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Messages - ivalmian (240)

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157
The fire buckler change was done a few days ago, the opening post was posted months ago. You can't "forget" something that's yet to happen...
just wondering.. since after the nerf this is no longer the "ultimate deck" shouldn't this be relegated to rainbow deck section.. just like all other rainbow decks... same should be done with "campaign against gods"... also.. there is certainly no reason why this is sticky...

158
False Gods / Re: god farm?
« on: January 27, 2010, 11:31:22 pm »
Did you try ivalmian's?
and just to plug the link to it.. here is my deck (I updated the top post to reflect the most recent version of the deck):

http://elementscommunity.org/forum/index.php/topic,2156.0.html (http://elementscommunity.org/forum/index.php/topic,2156.0.html)

159
Card Ideas and Art / Re: Wrath of Kheena / Revenge of Kheena
« on: January 27, 2010, 10:41:34 pm »
HOT! +1 karma for you :p

Although possibly a little bit OP.. perhaps only "all damage become healing for 1 turn" and skip the "healing become damage"...

160
General Discussion / Re: The Sundial Nerf: Analysis and Solutions
« on: January 27, 2010, 08:32:31 pm »
  Personally, I think that the sundial nerf since version 1.17 has had a huge impact on FG rainbow decks. Most rainbow FG farming decks rely on heavy creature control and permanent usage. However, the main weakness with these decks (and generally with most large rainbow decks) is its slow and unreliable setup. In early stages of games against false gods, rainbow decks are often still trying to either draw key cards or get enough quanta while the false god has already summoned multiple creatures and then proceeds to quickly pound you into the ground.
  Scaredgirl has said herself that the sundial was:” The most crucial card", and rightfully so. Before its nerf, sundials were the perfect fix to the rainbow's weakness, allowing you cheap, absolute defense (no creatures attack for 2 turns at the cost of 1 or 0 quantum) and lets you draw 2 cards, thus giving rainbow decks fast, early defense and accelerated card draw leading to faster setup. Now, the nerf has not only cut its defense value in half (1 turn instead of 2) but also, sundials now give you no net gain in cards (since you only draw 1 card, you only gain back the card slot taken by the sundial card).
  Now that the sundial has become a mere shadow of its former glory, we need to move on and find another solution. But it won’t be easy, since most FG rainbow decks I’ve seen before version 1.17 had sundials. Although I won’t get into the issue as to whether rainbow decks should still contain sundials, I know that it is in our interest to find a solution to the rainbow deck’s once again, exposed weakness of slow and unstable card setup.
  Please reply with any comments to my rough analysis or potential solutions to this problem.
Um... thanks captn. obvious... I don't see a proposed solution though  :)

On a serious note, I think fg grinding rainbow used to be OP, now they are not, I like that... Getting ~55-60% win rate against all gods is still very much possible (see PuppyChow's or my deck), and high grinding efficiency can be gotten by focusing on particular gods rather than fighting every one....

 Also, rainbows are no longer "large".. most are <45 cards and can be drawn completely <20 turns... effectively, they are as "fast" (draw wise) as the 30 card speed decks, the only difference is that heavy hitters for rainbows come a little later than for the 30 card speed decks.

161
Card Ideas and Art / Re: New Element: Particles
« on: January 27, 2010, 05:05:54 pm »
all right, sheesh :P

I think I'll take cyclotrone/light source/Higgs boson and make it into cards for the other elements... who knows, may be I'll even make card art :P

162
hm.. i put jangoo's variant into the top post  ;D

163
Card Ideas and Art / Re: New Element: Particles
« on: January 27, 2010, 04:45:22 am »
i like the idea of an element that relies HEAVILY on other elements.  there are many possibilities for this element idea. for starters,  the effects should cost something other than pq, how about the elements the effects derive from? this could be a very helpful element to others. how about everyone else come up with the other possibilities. (i cant think of anything better)
well, let's just make sure we don't make it a rainbow supplement element, because that's a recipe for disaster :p

164
I have stats for 50 games currently on a new variant that uses more sundials  The deck plays much better I think, and the stats bear it out.  Its still not winning at the rate that Jangoo's variant is though, so perhaps I'll switch over to his for 50 games and see how it plays out.  I do like the attached version better though.

