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Messages - mrblonde (1979)

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73
Trial Archive / Re: 5th Trials - Suggestions and Feedback
« on: February 01, 2012, 10:20:14 am »
I kind of agree with Old trees here on the card design. I think a rating system for points would have been a good way to go. Perhaps 3 pts for completion and 2 pts based on ratings decided by perhaps Old Tree himself or some other neutral party.

74
Trial Battle Archive / [Masters Tourney, Trials 5] MrBlonde 3 - 10 men 0
« on: February 01, 2012, 09:46:49 am »
Just wanted to say good games 10 men. Sorry it didn't go your way. I just picked the right decks at the right time and it didn't hurt that i got good to very good draws. Wasn't going to post my decks.... but with only 6 cards off-element it's not like this is rocket science.

Game 1 - Figured that he would use purifies game one so i made a deck with no poisons at all... i used a modified version of darkness dominion. He managed to get out an early eternity which i promptly stole and basically most of the game went with me playing my recluse and it getting rewinded. I also had a vamp dagger out which defrayed much of the damage that came my way. He managed to get a pharoah out pretty late but really wasn't able to dent my HP that badly.

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710 710 710 710 710 710 710 710 711 711 713 713 713 713 713 713 719 719 71b 71b 71b 72i 72i 72i 72i 7t9 7t9 7tb 7tb 7th 7th 8pt

Game 2 - 10men used the same deck again and this time i decided to use EQ's with poison. Got an early arsenic out, EQ'd his pillars and we again played the recluse rewind game as again he had an early eternity out. Unfortunately for 10men he was quanta starved and was forced to use his scarce quanta supply rewinding me every turn which in turn did not allow him to damage me very much this game either. Also i saved my 2 starting poisons in my hand to play when he played his purifies as getting the early arsenic would force him to play them.

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710 710 710 710 710 710 710 713 713 713 713 713 713 718 718 718 718 718 718 71a 71a 72i 72i 72i 77j 77j 77j 77j 77j 77j 8pm

Game 3 - This time i knew for sure he wouldn't use this deck again. I had a feeling nightmare/GoTP was coming so i sent my dial/poison/dragon deck against him. And lucky for me i was correct. Saw the darkness mark and was just hoping it was a full nightmare deck with no steals. Got out a first turn arsenic 4 dials in hand and it was off to the races. Played one card at a time to limit the nightmare damage and actually at one point i actually chose to discard a GoTP (i used hasten each turn to speed up my draw and i pulled a dragon on one of them so rather then playing an additional dial or discarding my dragon i just took the damage instead) to put my HP to 50. Not really much 10men could do here though as my poison damage just mounted up.

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710 710 710 710 710 710 710 710 710 710 711 711 711 711 718 718 718 718 718 718 71a 71a 71a 71b 71b 7q9 7q9 7q9 7q9 7q9 7q9 8pq


Good games 10men and good luck in the elimination bracket.

75
Life / Re: Epi-Scorpafrices
« on: January 30, 2012, 12:20:20 pm »
***TRIALS RESPONSE***

Hi 714flame. Just have a few suggestions here for you. Like everyone else mentioned your deck is way to big especially if you want to farm with it. 30 card decks are just much faster and allow you to get the critical cards you need faster and like aves said less unweildy. So here is a slimmed down version of your deck.

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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bu 5bu 5bu 5c2 5c2 5c7 5c7 5c7 5c7 5c7 5c8 5c8 5c8 5c8 5c8 8pn


I took out the bonds and the emerald shield as well as the cockatrices and mitosis. I just replaced the cockatrices with horned frogs as they are cheaper to get out and are better targets for your adrenalines. Adrenalined frogs attack 4 times for 12 dmg vs cockatrices 3 times for 9 dmg. So cost ratio wise adrenalined frogs do 2 dmg per quanta vs 1.28 dmg and the 4 attacks cut through bonewalls that much quicker.With 11 creatures i find you really don't need mitosis and the emerald shield is not worth it for the cost.  I also took out one of your heals as well. For the most part you are not going to need much healing and two heals should be more then enough to get you through the match. Bonds just don't give enough bang for your buck although i do understand what you were doing with your bigger deck and mitosis. For the most part though bigger is not better when it comes to elements. Hope that helps.

76
Entropy / Re: monobow... say what?
« on: January 30, 2012, 11:42:39 am »
***TRIALS RESPONSE***

Hi Unit! No explanation in your deck but i guess it's pretty self explanatory. Play your Druids and hope that the Shards of Serendipity's give you creatures to mutate. After playing with this deck for a bit i found that there is plenty of quanta to go around with 6 supernovas,10 quantum pillars, and 4 entropy pillars, so i decided to cut down on the quantum a little bit and to give you some creatures to mutate. The additional creatures also give you fodder for creature control. The changes i made are below.

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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6s1 6s1 6s1 6s1 6s1 6s1 6ts 6ts 6ts 6ts 6tu 6tu 6u3 6u3 6u3 6u3 6u3 6u3 6u6 6u6 6u6 6u6 8pj


I took out 3 quantum pillars and replaced them with 2 micro aboms and a werewolf. The micro aboms are strictly for mutation and CC fodder and the werewolf gives you a little more punch. Having the micro aboms also allows you to use a Butterfly effect if you happen to get it. With only 7 pillars though the draws can be a bit sketchy at times but having the additional creatures in your deck allows you to not be solely dependent on the Sose's. I went a few games without getting Sose's early or having my Sose's actually give me creatures while my Druids just sat around with nothing to mutate.

Anyhow fun deck and hope the suggestions are helpful.

77
Water / Re: Steam Distilation
« on: January 30, 2012, 10:47:21 am »
***TRIALS RESPONSE***

Hi OdinVanguard. I just have some minor suggestions for your deck. Biggest problem with this deck obviously is that dims or wings pretty much shuts down this deck. But with a mono adding deflags/steals is not an option. With that said i feel that your purifies are not necessary at all. The likelihood of facing poison decks is not worth adding two cards that aren't all that helpful. i think that additional damage would be much more helpful for your deck. Here are my following changes.

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5i4 5i4 5i4 5i4 5i7 5i7 5i7 5i7 5i7 5i9 5i9 5ie 5ie 5ie 5ii 5ii 5ii 5ii 5ii 5ii 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8po


This deck does need quite a bit of quanta but i think 14 water pillars/pends is enough to get this deck to run smoothly (it did in my testing) so i just dropped one water pillar. I thought about adding dragons but they are a bit too quanta intensive so adding those 3 toadfish nicely fills out the deck as they have a nice damage output. Short swords are also an option but i find 3 damage kind of meh IMO but then again having something in the weapon slot isn't bad for one quanta.This deck does have a lot of weaknesses but this deck can get the damage up in a hurry.

So try it out if you have time and see if you this runs smoother for you.

78
Water / Re: Water AI3/AI5 SoP rush
« on: January 30, 2012, 09:49:46 am »
***TRIALS RESPONSE***

Hi Cadron96! Played with this deck a bit and i have just a few suggestions. Like others have mentioned you really are wasting the best part of physalias... POISON! I agree with your counterpoint of them being really cheap and with SoPs they can be quite effective damage dealers. So instead of getting rid of them a simple change of mark would be great. Also with the ability to poison those pesky shields like dims or wings aren't as effective. I made the following changes below. Blank cards are still Shards of Patience.

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6rk 6rv 6rv 6rv 6rv 6rv 6rv 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gl 7gl 7gl 7gl 7gl 7gm 7gm 7gm 7gm 7gm 7gr 7gr 7gr 7i6 7i6 7i6 8pk


-3 water pendulums, +1 water pillar, +1 long sword,+1 physalia and one mark change to death. Playing your original deck i found that ended up with vast amounts of wasted quanta. Your creatures are extremely cheap to play and changing the mark and ditching a couple quanta sources does nothing in really slowing down the deck. Also your damage output goes up by quite a bit with the addition of poison. Whenever i make water or life decks i also like to add long swords as they are great cheap damage sources. Instead of the additional physalia you could also change that to another long sword depending on preference.

Nice fun deck and i hope those suggestions helped.

79
Archived Decks / Re: Physalia deck withoud death
« on: January 30, 2012, 09:19:45 am »
***TRIALS RESPONSE***

Rickerd, first things first, after fiddling with this deck it indeed is quite a fun deck and i really, really, like the concept. I just have a few suggestions for the deck that i think make the deck a bit stronger. With such a low cost output of your deck i found that you end up being FLOODED with quanta very quickly. Also the damage output was a bit low so i did the following.

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6rk 6rq 6rq 6rq 6rq 6rq 6rq 6rv 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gl 7gl 7gl 7gl 7gl 7gl 7gp 7gp 7gr 7gr 7gr 7gt 8pp


I took out two of the water towers and the Inundation. I love that you really did try to incorporate inundation but it really seems to be a dead card. With the arctic octopuses and permafrost shields for control (i added another arctic octopus) the inundation really doesn't help out very much. Basically if the opponent has more then enough creatures out to be affected by inundation you pretty much are screwed anyways. Also with so few creatures in the deck the extra +2 damage you get for them being in a flooded area is with the SoP is extremely unlikely. For additional damage i also added a long sword and an arctic dragon. I would have preferred to add another dragon but didn't want to mess with the theme of your deck too much. I think having any 2 of a dragon or a long sword works fine or even puffer fish if you wanted to add even more poison. The quanta flow definitely supports the reduction of pillars and additional creatures.

Once again fun deck and keep on building.  ;)

80
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4vh 4vh 4vj 4vj 4vj 4vj 52g 52g 52g 52g 52q 52q 590 590 590 590 595 5aa 5aa 5aa 5aa 5aa 5aa 5aa 713 713 713 713 713 713 8pk


All i gotta say is that just like in War... My team makes me look good. I suggested a stall and the team came up with a rush which worked to a T since Gryff wasn't expecting it.

Game 1 - Had a fairly decent start with a couple novas and put out an early grabby and lycan. Mesa managed to get out a Armagio which i ended up killing since he had to gravity pull him and his accelerated lycan got BB'd. I just had too much damage for him to hold me off.

Game 2 - This game was pretty much the same except novas came late but i got 2 recluses out quick so the damage just overwhelmed his 2 poor sacrificial armagios.

Good games Mesa and thanks!

82
Lol, how funny. Thats just about the same deck i created that i couldn't get to work. Guess those 6 extra upgrades are really helpful. =) Congrats Oni!

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52g 52g 52g 52g 52g 52g 52n 52r 52r 542 542 542 542 5aa 5aa 5aa 5aa 5aa 5oc 5oc 5oc 5oc 5oc 5oc 5oi 5oi 5oi 5ol 5ol 5ol 5ol 5oo 5oo 5oo 71b 71b 71b 77m 77m 77m 8pr


Deck after Sectumsempra and Aguamenti

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52g 52g 52g 52g 52g 52g 52n 52r 52r 542 542 542 542 5aa 5aa 5aa 5aa 5aa 5oc 5oc 5oc 5oc 5oc 5oc 5oi 5oi 5oi 5oo 5oo 5oo 71b 71b 71b 77m 77m 77m 7n5 7n5 7n5 7n5 8pp


When i got the water mark for this matchup i thought i had no chance in testing. When i tested i didn't get any air pillars in all 4 games in the first 5 turns or so. In the game though i pulled an air pillar at the beginning every time. Thanks for the games Ralouf =)

Game 1 - Wasn't exactly sure what he would bring but i figured it would be PU something. The going was slow at first since with only one air pillar it took me 6 turns to get out my OE. Ralouf was equally slow and tossed out a phase dragon which made me go crap since it rendered my OE useless. At this point i wasn't positive he was using PU's so i popped up a wall dropped some wardens and had my OE tick away. Fortunately for me i had a healthy supply of bonewalls in hand and Ralouf decided to play his hand and drop his emerald and jade dragons and PU them. He also froze both my wardens as well. I was able to get another warden out though and i was able to weather the storm killing off dragons when i could, replinishing my walls, and guarding his dragons. I never found an animate weapon but i did find a graveyard which actually was necessary because i won on the last turn and the extra 2 Hp the skellie took allowed me to win.

Game 2 - This game Ralouf played a bit more cautiously. I had a better first half of cards this hand with me able to get out a flying OE with my OE and 2 wardens out. Ralouf wasn't able to get out any phase dragons and midway through he burst with 5 dragons and froze my OE and a warden. Unfortunately for ralouf though he couldn't get through my walls as my OE's and wardens locked him down.

In the end i feel i got a bit lucky. I needed an air pillar, earth pend, bonewalls, early OE and vandiums all out in a reasonable time frame which i got both games. Also if Ralouf had been able to up all his dragons to jade i wouldn't have been able to kill them fast enough to win.  These games easily could have gone the other way (and probably should have) but i will take it.  ;D

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Harry Potter: House Cup Competition / Re: HPPvP Spell Casting ~Day 2
« on: January 16, 2012, 11:31:21 am »
Sectumsempra Ravenclaw MrBlonde

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blarg: MrBlonde