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Messages - rainingblood (49)

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1
Duo-Decks / Re: The Pharaoh's Curse (Platinum Grinder)
« on: October 18, 2011, 02:00:06 pm »
I have used a deck similar to yours for quite some time now, and definitely win more than 50% of the time with it. I don't have as many Shards of Readiness as you, and I use a couple cards that you don't: Eternity and Chmiera. I also use Gravity mark.
In my old deck I used  :gravity mark too, with  :death and  :time towers. I also tried chimera and you're right, it's definitely a nice feature in this kind of deck. There's nothing like a 400-500 defense chimera ;) The reason I prefer this version is because it can decrease bad draws by simplifying the quanta supply. I'm essentially using  :death quanta to power most of the deck. And it would probably work just fine without the added pendulums; yet another advantage to the shards. As for eternity, that would certainly be nice to have, but I already use reverse times. And besides, I'd be losing a lot in terms of efficiency since I'd have to restructure the whole deck to make it work.

I love using RT not just on myself, but on my opponent too, so, now I can do so without worry as I have the Eternity. Plus, it's something different to do with my :time and I don't have any other weapons. (I don't see what card you have after Shards of Readiness that you have 2 of, and it might be a weapon. If it is, I don't have it.)
The 2 hidden cards I'm using are shards of sacrifice. These are just amazing in this deck and one of the main reasons I can win against mono-fires, speedbows, and the like. Provided I get one early, I can use it to survive long enough to get an army of scarabs goings with a bonewall. The opponent is completely locked in after that.

Chimera is perfect for that glaring weakness you have: shields (especially Dimensional Shield). And, since Gravity is my mark, I almost always have 7 :gravity by the time I need to use the Chimera. I admit, it doesn't always come in handy, but it's there for when I need it.
You've got a good point. Shields are a pain, but I haven't lost too many games because of them. In general, there tends to be a break in the enemy defense, one long enough to land the kill. There are a few unusual cases where they'll string phase shields together, although that hasn't been too common recently. I can overpower most other shields in the long run (e.g., fire buckler, bonewalls, dissipation shields, etc). What I hate most are spine carapace and permafrost shield, especially when they're combined with massive healing. However, the only reason I lose in those cases is a result of decking out. In the end, I think this is a fair trade considering the success I've had overall.

As far as :gravity itself goes...as I said, I don't have as many Shards of Readiness. Maybe you use them on scarabs, or at least some of them. Maybe you don't. I need a way for my scarabs to devour thing sthough. THAT's my creature control (and my deck laughs at people who use Immortal creatures, as they have no way past my bone walls but I easily chimera past their dimensional shields).
Well, the SoR's are the cornerstone of this deck. The first one I get fuels the Pharaoh and usually the second I use on a scarab. I can't overstate how useful that is. With a SoR I can pull out three scarabs in one turn using a Pharaoh and can even string these together to get an army out quick. Double-devour on a scarab is also very nice for managing creature swarms early. Once you get more shards you should definitely give it a try. Maybe compare your deck with this one in the trainer and see for yourself which is  strongest . I'm sure the deck I'm using now could be improved, possibly by getting up to 4 shards of sacrifice. But I'll have to wait till the arena graces me with 2 more copies before that can happen. Meanwhile, any other suggestions or comments are appreciated  :)


2
Duo-Decks / The Pharaoh's Curse (Platinum Grinder)
« on: October 18, 2011, 03:20:45 am »
I toyed around with this deck concept a while back. It performed admirably at the time. But now,  given the new shard upgrades, I dare say it's devastating, especially for farming platinum. If someone's already covered this deck, just ignore this post.

