Guest Posts

This section allows you to view all posts made by a guest. Note that you can only see posts made in areas you currently have access to.


Messages - kirchj33 (974)

Pages: 1 ... 72 73 [74] 75 76 ... 82
877
Is it really that small? I thought it was much bigger.
If it is that small, then why do people build PSNBs with 6 pends? I'm calling some sort of placebo effect on that.
The reason people build 6 pendy PSNs is because in many cases its not worth it to have the extra 2.5% chance of stalling.  That could mean 2.5% less EMs or 2.5% more losses even if you can't get the deck started, which can really cut down on the efficiency of a deck overall.
EM FTW
Code: [Select]
6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 713 77g 7ai 7ai 7ds 7ds 7gm 7jr 7qb 7qb 7qb 7qb 7qb 7qb 7tb 80g

I wouldn't consider pendulums standard in EM PSN's although anytime you can fit them into a deck it definitely helps its effectiveness.  Many EM PSN's have an overall theme they are working towards and sometimes Precogs are the first thing to get cut out when trying to mold your EM deck.

There are also creative ways to produce heals that don't necessarily involve heals and vamp daggers (although heals are pretty much standard for final EM healing) such as Discord/BH or Liquid Shadow + using some other weapon like a pulvy or long sword etc.

Great topic overall though!

878
Rainbow Decks / Re: Damsels in Distress: The Best of Both Wyrms.
« on: March 07, 2011, 04:38:07 pm »
Have you tried this with rage pots over thunderbolts?  It may help speed up your wyrms and serve as CC as well.  Maybe use just one if it messes with your quanta spread/ability to bring out golems.
Even 1 is too many.  1 Cremation + 1 Nova, 2 Destroyers is a very common play and :fire is always tight even with the number of Cremations in here.
Gotcha, haven't tried the deck yet and was just curious.

879
Rainbow Decks / Re: Damsels in Distress: The Best of Both Wyrms.
« on: March 07, 2011, 03:56:49 pm »
Have you tried this with rage pots over thunderbolts?  It may help speed up your wyrms and serve as CC as well.  Maybe use just one if it messes with your quanta spread/ability to bring out golems.

880
Rainbow Decks / Re: TADAbow - AI3 Domination, Rainbow style
« on: March 07, 2011, 03:15:16 pm »
Is the heals worth it? Maybe take one out for a gaint frog?
here is why...
You have lots of denial, so odds are you will not be hurt that much, and given Black hole they should get very little out and you should be able to heal alot so finishing the game faster before they can do anything sounds like a good idea.
Test EM's before and after, and overall speed.
I can tell you from playing this sort of deck that you need to prepare for situations where you don't get an early discord out with speed rush/heals, which is about 50% of the time?  Also, 2 heals helps for the damage that is setup before you can get your shutdown working.  I would consider even going a 3rd heal and -1 quantum tower for EMs.

881
Rainbow Decks / Re: OGEM: OverGrow'Em
« on: March 07, 2011, 02:39:00 pm »
Tested this for AI3 for about an hour last night:
Code: [Select]
6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u5 6ve 6ve 6ve 6ve 6ve 713 74f 74f 7ai 7ai 7ai 7dq 7dq 7dq 7dq 7gm 7jr 7qb 7qb 7ti 80g
Cloak helps with the fragility of the deck somewhat, but its by no means perfect.  Helps to solve the biggest issue with lava golems though.  Tell me what you think?

882
Rainbow Decks / TADAbow - AI3 Domination, Rainbow style
« on: March 07, 2011, 02:34:34 pm »
In conjunction with jmdt & with advice from Willng3, this is the latest in our series of domination decks:
This deck may be the king of all score farmers against the current set of elder decks, once you have learned to properly harness its power.


Max Efficiency Build:

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u5 713 74f 74f 74f 77g 77g 7ai 7ai 7ai 7ai 7dq 7gm 7gm 7jr 7mu 7tf 80g 8pj


This should be used by those who are familiar with the Elder decks, forwards and backwards, & want to farm some serious score.  It is also a good idea to be familiar with the strategy section of this deck, and how it interacts with each of the AI3 decks.


