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Messages - laf (17)

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1
Fire / Cheap, but effective
« on: December 15, 2009, 10:09:53 pm »

Try this:
12 land
6 ash eater
4 dragons
4 bolts
3 deflags
1 dagger (optional)

Its simply a race to victory. If youre going to loose there is no card for a comeback. Nonetheless the win percentage in level 3 and pvp is pretty high. Boring pretty fast though.
The spirits slow your dragon production, the golem uses earth for pumping. The fahrenheit I dont like. The immolations are IMO bad.
If you have too much mana put another dragon in.

2
Deck Help / Working on an attrition build, need some advice.
« on: December 15, 2009, 10:09:52 pm »

There is a trainer? Didnt knew that.

Anyway, pvp decks tend to be different to the T50 ones. Those seem to be build purely to farm the false gods. I also run a rainbow deck against gods, but pvp Im usually running mono-red and this deck is still missing a couple of rares.

3
Deck Help / Working on an attrition build, need some advice.
« on: December 15, 2009, 10:09:52 pm »

Ah dont worry. Simply play some pvp-games, loosing isnt bad and it gives you good information about  the strength & weakness of your deck.


4
Deck Help / Working on an attrition build, need some advice.
« on: December 15, 2009, 10:09:52 pm »

Mono-red: A bunch of very fast critters and turn 3 12/2 dragons. + artifact destruction
Mono-black: A bunch of not so fast critters and dragons. + steal
Mono... you get it.
Rainbow: A couple of pumple critters (like forest spirit), some immaterials (depending on version) and especially firefly queen. You can use her to feed otyughs (which would feed of the graveyard you may have stolen).
2 eagle eyes are way too few critter control cards in your deck. Even with all the card drawing going on. If your opponent runs a couple of artifact destruction spells you will most likely loose them quickly.

Why dont you play some pvp-duels for practice and see yourself?

5
Deck Help / Working on an attrition build, need some advice.
« on: December 15, 2009, 10:09:52 pm »

Drop 3 steals, 1 hourglass. Add 2 firestorm and 2 Thunderbolt which gives you 6 cards to deal with critters.

6
Deck Help / Working on an attrition build, need some advice.
« on: December 15, 2009, 10:09:52 pm »

It would not work.
Your deck cant handle creatures. All you have is 2 firestorms in 50 cards and a bunch of sundials to delay the death. A critter with a toughness above 3 will kill you. And even the normal creature decks will kill you if they pack a bunch of artifact destruction to handle the sundials.
I doubt that even as metagame deck (anti-rainbow) this will work. I dont think you can handle a single firefly queen and rainbow decks normally run 1 or 2. Nonetheless this is probably the best matchup you can get (very defensive decks with few threats).
Poison as a way to kill your opponent is very slow and needs too much deckspace in a deck not centered about poison kills.

7
In-game Troubleshooting / server not responding - thats a problem?
« on: December 15, 2009, 10:09:52 pm »

I just noticed that the connectivity button shows disconnected. So I press it, it shows retrying, saving and again disconnected. Dont think it managed to save.
So if I now leave the webpage would I loose all the games since the connection problems started?

8
General Discussion / Are Quantum Towers Too Powerful?
« on: December 15, 2009, 10:09:52 pm »

The programmer could run at end of month a programm which filters the most played card of the top 50 decks (without lands) and double the cost for 3 months.
Would create an always changing environment.
That'd be fine if people in the top 50 couldn't submit any deck any time.

In theory, they could submit a deck of pillars, photons, and sparks.
Yeah but he's talking about PLAYED cards. I doubt those top-50 guys would grind Gods for 12 hours with Photons and Sparks.

But doubling the cost is a really bad idea. It would be the same if you just removed those cards because nobody would use them.

However increasing the cost of most frequently used cards for about 15-20% would be a much better idea. This would force players to come up with something new and change metagame.

This would go on until all the cards in the game would be in roughly same use. And that's balance.
It was just an example. I would prefer just adding 1 mana to the color of the card. So sundial would cost 2G instead of 1G, otuygh 4R instead of 3R and so on...
It would be an automatic process and the programmer wouldnt need to manually tweak cards (and get flamed for it). You would force change into the environemnt as a gameplay element which, as a nice sideeffect, would prevent decktypes to dominate. A monthly changing metagame sounds pretty promising. Would show clearly whos the best deckbuilder of the available ressources.


9

Here is the latest version of my deck:

Im able to answer some of my former questions myself:
Upgrade graveyard:
Yes. Reason is that the deck is light on ways to kill and you play anyway the yard pretty late in the game or against a god which cant handle it.