I present to you, the Pharaoh's Curse:

Hover over cards for details, click for permalink
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710 710 710 710 71b 71b 71b 71d 71d 71d 71d 71d 71d 71u 71u 72i 72i 72i 72i 7q4 7q4 7q4 7q4 7q4 7q4 7qu 7qu 7qu 7qu 7qu 8ps


?? are Shards of Sacrifice

What I like about this deck:
  • Pharaohs can be brought into play quickly with the mummy/reverse time combo.
  • Takes advantage of SoR upgrade to generate more scarabs and speed-up creature control.
  • Requires very little quanta to operate thanks to SoRs.
  • Pharaohs and scarabs are hard to kill in most cases
  • Obviously, the SoS is a no brainer for survivability (I'd add more if I had them). 
  • Extra reverse times are usually on hand for added creature control
  • Permanent control has little effect due to bone walls and lack of permanents
  • Works well against mono-fire, GotP/nightmare, and most other decks
  • It has a nice win rate (over 50% on my last count)
So far, I've found the biggest weakness to this deck are bad draws, shields, and early reverse times or lobotomies. Those haven't been too common. The AI seems pretty dumb and in most cases will target a random scarab with CC rather than a Pharaoh or buffed-up scarab. All in all, this is still one of the best decks I've used for farming arena.

3
Trio & Quartet / Re: Suddenly, Dragons [Time/Life/Entropy]
« on: October 10, 2011, 10:55:42 pm »
O' Hai, PuppyChow

Happy to see you liked the deck -- My in-game account is 'philogos.' 

I've been tweaking the following deck for Platinum. It's not entirely flawless, but there's definitely a lot of potential in this strategy. Hopefully others can expand on it more.

This is what I use right now: 

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6rq 6rq 6rq 6rq 6rq 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 6u7 7ap 7ap 7q5 7q5 7q6 7q6 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 80k 8pj


I tried going all 5 sundials and precogs at first, but found it :time intensive + the dials kept getting destroyed. That's the reason for the antimatter. I'm still not sure, but it might be better to go 2 antimatter and 2 unupped pandemonium against rush decks. The silence can help lock-in a two turn kill if needed.


4
You  forgot the vital part : nymphs are vulnerable to CC.
I had 5 quints in my last deck, so the only CC to worry about are shields. As I mentioned above, this was one of the main reasons I switched over to LA.

5
This deck is seriously BA. I thought my old deck was pretty decent with an FGei[c] of 3787 and FGei[e] of 5086 (80 wins, 51 losses, and 170 skips). It's a similar deck concept, but uses nymph tear/quintessence rather than pure liquid shadows and antimatter. And yes, I'm fully on board with an aggressive skipping strategy. In my opinion, win-rate% is irrelevant for false god farming. If people care so much about their score they should focus on the arena.

Here's the deck I was using before: mark is aether
Code: [Select]
6rq 6rq 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7t4 7t4 80h 80h 80h 80h 80hBasically, the upped LA version puts my deck to shame. It's wicked fast and can actually handle a number of gods that were near impossible for me previously (i.e., Dark Matter, Eternal Phoenix, Hermes, Lionheart, Morte, Octane, Seism, and Serket). It also improved my win-rate% significantly against Akebono, Neptune, and Incarnate. I chalk this up to three things: (1) my nymphs weren't sidelined by an early shield (which was a huge problem earlier against Neptune); (2) there's less dependence on quanta, and fewer elements to focus on (my deck needed 4 different elements to get going, versus only two in this version); and (3) the tower shields allowed me to stay alive long enough to eke out a win in at least 20% of my games.

In my old deck, it was always a gamble. There were too many things that could go wrong before I could get the combo set-up. You came away from many games thinking it was just a bad draw; "If only I could've picked up that pillar 1 turn earlier," and so on. This isn't the case with this version. Most of the time, you get the cards/quanta when you need them. Upped LA seems completely overpowered compared to most other FG decks I've tried. I wouldn't be surprised in the least if this all gets nerfed in the future.

All in all, this is the best deck for farming FGs currently; once the new statistics get worked out, it'll just be that much more obvious.

6
General Discussion / Re: Reverse Elemental Mastery?
« on: July 07, 2011, 06:20:29 am »
Ya might've been playing one of the top 5. They offer higher rewards. Congratulations.
Ah alright. That makes sense, I noticed my score went up nearly 1000 points 600 points.

Edit: It's confirmed. I just beat BadJester (ranked 2nd) and won 510 gold +600 rank points. Too bad about the reverse EM though, I still think that would make for a nice challenge.

7
General Discussion / Reverse Elemental Mastery?
« on: July 07, 2011, 06:06:15 am »
So I'm in the Arena playing the gold league and I'm pounded down to 1 life. Miraculously, I get a phase shield out in time and manage to win the match. Guess what my reward was? 541 electrum coins! Is this a glitch or a kind of reverse elemental mastery? I think that would make for an interesting game mechanic. Much harder to pull off than an EM.

8
Trio & Quartet / The Immortal Egg-Layer (False God Deck)
« on: March 05, 2011, 01:28:31 am »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

I present to you, the immortal egg-layer.

Hover over cards for details, click for permalink
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7ap 7ap 7ba 7ba 7ba 7ba 7ba 7ba 7bu 7bu 7n2 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q2 7q2 7q5 7q5 7q5 7q5 7q5 7q5 7q7 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 80d 80d 80d 80d 80d 80d 80h 80h 8pu


? ? ? = MITOSIS

Simple idea really. Step 1: SURVIVE long enough to play mitosis and quint on a fate egg and start multiplying. Step two: send false god into oblivion. Some other obvious tips include: (1) keeping yourself alive with SoGs and phase shields; (2) playing Anubis with a quint asap; (3) immortalizing your army against CC; (4) using an animated Eternity with quint against PC; and (5) preventing deck out with reverse time. Also, there are lots of permanents in the deck so you should be able to distract most false gods from the shields. Don't have the patience to work out a strategy guide, and no stats yet, but I'll try updating it soon. Sorry if a similar deck has already been posted, I haven't seen it.

9
Rainbow Decks / Re: CCYB Facelift
« on: March 01, 2011, 09:07:16 pm »
No Pulverizer = fail imo.
You need that PC vs pretty much every god. Also Eternity/Rewind/CC will own both your decks.

There have been alot of variations wich mainly involve:
- Jade Shield
- Air Nymph
- Aflatoxin
The main reason for the Pulverizer is to use it against shields isn't it? I think it would be of limited use in the first deck since Titans already have momentum. As for the second deck, you might have a point, but still, I'd only be worried against phase shield or gravity shield. Once you're able to start spamming dragons you could easily break through bone walls or a dissipation field. The only other real use for the PC is against Octane's UG, and even there, there's still a good chance you could survive with only SoG's and Antimatter.

About the eternity/rewind, I don't see the problem seeing as there are two quintessences in both decks.

10
Rainbow Decks / CCYB Facelift
« on: March 01, 2011, 08:34:15 pm »
Deck Helper comment: 
This deck was posted before the 1.32 game update and as a result may work very differently now.  Use at your own risk.

The following is my take on how CCYB might look with the new patch. I played with 2 versions, one using a combination of  mitosis/SoR/Massive Dragon and another using Animate Weapon/Titan/Overdrive. Besides that, the basic elements of the deck are all there. Obviously either the Mitosis or Titan set-up is better offensively than Lava Golems, Fire Queen, or Fractal. The only real drawback is that both decks rely on a three card combination. Is that worth the trade-off? I'm not sure. More offense for slightly less reliability. It'll need more play testing, but so far it's working nicely. Seeing as CCYB is one of the most effective false god decks, I'm wondering if anyone else has some thoughts on improvements.

Fixed TII.

Hover over cards for details, click for permalink
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6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 74c 74c 74i 74i 7ba 7ba 7ba 7ba 7ba 7ba 7gp 7gp 7k2 7n2 7n2 7q5 7q5 7q5 80h 80h 8pj

? = 2 Overdrive
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u7 6u7 748 748 7ap 7ap 7ba 7ba 7ba 7ba 7ba 7ba 7gp 7gp 7k2 7q5 7q5 7q5 7qu 7qu 80h 80h 8pj

? = 2 Mitosis

11
Round 2

Philogos versus Kakerlake: 2-0

12
1st round:

Philogos versus Mrpaper: 2-1

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blarg: rainingblood