Stats, Stats, Stats! (Recorded on High AI Speed, Low Quality)
DeckGamesTSEAvg. TTWAvg. Sec./GameWinsLossesEMsWin %EM %
TADAbow2001513.0857.4321667.005199116699.083.0
USEMosis2001430.5957.226866.405194615497.077.0
USEM2001416.0027.000064.055191914595.572.5
Strategy:

Intro:
The TADAbow itself is meant to function as a rush, while offering some denial/shutdown/ & healing in support.  The idea is to get an early discord out, allowing you to play your many creatures to deal damage while the Elders are unable to play.  The deck is setup so that if a discord does not come out in the initial draw, the rush component should be able to function independently of the shutdown component.  In cases where a discord comes early but creatures are lacking, the deck is designed that in theory, it will shutdown effectively enough to allow those creatures to be spammed as they come out.  Many component parts makeup the keys to maximum efficiency in score farming with the TADAbow as follows: 

Discarding:
It is a common occurrence with the TADAbow that you will need to discard at the beginning of the match.  The deck is a slightly slow starter at times. The idea is that you will need to be familiar enough with the deck to know which cards are the best to discord without crippling your subsequent round.  This is performed a bit off of feel, but you can follow some basic guidelines to help guide you towards success.

Priority Discarding:
1.  Discord - if you have drawn more than 1 and the opposing deck contains no PC.  This requires intimate knowledge of all AI3 decks.
2.  Supernova -  Usually a safe play if you have drawn more than 2 (discard a 3rd)
3.  Heal - Probably the most common play, the deck has ample healing and you want to prioritize the ability to play creatures when the quanta becomes available, as this is more vital to success than being able to heal up afterwards.  Many games will be finished with excess healing in your hand and if you discard a heal, it is likely more will come.
4.  Black Hole - Last resort, but these are typically more important to hold onto than heals, but less important than creatures.
There are other instances you may want to discard BHs over heals, if you begin with 2 BHs and 1 Heal for instance, but if you are playing the Darkness or Mono Aether elder, this is typically not the case.

Get to know your holes:
It is important to realize how flexible your black holes can be in the TADAbow.  Along with careful discards and keen quanta watching, effectively utilizing your BHs is the key to keeping your TTWs low and your EM % high.  I will outline the uses for black holes as follows:
1.  The Launch Hole - Many times you will hold onto your hole until just after you play a creature in order to maximize damage that goes through.  If you can time it properly, playing a black hole at the right moment can give you 2 or 3 pure, unadulterated turns of bliss where all your creature damage successfully lands.  More specifically, it is often important to use BHs immediately after playing your lava golem or evolving your graboids into shriekers.
2.  The Naked Hole - This is probably the most advanced type of hole, but it involves playing a hole when you don't have a discord on the board in order to prevent specific CC or opposing creatures from being played.  This works in close conjunction with watching opposing quanta landmarks, and preventing these landmarks from being reached.
3.  The Final Healing Hole - Quite often, if you do not hold a heal in hand, you may want to forgo the shutdown aspect of a hole, in favor of getting a last bit of healing to reach EM.  This can be a bit of a gamble, as you will generally commit to this strategy a turn or two before finishing the game, but a resulting EM will often pay dividends.
4.  The Denial Hole - This is just a black hole which is played with its most common purpose: prevent opposing quanta from building up, and consequentiality preventing perms, creatures, and CC from being played.

Quanta watching and landmarks:
It is crucial to quickly take mental notes between turns depending on which AI3 deck you are facing.  I will detail below which cards each elder deck contains that you need to be wary of, and also how much quanta it costs for your opponent to play these cards.  Typically, those which will be outlined are CC or Perms, because those pose the biggest threat to reducing your EM potential and raising your TTW.  Keep in mind that there is a bit of a game of chance you will play with the RNG, as your goal is to have your discord drop the opposing quanta levels below these landmarks AFTER scrambling.

