to clear the field or almost completely clear it)
quanta denial+rush. a first or second-turn discord will shut rol-fractal-hope down for 3+ turns, which is plenty of stall for a rush deck, since it will take at least another 2 turns to play fractal and then play hope, and the light quanta will probably get scattered too, so that's another 1-2 turns on top of that before hope can get up. add even just 1 black hole as soon as the opponent gets 8 aether or 7 light quanta (in case of unupped hope) and you have another several turns before your opponent can do anything except maybe play an electrocuter or shards (and then stall himself more by using up quanta).
-devourers (see above - not quite as effective, but nonetheless...)
-plague
-retrovirus
-aflaotoxin
-mass creature-control, examples include multiple flying eagle's eyes, fire nymphs and parasites
-immortal growth creature+healing/stall until he gets up and over hope - takes a lot of time, though
-momentum: my speed rainbow has 1 card that can combat hope - elite charger. However, combined with 3 steals for shards and the electrocuter, web+wings to keep me alive, and basilisk bloods for the dragons, I can stall until that one creature kills my opponent (usually leaving me with 3-5 card left by the time I win).

plenty more cards work well at countering hope, such as any (literally) damage reduction shield (preferably played after getting your opponent to play way too many rays), and some particular decks stand a good chance, such as an exceptionally fast rush (if the opponent is sufficiently slow in getting up hope) or a deck-out deck (some shards/flying staffs/etc. are usually enough).

so stop whining that it's overpowered, there's plenty of counters. Any sort of permanent control will take care of the electrocuter, allowing you to rely on creatures to control the rays.

62
Archived Decks / Re: 220 HP Dragon Stall, All Their Creatures Will Fall
« on: August 01, 2010, 09:08:41 pm »
maybe it's fun to make a flying staff of this deck,then you have 220hp and you heal yourself forever with SoG and afrealine staff xD
took the words right out of my mouth.


63
Phat Deck / Re: Phat Deck Event!
« on: August 01, 2010, 09:05:43 pm »
Oh, what the hell. I'm in.

64
Because then you could have artic dragons out, and fill both fields with malig cells so 14 die each turn and make your bone wall ridiculous. If you have a graveyard, then, well, JESUS

65
Humor / Re: You Nostalgia You Lose
« on: July 30, 2010, 08:24:39 pm »
I lost to Svenningen's and all of the OP's. *tear*

66
Sports / Re: Who's your favorite athlete of all-time?
« on: July 30, 2010, 05:04:47 pm »
Harry Potter

67
Trial Archive / Re: Phase 1 - Proving Your Worthiness
« on: July 30, 2010, 04:41:39 pm »
I've come up with 3 unique plausible decks and they all fail miserably. With air, I'm basically trying to fit nymphs, wings, fireflies, or queens into it, and nothing unique works so far >.< GAH THIS IS FRUSTRATING. I also tried aflaotoxin+unstable gas....nope

68
Humor / Re: Awesome Nymph Deck!
« on: July 30, 2010, 04:16:50 pm »
@guy_fawkes: No, facetious, but still annoyed at these bullshit "Trainer" decks that aren't even remotely interesting popping up in forum sections for legitimate decks.

69
that's sad :(

70
Winsg specifically says that you can only be HARMED by airborne creatures, so why can't you be HEALED by grounded ones?

I lost a pvp game because I assumed that the dragon, even webbed, would heal me though I had wings up after reading the card description.

I'm not sure if antimattered creatures hit through dimensional shield, either, but I'd assume not since it says reached instead of harmed...

71
Archived Decks / Re: Despair
« on: July 30, 2010, 01:50:45 am »
Hmmm...Definitely need at least 2 electrocuters. I'll try it without the quantum tower and light nymph and instead with a couple more electrocuters.

72
Trial of Air / Re: Phase 1 - Proving of Worthiness
« on: July 30, 2010, 01:23:53 am »
Option 2 :http://elementscommunity.org/forum/index.php/topic,10897.new.html#new

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anything
blarg: