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Messages - genraenera (235)

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1
Well I'm currently rank 8 in gold, 47 win 6 loss, 5 days old and 133 hp left.  Just cashed my electrum so hopefully I'll be able to get some data for you.



Edit:  Just checked back; rank 4, 49 wins, 6 loss.  30 electrum earned.  Shame I didn't get the data for 48 wins  :(

Edit 2:  rank 4, 51 wins, 6 losses.  20 electrum earned.  We can safely say that rank 4 of gold is 10 electrum/win.

2
General Discussion / Thank you.
« on: December 20, 2010, 01:02:00 am »
I can say without hesitation that this was the best patch since I started playing Elements about a year ago.  Finally, an AI that can intelligently defend itself without needing 200hp and double draws and the likes.  To top it off, the new cards are fantastic.  I've won a cloak and a crusader thus far, and both appear to be balanced and invite all kinds of new strategies and deck concepts.  The other 5 or so cards look just as good.

Thats all really, I just am so happy about this patch.  Also my two death nymphs are slightly less shitty bad now :D

3
Nerf This Card! / Re: Arctic Squid | Arctic Octopus
« on: December 15, 2010, 01:21:26 am »
Imho, it would be justifiable to add one hp and put the ability down to 2 :water.

4
Monos and duos are not underpowered in any way.  I'm not going to get into a debate over which deck is best for what, but there are plenty of absurdly good mono, duo and trio decks out there.

5
Rainbow Decks / Re: Alchemy for Dummies
« on: November 26, 2010, 08:27:54 pm »
Interesting, but wheres your damage coming from?  Purple nymphs aren't known for their huge hits, and without black nymphs to aid them, they don't cause vampires to go friendly fire your foe.   I guess this could be fun as a rage quit deck in pvp though.

6
Entropy / Re: A new concept: MonoEntropy Beatdown
« on: November 26, 2010, 12:01:16 am »
Yeah the only reason I don't have BE in the deck is its just so heavy on the quanta.  I was thinking of minor aboms, but they're just too weak to be useful without BE or mutation so I left them out.  Im still working on getting the cards for this deck, but when I do I'll take out one werewolf for an antimatter for starters.

7
Entropy / Re: A new concept: MonoEntropy Beatdown
« on: November 24, 2010, 05:27:11 pm »
Thanks for the replies.  I fixed the 34 damage typo in the OP.  I actually think entropy mark is better that darkness for this; the supernovas will give plenty of darkness for the werewolves, and if not then they're just mutation fodder.  It would work fine with a darkness mark, but the point of this deck is that your field does not interfere with your playing of cards, making it quite fast for mono entropy with a shield.  With a darkness mark, your speed is demolished, and honestly I would rather be forced to leave a werewolf unlycaned than to not be able to play more cards.  Like I said in the OP, theres tons of room for customization here, darkness mark would be one spot for customization.

8
Entropy / A new concept: MonoEntropy Beatdown
« on: November 24, 2010, 01:55:53 am »
Well, I think this idea is original.  If someone's already posted this strategy, make sure to post it so they can get credit.

On to the deck; here it is.

Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6tt 6tt 6u0 6u0 6u0 6u0 6u1 6u1 6u1 6u1 6u1 6u1 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u5 6ve 6ve 6ve 6ve 8pj


The strategy is to get out a dissipation field with 1-3 snovas.  One would think "this is mono entropy, use the shield instead", but thats not where I want to go.  The combo of snova + dissipation field gives some interesting effects when compared to entropy towers + dissipation shield.  With the latter strategy, your shield's ability absorbs the quanta you need to play your creatures.  However, if you use a field + snovas, you get a larger amount of damage protection in the short term, and it does NOT interfere with your playing of creatures, and therein lies its success.  Each snova you play will block 24 damage, and they can easily be played on your first turn.

Card by card breakdown:

Mark of Entropy - speed is of the essence here.  A darkness mark could work, but the aim of this deck is to get a solid defense out, combined with a handful of mid-range damagers and control in the shortest time possible.  The darkness mark would interfere with the playing of your entropy cards and seeing as all of your cards are entropy, that is a huge deal.

5x Amethyst Tower - to play stuff.
2x Maxwell's Demon - fantastic control card with mono entropy.  Shuts many decks down entirely (see immorush, life rush, or really any other rush)
4x Dissipation Field - your defense.  one of these badboys out with a snova will buy you time for another snova, which buys time for another, and so on.
6x Werewolf - the muscle of the deck.  2 :entropy and 1 :darkness for 6 damage is pretty darn good.  Also you can mutate them for fantastic results.
6x Supernova - see dissipation field, also for werewolf ability (and mutants' abilities as well)
2x Improved Mutation - play these on an un-lycaned werewolf, or if your foe has no paradoxable creatures use it on a maxwell.
1x Discord - discord is just raw as hell.  'nuff said.
4x Entropy Pendulum - split from towers for extra earthquake protection.

I just came up with the idea a few hours before I started writing this post, so the deck is not tweaked at all.  There is TONS of room for customization for this deck, some cards to be seriously considered are butterfly effect, antimatter, and pandemonium.

Edit:  Fixed a major typo, added mark justification.

9
Archived Decks / Re: A new concept for god farming - Into The Space
« on: November 24, 2010, 01:08:23 am »
Its times like this that make me wish I had more electrum...  In all seriousness, this looks pretty good.  The only thing I can recommend without actually testing it is to take out 4 aether towers and switch them for 4 aether pendulums.

I might test this deck with water pillars and mind flayers, but I'll still need money for the puffers.

10
General Discussion / Re: 6 cards (23quanta) harm 108 damage in one turn!
« on: November 21, 2010, 03:41:32 pm »
108/6=18 damage per card.  No card in the game can do that much on its first turn, even if you started with infinite quanta. 

11
Crucible Archive / Re: Redemption | Absolution
« on: November 19, 2010, 02:39:24 am »
to those who liked it- please vote for it :)
How do I vote for it  ???

12
Archived Decks / Re: fire/water golem steam machine stall and hit
« on: November 19, 2010, 02:30:58 am »
Generally, if it takes more two or three sentences to explain the concept of a deck, your deck is too bulky.  Thats what's going on here.  You're doing too many things at one time, and your many strategies will interfere with one another and slow you down.  This might work if you had it all upped and brought it down to around 32 cards, but as it is now it just seems too big.

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anything
blarg: genraenera