Elder by Elder Breakdown: (http://elementscommunity.org/forum/index.php/topic,17934.0.html) (click for link to decks) (Stats taken from 200 game sample)
Aether (Mono)

Win%: 100   EM%: 30  TSE: 933.33  TTW: 8.6

Landmark Cards(42 card deck)-
Dim Shield(5): 6  :aether
Lightning(3): 2  :aether

Strategy-
You may want to cover your graboids and lava golems when launching if the Elder gets a poor quanta draw, but typically you are playing a game of just trying to prevent dim shields from coming out.  If the Elder does manage to play a dim shield, attempt to pull his quanta below 6 with a black hole the turn before it expires. Remember to use heals mid-game (without topping off) anytime health is between 60-80 in case of a last turn silence in order to maximize score.Air (Trio with Light, Life)

Win%: 100  EM%: 91.67  TSE: 1650.85  TTW: 7.58

Landmark Cards (40 card deck)-
Shockwave(3): 2  :air
FFQ(6): 7  :air
Hope(4): 7  :light
OE(3): 5  :air

Strategy-
Generally, you are just trying to prevent OEs and FFQs from appearing.  Low cost shockwaves means you probably want to cover your golem's launch with a BH, but typically save shutdown for preventing OEs and FFQs.  Consider slow-playing golems a turn behind other creatures to draw out shockwaves.  A hope should never really show up unless you have the worst draw in the history of TADAbow.Darkness (Duo with Entropy)

Win%:  100  EM%: 100  TSE: 1548.39  TTW: 8.31

Landmark Cards (38 card deck)-
Pandemonium(5): 3  :entropy

Strategy-
Just keep your right eye on his entropy quanta all match because your biggest threat and major concern is pandy.  You should focus your entire efforts on keeping his entropy below 3 if you have more than 2 creatures on the board.  On occasion, he will burn a pandy on a lone shrieker or lava golem, but typically these are handled by Drain Life and Liquid Shadow.  There is a dusk mantle that may appear, which is a major concern, but should only be an afterthought to preventing pandies from going off.Death (Duo with Entropy)

Win%: 100  EM%: 80  TSE: 1663.1  TTW: 7.0

Landmark Cards (42 card deck)-
Pandemonium(1): 3  :entropy
Bonewall(1): 7 :death
Mutation(3): 2: death

Strategy-
Really easy matchup as this deck is a rather poorly constructed one.  Pandies are less numerous here than the darkness elder.  Mutations are the primary CC, but more difficult to prevent because of their low cost.Deja Vu/Dune Scorpions (Time Mark, Duo with Light)

Win%: 100  EM%: 58.82  TSE: 1056.96  TTW: 8.7

Landmark Cards (35 card deck)-
Reverse Time(3): 2  :time
Sundial(4): 1  :time to play, 1  :light to activate
Procrastination(1): 6  :time

Strategy-
The outcome is a little out of your hands vs. this deck and sorta pre-determined by your/the Elder's draw.  You probably want to slow play your heavy hitters in order to draw out RTs on more spammable things such as flesh recluses.  Do your best to prevent RTs and sundials from being played/drawn upon.Earth (Duo with Gravity)

Win%: 100  EM%: 92.86  TSE: 1574.39  TTW: 7.92

Landmark Cards (53 card deck)-
Basilisk Blood (4): 2  :earth
Auburn Nymph (1): 8  :earth
Otyugh (1): 4 :gravity

Strategy-
Pretty straightforward matchup for the most part.  BB is too cheap a cost to really be able to stop it from being played.  The Oty can be a concern, particularly if it comes out early, but you should have enough high hp creatures to play through it.  1 Colossal Dragon, 1 Stone Dragon, and 1 Titan will be the biggest threat to your EM potential.
Fire (Duo with Darkness)

Win%: 100  EM%: 89.473  TSE: 1638.92  TTW: 7.263

Landmark Cards (41 card deck)-
Rage Potion(6):  3  :fire
Dusk Mantle(1): 6  :darkness

Strategy-
Your battle here is against preventing rage pots.  This Elder will most undoubtedly have at least 1 in its opening hand.  If you can conquer these, you are in the clear.
Gravity (Mono)

Win%: 100  EM%: 88.89  TSE: 1745.90  TTW:7.0

Landmark Cards (44 card deck)-
Otyugh(3):  4 :gravity
Gravity Shield(1): 5  :gravity

Strategy-
Be aware of otys when they join the field.  Your biggest concern is a momentumed oty in combination with a gravity shield.  This doesn't happen very often, especially if you are keeping this combo in mind when optimizing your play.Life (Duo with Entropy)

Win%: 100  EM%: 100  TSE: 1726.03  TTW: 7.2

Landmark Cards (38 card deck)-
Fallen Elf(4): 4  :entropy
Maxwell's Demon(3): 5  :entropy to play, 2  :entropy to activate

Strategy-
When playing this elder, focus on shutting down entropy to enable your offense.  This elder's primary damage comes from its life quanta.  An overall Denial Hole strategy seems to work best vs. this elder for EMs.Light (Duo with Air)

Win%: 100  EM%: 94.11  TSE: 1762.37  TTW: 6.06

Landmark Cards (39 card deck)-
Wings(1): 4  :air
OE(2): 5  :air

Strategy-
Again, an overall Denial Hole strategy works best vs. this elder for scoring EMs.  I can honestly say I've never seen a sky blitz played when facing this elder with TADAbow.Scarabs (Time Mark, Trio with Gravity, Life)

Win%: 100  EM%: 93.75  TSE: 1485.41  TTW: 7.688

Landmark Cards (41 card deck)-
Pharoah(4): 9  :time
Procrastination(1): 6  :time

Strategy-
This elder will use life quanta for defense, but your focus should remain on keeping his time quanta low.  You may need to zero out his gravity quanta with a black hole before playing your lava golem if there are 2+ scarabs on the field.Rainbow (Time Mark)

Win%: 100  EM%: 66.7  TSE: 1242.86  TTW: 8.25

Landmark Cards (40 card deck)-
Shockwave(1): 2  :air
Lightning(1): 2  :aether
Plague(1): 4 :death
Black Hole(1): 4  :gravity

Strategy-
Things can get quite out of hand quickly with a poor draw as your discord does nothing more than accumulate damage.  The key is playing black holes once his quanta pools reach 2-4 to stall him from playing anything for as long as possible. Once his creatures start to hit the field, it can be problematic as they contain heavy CC in their activation skills.Water (Duo with Fire)

Win%: 100  EM%: 94.4  TSE: 1563.0  TTW: 7.61

Landmark Cards (42 card deck)-
Ice Shield(2): 6  :water
Rain of Fire(2): 7  :fire
Red Nymph(1): 8 :fire to play, 3 :fire to activate

Strategy- Again, overall denial is the best strategy for success as most of this Elder's cards that will really cripple you are quanta intensive.  Deck has 2 spammable freezes which you will not be able to stop, but denial makes this Elder quite simple.With these strategies, you should be able to maximize your TSE (score/hour) once they are implemented flawlessly.

883
Air / Re: Attack of the Sky Dragons
« on: March 07, 2011, 02:28:00 pm »
Sky blitz will not make the deck have a faster ttw IMO.  Finding a wyrm to dragon balance and adding the right weapons will.
I've extensively tested air rushes, both pre- and post- damselbuff.  Jmdt is absolutely dead on with this statement.  While skyblitz may be fun in practice, it hurts TTW overall.  It may seem like adding OE is good as well, but again, it hurts the TTW.  Instead of protecting damsels, its more important to find the right balance for quanta production between damsels and towers.