With an overall win rate of 0.48, here are the detailed statistics. (http://elementsstatistics.comxa.com/getstatistics.php?dv=2872398504)

Notes:
  • Added a 2nd Feral Bond and I thin it helps the deck.  After I took out the SoGs, I wanted to replace the life point generation.  A 2nd FB means I can draw it earlier, and also, having 2 in play is not a bad thing at all.
  • Playing with 4 Sundials now.  I think this is key.  It really helps me stay alive past the early rushes.  They also help me stay alive on Obliterator, Gemini, Elidris, and Gravitron since they stall the momentum creatures until I can kill them.  I think it is key to be able to beat Gravitron more, and the SDs allow this.  Reason:  He is one of the high rate matchups.   Skipping Divine Glory is not throwing away nearly as many games as skipping Gravitron.
  • Added Aflatoxin.  I'll target a skeleton, a firefly, or sometime even my druid.  It just helps fill my side of the board with things for the Oty's to eat.  They power the FBs much earlier for life, and they also power the bone wall.  Once when playing Scorpio, after stealing his permafrost shield, I targeted his Physalis and let his side of the board fill up with things that could not hurt me and were an endless meal supply for my Otys.  Primary issue is waiting for the death quanta, but I think I am going to keep it in.
  • I did decide to try without the Miracle.  So far, I have not missed it, but I may add this back in.  I think the 2nd FB with the Aflatoxin does a better job for life generation, and is much more versatile.
I like how it is playing so far, but statistically its not matching up to Jangoo's version.
Ok, keep up the good work! I would think that miracle is a must (or nearly so).. and alfatoxin sounds like a pretty good idea... I also tested the permafrost vs no-permaforst and it seems that the no-permafrost version does play a bit better :p


PS: Btw.. I just realized my topic passed 100 replies... woohoo!!!

165
Card Ideas and Art / Re: New Element: Particles
« on: January 27, 2010, 01:36:37 am »
1st,

Please avoid using language such as Instants. We only have Creatures, Permanents and Spells here in Elements. I know it is just nitpicking, but we are not trying to be Magic: The Gathering.

2nd,

As much as I hate and despise new element suggestions, this one is sort of well thought out, a few points though:

You are aware that this is just a Earth/Gravity deck with a bit of Aether and Death splashed in?

It seems like you have taken a few aspects of a Rainbow Deck and branded it under a new name.
    Adrenaline is a life ability.Momentum is a gravity ability.Your +0/+3 and +0/+5 works exactly like Plate and Heavy Armor Respectively, Earth ability.Quantum Coherence is like Parallel Universe except a fraction of the cost and can target Permanents, Aether Ability.Poison is usually reserved for Death but has been known to splash in Water (pun intended).The Rare Weapon is basically a Titan made of Arsenic, Gravity and Death weapons.Potential Shield is an inverted version of Gravity Shield with a bit of Procrastination, Gravity and Time shields.And don't get me started on 'kill-creature' cards.
3rd,

And finally...

Did I mention how much I hate entire new element suggestions :)
Changed instance to spells, my bad :p

About not liking new elements suggestions.. well, that's not a problem of this post.. that's your problem :p

True, my cards have similarities.. but all CURRENT  elements have similarities too.. you can't form a completely dissimilar element... I think that the guiding principle of this deck (regenerative, starts weak and grows) is something that is SPECIFIC to this element, and is not in rainbow either. I claim my element with its slow but infinite growth possibilities is VERY different in its nature with what is out there.

166
Card Ideas and Art / Re: New Element: Particles
« on: January 27, 2010, 12:17:46 am »
A physician!
*smile*
I don´t think that many people will understand that names. (Not all of them).
Very special.
I hope you mean physicist :P

Anyways, I think that some names already in the game are fairly non-common use (ie lycanthrope), and I think the idea is to have regenerative/growth element which can be played almost completely creatureless but with heavy reliance on  permanents  :P alternatively, it can be nicely combined with duo/trio/rainbow decks, while at the same time it is not clearly OP, like many other suggestions.

167
Card Ideas and Art / New Element: Particles
« on: January 26, 2010, 11:56:45 pm »
Hello,

After thinking for a while, I came up with this new element (and a complementing set of cards) that I think will add a new dimension to game play. The name "Particle" refers to elementary particles... the deck is characterized by being extremely regenerative but with initially low power.

Hope you like it,

Ilya

Creatures:

Name: Electron Neutrino 
Cost: 1 pq (Particle Quanta)
Ability: Momentum, Adrenaline 
Attack/Defense: 1/0
Upgrades to "Tau Neutrino" which has no cost
Note: I realize that unless it gains HP, it will die after doing 1 damage.

Name: Quantum Dragon
Cost: 10pq
Ability: Quantum Tunneling , 1pq, target creature has momentum for one turn
Attack/Defense: 5/6
Upgrades to QCD Dragon, cost goes to 12pq, attack/defense 10/6

Name: Electron
Cost: 2pq
Ability: None
Attack/Defense: 2/1
Upgrades to Tau muon, gains ability to produce 1pq per turn

Name: Boson
Cost: 4pq
Ability: Impart Mass, 2pq, target creature gains +0/3
Attack/Defense: 0/6
Upgrades to "Higgs Boson", Ability changes to Make Massive, 2pq, target creature gains +0/5

Name: Quantum Nymph
Cost: 5pq
Ability: Quantum Fluctuation, 5pq, destroy target creature
Attack/Defense: 3/5
Upgrades to "Elite Quantum Nymph", Ability cost changes to 3pq

Permanents

Pillar/Tower - Self explanatory

Name: Accelerator
Cost: 5pq
Ability: Add energy, 3pq, target creature gains +3/0
Upgrades to Particle Accelerator, ability cost changed to 1pq

Name: Cyclotron
Cost: 6pq
Ability: Generate particle, 1pq, either an electron neutrino, electron, or a boson is created (which one is random)
Upgrades to synchrotron, produces either a  tau neutrino, a tau meson, or a Higgs Boson.

Name: Light Source
Cost: 2 pq
Ability: Generates one photon per turn
Upgrades to Coherent Source, generates on ray of light per turn

Shield:

Name: Potential Well
Cost: 6 pq
Ability: All creatures with less than 3 HP get stuck in time bubble for 3 turns after attacking
Upgrades to Large potential well, cost is now 8pq, ability changes so that all creatures with less than 5 HP get stuck in time bubble for 3 turns after attacking

Name: Decoherence Wall
Cost: 7 pq
Defense: 1
Ability: Blocks all damage inducing spells against  the player and his creatures
Upgrades to Decoherence Defense, same cost and ability, defense ups to 2.

Rare Weapon:
Name: X - ray
Cost: 6 pq
Ability: Momentum
Damage: 5
Upgrades to Gamma-Ray, gain additional ability: Radiation Poisoning, 1 pq, target creature or player gains 1  additional poison.

Spells:

Impart Mass, 2pq, gain 0/3, Upgrades to Make Massive, 2pq, gain 0/5

Irradiate, 1pq, target creature or player gains 1 additional poison. Upgrades to improved irradiate, same ability but 1 random quanta cost.

Quantum Coherence, 3pq, copy target permanent.  Upgrades to Bose Statistics, 3pq, copy target permanent or creature.

Quantum Fluctuation, 5pq, destroy target creature. Upgrades to "Improved quantum fluctuation", 3 pq, ability is the same.

168
Duo-Decks / Re: Another entropy/aether FG killer
« on: January 26, 2010, 09:29:07 pm »
Lets call it the "Cambadillac DECK!"

Without adrenaline, the deck relies heavily on waiting for a strong creature to antimatter.  Having adrenaline means you can antimatter anything with at least 2 attack and it will benefit more. Adrenaline means you can antimatter ANYTHING :D
no adrenaline, but lots of phase shields ;P

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