Nova:
Atm I dont play with novas. I noticed that the deck has problems with mana distribution so Im testing with 16 lands. Im not sure if it pays out though.

Upgrade fallen elf:
I need too much the 5/5 guys on the other side of the table for otyugh fodder. The mutants are nice but creature destruction is superior to random utility. So no.

Upgrade mindflayer:
I lost the turn 1/2 mindflayer but gained protection against rain of fire and poison kills slower. Its an improvement but a tiny one.


I noticed that I have problems paying the white mana for the miracle (I won one yay!). With 40 cards the carddrawing speed of the deck is pretty high, so having 12 white means its very late in the game. Definitly the weakest card in the deck atm.



10
Rainbow Decks / God Farming - Jmizzle7 style
« on: December 15, 2009, 10:09:51 pm »

I would drop 1 feral bond for a grave/boneyard or for purify.
Reason is, that there arent enough critter to pay for 3 bonds. The bond only works with queen or graveyard well, queen eats a lot of green mana and your manabase is only able to power 1 queen and the druid. Also a working queen means that you have already boardcontrol, so pretty late in the game. The graveyard is another way to get life or kill the opponent and has a great synergy with the druid. Purify would be a direct counter against scorpio and morte. Purify + 2 bonds should be enough to kill those 2 and is easier on the green mana.
If you dont want to go with a graveyard I would suggest using a fallen elf instead of a druid. My elf is most of the time eating enemy critters and if Im able to turn my monsters into mutants Im anyway winning and its no must-have. Elf and druid die equally fast.
I tweak the deck constantly. I swap yards in and out, bonds in and out, whatever. Bond, IMO, is far superior to purify, as it is never a dead card. Against Morte, stealing his yards means you don't have to run your own. Just because I run three bonds doesn't mean I play all of them. It just increases the chance that I will have at least one early against scorpio and morte.
I do understand the reason why you play 3 bonds and 3 bone walls. Without the draw power of the time mark you have to increase the probability of drawing into important cards. Time would drop one wall/bond and put 2 hourglases into the deck. So the question is more if going with aether and having less problems with supernovas gives you a better manabase than time with single novas (or with simply more land). I cant judge this. Nonetheless is a bond a useless card without critters (just like purify against no poison opponents) but the yard has great synergy with more cards in your deck. Youre also having 3 bone walls which should give you enough protection to draw into a bond and also has synergy with the yard.
Anyway, its your deck and an interresting version.

11
Rainbow Decks / God Farming - Jmizzle7 style
« on: December 15, 2009, 10:09:51 pm »

I would drop 1 feral bond for a grave/boneyard or for purify.
Reason is, that there arent enough critter to pay for 3 bonds. The bond only works with queen or graveyard well, queen eats a lot of green mana and your manabase is only able to power 1 queen and the druid. Also a working queen means that you have already boardcontrol, so pretty late in the game. The graveyard is another way to get life or kill the opponent and has a great synergy with the druid. Purify would be a direct counter against scorpio and morte. Purify + 2 bonds should be enough to kill those 2 and is easier on the green mana.
If you dont want to go with a graveyard I would suggest using a fallen elf instead of a druid. My elf is most of the time eating enemy critters and if Im able to turn my monsters into mutants Im anyway winning and its no must-have. Elf and druid die equally fast.

12
Game Suggestions and Feedback / Quantum pillars from 3 to 2 quantum ?
« on: December 15, 2009, 10:09:51 pm »

90% l3 is not good at all. This game is constantly changing  still a lot to do to make it more interesting and better. I never played magic and have no idea what you suggest. But I´m not for this game to be a diffrent version of another game. It has it´s own style and that is good. the community after such a short time is already huge and will contin. to grow, so If you leave it´s no loss. No pun intended
Why do people always start comparing e-penises... 90% is good enough for me, for that deck and the effort to play it (what effort? braindead...  ;D)
And about "different version of another game"... elements is a 90% copy of magic the gathering. http://en.wikipedia.org/wiki/Magic:_The_Gathering
Nonetheless I loved magic and love this webgame. Its really well made.
And I fear you have to endure my presence a little longer, at least as long as I see a reason to grind the gods and Im not tired playing pvp.  :)

And about dual lands:
Magic had originally land which gave 2 colors of mana like blue/white, red/green and so on... So if you wanted to play a multicolored deck you had to carefully choose your lands. That could be a possible way to solve the problem (?) of the OT. Later the creators of magic deceided that duals were way to overpowered (for similar reasons like the rainbow deck here) and dropped those land to only basic or land with a disadvantage (like: was able to produce 2 colors, but you have to wait 1 turn to be able to use it).

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