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Messages - rainingblood (49)

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25
Tournament Archive / Re: Western Tournament March 27 Game thread
« on: March 27, 2010, 07:50:32 pm »
Philogos 2 - Antagon 0

26
Tournament Archive / Re: Western Tournament March 27 Game thread
« on: March 27, 2010, 07:32:56 pm »
Philogos 2 - Icybraker 1

27
Tournament Archive / Re: Western Tournament March 27 Game thread
« on: March 27, 2010, 07:05:00 pm »
Philogos 2 - Rylen 1

28
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: February 12, 2010, 01:21:04 am »
I'm in agreement with Jangoo on the Pulverizer. Question is should there be 1 or 2?

I played around with the original deck for the past couple weeks, and came up with this version instead, using water mark and the anti-matter spell. The new deck is actually more fluid with pure amethyst towers and mark of water, less unpredictable. Likewise, the anti-matter spell works wonders in stalling the game long enough to set-up the nymphs. I experimented with sundials but they were pretty weak in comparison. At any rate, this version seems to deliver a more consistent win rate. I think it'll work even better with the pulverizer. I'll see about posting up the stats after some more field testing.



Mark is water

These are the stats without the pulverizer (using a 4th anti-matter in its place):

Ignored all games against: Seism, Hermes, Dark Matter, Elidnis, Scorpio, Divine Glory, Fire Queen, and Ferox.

Graviton 5/1 (3 masteries)
Miracle 13/0 (12 masteries)
Chaos Lord 3/1 (3 masteries)
Gemini 4/0 (3 masteries)
Morte: never came up.
Paradox 6/0 (5 masteries)
Destiny 5/1 (5 masteries)
Rainbow 1/3 (1 mastery)
Obliterator 4/0 (4 masteries)
Incarnate: 2/0 (2 masteries)

43 wins/6 losses - 27 cards won

29
Air / The Flatulent Bastard
« on: February 02, 2010, 02:53:50 pm »
Here's a fun and speedy deck for pvp/top-50. I'd say it's as fast or faster than mono-fire, tending to win somewhere between turn 6 and 9. Pretty self-explanatory: play some fireflies to get in some early damage and fire quanta; bring out the dragons and unstable gases to finish the opponent off. I like to hold onto the unstable gases until I can play 3-4 in one shot, as to minimize the backlash from steals/explosions. It's also a very satisfying way to end the game :)

Hover over cards for details, click for permalink
Deck import code : [Select]
7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mv 7mv 7mv 7mv 7n4 7n4 7n4 7n4 7n4 7n4 7n6 7n6 7n6 7n6 7n6 7n6 8pr


 

30
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: January 30, 2010, 02:23:27 am »
nice and probably fun to play, but is quite worse than standard rainbow
Worse over all I'd be ready to agree, but then rainbow wastes a lot of time on unpredictable games, while this deck can beat 8 God's nearly 100% of the time. The point shouldn't be the overall score, but the total time invested. You simply don't fight the God's listed as impossible, focusing instead on those 8-9 that are nearly guaranteed. So in terms of real time, you actually win more games and cards faster this way (you also get more coin from the elemental masteries).

31
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: January 30, 2010, 02:16:10 am »
Terro, I "nymphed" around a bit too and since you are not going to summon the dark nymph till later you should have build up some dark quants till then.
One more would make me feel more comfy though, you are right.

Rainingblood, why do you have the Quant-towers in there?
The main reason is because of the cost of playing quint. To ensure an immortal nymph I need at least 2 supernovas, by using quantum towers I can lower the chance of a bad draw. The other reasons are that they help to balance the supply of darkness, entropy, and water quanta, and also because it adds a little bit of spice to the deck, for when you want to pull out a random nymph.

And you're right, of course, you have most of the game to get enough darkness quanta when the purple nymph is on the board. 6 supernova's guarantee's at least 12 dark quanta as well. Another point is to leave the obsidian tower(s) in play for a few turns depending on the supply of dark quanta. Again, the opponent's creatures are not a threat, you can afford waiting till you're down to 10 cards before you start playing liquid shadows.

32
Trio & Quartet / Nymphomania (anti-FG) + stats
« on: January 29, 2010, 02:48:19 pm »
So I tried my hand at a nymph deck... After working out various card combination's I finally came up with this variant, which I've been testing for the past few days. I have to say, this is my favorite deck so far, after playing elements for a few months now. It's fun and extremely effective, with a very high percentage of elemental masteries. The deck strategy involves the new nymph's tears and anti-matter/liquid shadow effect. Basically, you want to bring out an immortal purple nymph as early as possible, and start debuffing the enemy creatures. That should buy you enough time to bring out an immortal black nymph. At that point you simply use liquid shadow on the most damaging creatures, inverting their damage onto the enemy. The card ratio in the deck isn't random either, it's been calibrated to avoid bad draws and pull off the strategy as early as possible. I can't guarantee the same results if you use a variant or un-upgraded version of this deck.

Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u3 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7t4 7t4 80h 80h 80h 80h 8pj


Mark is Entropy
Pros:
- High percentage of elemental masteries (pay attention to creature order).
- Extremely effective against 8 out of 20 false gods.
- Bad draws are kept at a minimum.
- Works against shielded enemies (except fire shield).
- Works against miracle spell (God's don't calculate debuff damage).
- Works surprisingly well against poison (Morte but not Scorpio oddly enough).

Cons:
- Growth, ablaze, immortal, and burrowed creatures are a pain.
- Fallen druid, mutation, and devour are 'sometimes' used on debuffed creatures.
- Small and fast creatures can be hard to manage with anti-matter/liquid shadow (e.g., paradox).

Check points:
- Getting a nymph tear, quintessence, 2 supernovas, and an amethyst tower in the first 10 cards.
- Getting enough quanta to pull out an early purple nymph with immortality.
- The deck stands or falls depending on whether or not you accomplish these first 2 steps.

The following are some stats and observations that I recorded while testing out the deck.

Total Games Won = 73 / Total Cards Won = 36 (50%)

Obliterator: 10 elemental masteries/0 losses (easy)
- Lots of big creatures for anti-matter/liquid shadow.

Miracle: 9 elemental masteries + 1 win/0 losses (easy)
- Dragon's are perfect targets for anti-matter/liquid shadow.
- No creature control - quintessence is unnecessary.
- Doesn't play miracle since debuff damage is not taken into account.

Destiny: 5 elemental masteries + 4 wins/1 loss (easy)
- Very slow in building up his forces - buy's you a lot of time to bring out a nymph.
- No creature control besides reverse time and eternity - make's quintessence less important.
- Fallen druids might mess with the debuffed creatures.

Gemini: 6 elemental masteries + 2 wins/2 losses (easy)
- Extremely easy since debuff damage bypasses the phase shields.
- No creature control - quintessence is unnecessary.
- Both losses come from immortals doing more damage than debuffed creatures.

Incarnate: 5 elemental masteries + 2 wins/3 losses (easy)
- Vampire damage is automatically inverted after anti-matter.
- Losses came from bad draws.

Morte: 2 elemental masteries + 5 wins/3 losses (easy)
- Archangels and Bone Dragons are perfect targets for debuff.
- Anti-matter/liquid shadow effect outweighs poison damage most of the time.
- Archangels prevent creatures dying from liquid shadow.
- Losses came from bad draws and a fast start for Morte.

Paradox: 2 elemental masteries + 5 wins/3 losses (easy)
- No creature control - quintessence is unnecessary.
- Anti-mattered deja-vu's duplicate the effect.
- Doesn't play miracle since debuff damage is not taken into account.
- Very fast and small creatures (deja-vu's and RoL) are sometimes hard to control.
- If possible you want to avoid debuffing his strongest creature - wait for twin universe, then debuff.
- Losses came from bad draws and a fast start for Paradox.

Chaos Lord: 5 elemental masteries + 1 win/4 losses (medium)
- Lots of big creatures for anti-matter/liquid shadow.
- Debuff damage goes through shields.
- The fallen druids and improved mutations can be a nuisance.
- Losses came from bad draws/mutation/fast damage.

Graviton: 1 elemental mastery + 2 wins/7 losses (hard)
- A lot of fast damage and creatures with Graviton - pretty hard to control but high pay off on debuff.
- The ablaze ability can be irritating since it reverses the anti-matter effect.
- Otyugh's eat up the debuffed creatures - you might want to use liquid shadow on them first.
- Losses came from bad draws, fast starts, and losing control of his creatures.

Rainbow: 2 elemental masteries + 1 win/7 losses (hard)
- Lot's of big damage for anti-matter/liquid shadow.
- Doesn't play miracle since debuff damage is not taken into account.
- Shriekers and Forest Specter's are hard to control.
- Tends to pull out a lot of high damage in a short amount of time - overpowers the debuff's. 
- Be careful of the order you play the towers - the steals and explosions can screw up quanta supply.
- Losses come from bad draws, losing towers, and being overwhelmed by fast damage.

Seism: 2 elemental masteries/8 loses (hard)
- Earthquakes consistently ruin any early game advantage.
- Lots of burrowed creatures and fast damage - hard to control.
- If you bother playing him make sure to play 1 tower at a time and pay attention to their order.
- Losses come from losing towers and being overpowered.

Dark Matter: 1 elemental mastery/9 losses (hard)
- Lots of big creatures to debuff.
- Blackhole and gravity nymph completely paralyze this deck.
- Single win comes from the only time I managed to get the purple/dark nymph combo out.
- If you bother playing him you should hold onto the supernova's until the last moment.
- Losses are due to quanta being devastated by blackhole/gravity nymph.

Hermes (Impossible)
- Lots of big damage with a very fast build up - hard to control.
- Fire Specter's and Lava Golem's are a pain in the ass due to growth/ablaze.
- Fire shield, for some dumb reason, actually damages immortal creatures - game over.
- Losses due to many factors, I didn't win a single game.

Ferox (Impossible)
- Losses due to empathy, not a single game won.

Elidnis (Impossible)
- Immortal Forest Specter's and Dragons are a huge problem.
- Empathy ruins any possibility to win.
- Losses come from many factors, didn't win a single game.

Fire Queen (Impossible)
- Same as above, empathy = death.

Scorpio (Impossible)
- Extremely fast damage from poison.
- Doesn't have enough big creatures for anti-matter to outweigh poison.
- Ice Shield breaks through immortality.
- Losses result from being overwhelmed by poison - not a single game won.

Divine Glory (Impossible)
- Don't even bother - all creatures are immortal - no chance.

33
Trio & Quartet / Re: Toxic Mutation
« on: January 08, 2010, 03:27:50 am »
I like it, but I have one question. What is the best target for afla? I'm guessing a rustler since you only need 1 if you quint one.
I'm still playing around with the deck but either RoL or rustler since both have 1 hp. It might work better with ball lightning, since you can create two malignant cell's on the same turn. Unfortunately, it might not be as good now, since they just upped the cost of quintessance to 3 aether. So now you'd need 2 supernova's to play just one. I modified the deck a bit more and came up with this version instead, which is probably more stable:



Mark is Entropy

34
Card Ideas and Art / Demonic Possession
« on: January 07, 2010, 11:22:29 pm »
Type: Spell
Name: Demonic Possession
Cost: 5 Darkness Quanta
Effect: The target creature is poisoned and comes under your control.

Seeing as darkness can already steal permanents, why not steal creatures too?



35
Trio & Quartet / Toxic Mutation
« on: January 07, 2010, 10:31:23 pm »
This deck produces a barrage of toxic mutants by taking advantage of the malignant cells generated by alfatoxin. The life quanta is generated with supernova + RoL/rustler, while quintessance is used to safeguard cells and druids.

EDIT:  Modified
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u6 6u6 6u6 6u6 6u6 71c 71c 71c 71c 71c 809 809 809 809 809 80h 80h 80h 8pj

36
Duo-Decks / Re: Rage Armor
« on: December 27, 2009, 12:07:17 am »
I tried to incorporate titan's and came up with this:



This version does generate more threat. I suppose the problem with both decks, however, is that they are heavily dependent on very few creatures. 1-2 titans or armagio's can be morphed, lobotomized, or congealed easily enough (antimatter could also pose a problem). That would be the only weakness I can see at this point. Luckily the rage potion can also dispense with annoying creatures like druids and ulitharid's. With that said, both versions have strong defense capabilities, and can be set up quickly. The only weakness I find with the titan deck is that it depends on pulling an animate artifact relatively early whereas the Armaggio's can absorb damage until enough rage elixir's come up.

Edit: I just found out that momentum actually negates the antimatter effect. Good to know.

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blarg: rainingblood