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Messages - zovencedo (24)

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13
Duo-Decks / Re: Anti Rush: Life
« on: December 12, 2010, 11:48:59 am »
not being too fast, in my opinion it lacks some kind of CC.
an otyugh, or a couple of viruses, and you're done.

14
Trio & Quartet / Re: Double-time!: Inertial Healing
« on: December 09, 2010, 02:12:17 pm »
may i suggest this version?
to improve the power of epinephrine, i added scorpions. if you manage to drop an adrenalined one quite early, it can stack poison quite fast. after that, it's just a matter or staying alive.

compared to the original version, i swapped out the gravity stuff, so i could stick with just one quanta. aether denial decks aren't the fastest around, so if you can throw up some poison early, it'll be difficult for your opponent to bring your HP to zero. he'll either run out of HP or deck out.

any suggestion is welcome..
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5c5 5c5 5c5 5c5 5c5 6rm 6rm 6rm 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7ao 7ao 7ao 7ao 7ao 7ao 7bu 7bu 7bu 7bu 7n2 7n2 7n2 7n2

15
Duo-Decks / Re: scorpions of the light
« on: December 09, 2010, 12:16:02 pm »
i have run a deck like this but it was unupped it ran 6 reverse times, 2 eternitys and no sundials
i find sundial very useful. in the beginning of the game, cause it stops rushes and lets you draw more cards to deploy blessed scorpions as early as possible.
later on, when the opponent is already poisoned, it's useful to stop his creatures from dealing too much damage, and let the poison do the work.

16
Duo-Decks / Re: scorpions of the light
« on: December 09, 2010, 11:50:12 am »
the last version i posted has just 3 blessings and 4 RT.
against AI3 it's very effective, although not the fastest deck ever.
i'm still unsure about precognition. it's quite useful, but maybe i could swap it out.
i'll try a miracle, maybe, although it costs a lot of quanta, and probably you won't have them until quite late in the game.

17
Trio & Quartet / Re: Mutated Speedy Gonzales ;)
« on: December 09, 2010, 11:19:01 am »
very cool.
i'm not sure about supernova. first of all i'm not sure it's necessary to be able to trigger mutated creature's skills. it might be useful, but not crucial.
also, one supernova means just 2 quanta, so that would be enough to trigger the skill just once.
plus the deck is not saturated with quanta, so i'd take out the nova and put another tower instead.

18
Duo-Decks / Re: Mummy...Get a Life!!!
« on: December 09, 2010, 11:09:31 am »
amazing deck, although a bit ineffective against some new t50 decks.

i'm testing a slight poison variation:
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710 710 710 710 710 710 710 710 710 710 710 713 713 713 713 713 718 718 71a 71a 71d 71d 71d 71d 71d 7ai 7ai 7ai 7ai 7ai
arsenic is much superior to the longsword, imho.

19
Duo-Decks / Re: scorpions of the light
« on: December 08, 2010, 01:22:04 pm »
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7jp 7jp 7jp 7jp 7jv 7jv 7jv 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q8 7q8 7q9 7q9 7q9 7qb 7qb 7qb 7qd 7qd 7qd
trying to add up your suggestions.
still not working properly, though. very weak vs rush decks.

20
Duo-Decks / scorpions of the light
« on: December 08, 2010, 01:04:47 am »
sorry if anyone has already posted anything similar (and i'm sure someone did)

any suggestions?
Hover over cards for details, click for permalink
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7jp 7jp 7jp 7jp 7jp 7jp 7jv 7jv 7jv 7jv 7jv 7jv 7k4 7k4 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q9 7q9 7q9 7q9 7qd 7qd 7qd 7qd 7qd 7qd 8pq


21
Entropy / Re: Schrödinger's Cat
« on: December 07, 2010, 12:52:24 am »
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6ts 6ts 6ts 6ts 6ts 6ts 6ua 6ua 6ua 6ua 6ua 6ua 711 711 711 711 711 711 714 714 714 714 714 714 71f 71f 71f 71f 71f 71f
This deck seems to work pretty well. I beat a level 3 with 80 HP left.

EDIT: Whoops, ah ... that's 6 Cats and 6 Soul Catchers.

More towers are probably needed.
in my opinion, and in my testing, that deck won't work.
definitely not enough entropy quanta to power the cats.
i've been tinkering a bit and i came up with this one, although i'm not too convinced about it yet.
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6ts 6ts 6ts 6ts 6ts 6ua 6ua 6ua 6ua 6ua 6ua 6ve 6ve 6ve 6ve 6ve 711 711 714 714 714 714 714 714 71b 71b 71b 71f 71f 71fit's 6 cats and 3 soul catchers

22
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: March 12, 2010, 05:49:50 pm »
more testing done...

Obliterator: 10 elemental masteries/0 losses (easy)
- Lots of big creatures for anti-matter/liquid shadow.
i wonder if Obliterator has ever played a Pulverizer against you...

23
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: March 12, 2010, 01:45:37 pm »
after some more playing and tweaking (i added an electrocuter, put back in 3 quanta towers, added 3 sundials, and took off the aether towers), i've found some mistakes in the descriptions of the false-gods. maybe someone pointed them out already in the rest of the thread, but i cba to go back and read all of the six pages.

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.
fallen druids mess A LOT with debuffed creatures.
and quintessence is CRUCIAL, cause maxwell demons can use paradox on your purple nymph. this is probably one of the FGs against which quint is absolutely necessary.

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Paradox: 2 elemental masteries + 5 wins/3 losses (easy)
- 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.
he does play miracle all the time.
and he rarely plays strong creatures. 9 times out of 10 he just spams deja-vu's and RoLs until the table is full. that way, you can't generate enough self-inflicted damage, and eventually you'll deck out.

Quote
Gemini: 6 elemental masteries + 2 wins/2 losses (easy)
- No creature control - quintessence is unnecessary.
he plays electrocuter at first turn almost every other game. if that's no creature control, i don't know what is...

24
Trio & Quartet / Re: Nymphomania (anti-FG) + stats
« on: March 11, 2010, 11:01:50 am »
i've played a few dozens of games, and honestly i don't find this deck very efficient. i'm using a slightly modified version, without quanta towers.
first of all, there are many FGs against which it's completely impossible to win, and unsurprisingly they seem to come out most often for me.
second, i find the win/lose ratios in the OP quite unbelievable. i've happened to lose three times against miracle for not being able to drop a purpel nymph soon enough, and same happened with other allegedly easy FGs.
it's a good deck, but it's not so fail-proof against any FG, and it's not as fast as many claim it to be.
the luck component (with draw, mana combinations, etc.) is too relevant to make it a "great" deck.
as for now, i still find rainbow superior. unfortunately i sold mine to make this nymph deck, cause i was bored of rainbow, so i'll stick with this one for a while...

edit: just to add that at the moment i'm 0 wins 3 losses against both obliterator and miracle, which are supposed to be the easiest ones.

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blarg: zovencedo