884
Rainbow Decks / Re: O'EM'G: Outragous EM's Galore
« on: March 06, 2011, 04:58:53 pm »
If it seems like we are all in agreement that another useful card is better in place of the Animate Weapon (and it seems proper in theory), then I think the original TADA (http://elementscommunity.org/forum/index.php/topic,21706.msg297679#msg297679) + Minor Pheonix we worked on could probably compete well in a 3-way head-to-head-to-head with The Blue version (http://elementscommunity.org/forum/index.php/topic,22147.new.html#new) and this one.  I'm not sure why I didn't have an MP in there in the 1st place.  I will do an extensive study after I get caught up on the efficiency study, at least to 100 games.  I need my gf's parents to leave town so I can make some progress with all of this :(

In my mind, I see it as the following:

TADA:

Advantages (64 damage):

3rd Black Hole
Chargers

Disadvantages:

Minor quanta issues in Gravity


TADA Blue (67 damage):

Advantages:

Most straightforward with damage
Extra Creature

Disadvantages:

Least utility


O'EM'G (65 damage):

Advantages:

Liquid Shadow
Hardest hitting damage associated with Mark if released

Disadvantages:

Minor issues with releasing graboids


I should probably consider testing OGEM as well, probably with -1 AW, +1 MP?

885
Rainbow Decks / Re: O'EM'G: Outragous EM's Galore
« on: March 06, 2011, 05:39:09 am »
After testing a bit, I would probably just go -1 Liquid Shadow, +1 Flesh Recluse.  You almost have to play the LS right when you get your 3rd :darkness in order for it to accumulate to the 3rd turn of healing, where it becomes a real difference maker.  I will test it both ways though.  I think the efficiency difference between this and TADA/TADA Blue will be negligible, and the limiting factor remains the PSN mechanic itself, but that remains to be seen.
Here's the big issue when considering Graboids over Steel Golems:

The AI is becoming more and more difficult to counteract due to its intelligence modifications.  As I discovered when running a TTW test for the Mono Shrieker rush:  Creature Control is now a big, big issue because the AI knows how to use it (the TTW increased by nearly 0.5, which is a HUGE speed reduction overall).  So even though a Shrieker will do more damage over time than a Golem assuming it remains unburrowed, the fact is that if it gets nailed by practically any form of CC, that advantage is eradicated instantly.  Golems will never be targeted by Rage Potions, suffer very little from getting blasted by Pandemonium/RoF, take three hits to bring down by an OE, and suffer much less from a Rewind than a Shrieker.  Now, if a Shrieker burrows itself to avoid oncoming CC, then it deals 1 less damage in comparison to the Golem.  Taking the focus off of Graboids doesn't necessarily mean you can't use them however; they're great for the burst damage and work great with the modifications above.
For me the biggest difference is the games where you don't draw an immediate SN because golems are large enough to still make a significant impact pre-SN.  Assuming you've gotten a discord into play, its likely a Graboid's weaker HP will be protected.  When playing TADA blue, an early discord + a couple crawlers is enough to carry you to an easy win/EM, and that would not be the case if you have graboids + no SN.

886
Rainbow Decks / Re: O'EM'G: Outragous EM's Galore
« on: March 06, 2011, 04:05:04 am »
Great work fellas.  I will definitely get at least 50 games posted for efficiency by Monday or Tuesday.

887
Rainbow Decks / Wyrms in the Buff - Please Avert Your Eyes
« on: March 05, 2011, 01:09:15 pm »
Like many others, I've been working on several variants of buffing wyrms with some EM-ability.  This is about the best I can do so far....
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 6u2 6u2 6u2 6u2 74a 74a 7ai 7ai 7dp 7dr 7jv 7mt 7mt 7mt 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7mu 7tb 7tb 8pr


My favorite card in this deck is by far the rage pot.  I'd like to be able to figure out how to squeeze another one in, or even design an entire deck around rage potting divers.

888
Rainbow Decks / Re: GAEM: Giant Amphibi'EM v2.0
« on: March 04, 2011, 06:30:47 pm »
Yeah that looks wierd, 3 heal should be more like 6.7 than 7.7.
I think Pika had it at 7.08 for v. 1.26 but yeah.  Maybe improved AI hurt this deck more than others for some reason.

Pages: 1 ... 72 73 [74] 75 76 ... 82
blarg: