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Messages - zse (568)

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409
Fire / Re: Crimburnbrimcrem Rush (fast upped AI3 grinder)
« on: November 14, 2010, 09:08:57 pm »
You'll be having severe quanta issues.

8(MP)+10(LD)+5(BE)+60(Dragons)=83.

You are only generate 54 from all of the Cremations. Plus, it's hard to match up that many Cremations in one game, 3 is usually what you can expect from a stellar draw. You should just cut some dragons/ cut the LD and Eaters for 6 MP and some more pillars.
Did you notice that there's 11 :fire quanta sources in addition for Cremations: 6 Towers+Pendulums, and 5 B.Eaters. It's possible to have some quanta problems with "bad draws", but it's not as bad as you seem to think it is.

I thought using Fahrenheit because sometimes I end up having excess :fire, but it seldom deals 7+ damage -> changed to LS.

410
Fire / Crimburnbrimcrem Rush (fast upped AI3 grinder)
« on: November 13, 2010, 09:54:22 pm »
by zse
Hover over cards for details, click for permalink
Deck import code : [Select]
5f2 5f2 5f2 5f2 5f2 5f2 6rk 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dp 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7ds 7ds 7ds 7ds 7f2 7f2 7f2 8po

Simple deck: full set of Dragons, Cremations fed with Phö & B.Eaters, LDs just to fill deck to 30. Fahrenheit may be changed to Long Sword, have to test which one works better.

ttw 5,78 (AI3, 50 games played), 1 em, 0 lost
4 | 4
5 | 22
6 | 14
7 | 6
8 | 2
9 | 0
10| 1
11| 1

411
Deck Help / Re: The Art of Selling
« on: November 13, 2010, 07:30:09 pm »
Don't sell these if you don't have more than 6, or more than the number mentioned:
13 Quantum Tower, SoG, Supernova, 2 Fallen Druid, 2 Elite Oty, Cremation, RoL, 2 Elite Queen, Electrum Hourglasses, Fractal.

What to sell first
Graveyard, Feral Bond (keep some until you get 6 SoG), Shockwave.

412
Meh, you're just jealous for not getting that yourself.[/sarcasm]

I think all these "random effect" cards should be banned:
Quantum Pillar (no special Quanta gain),
Short Sword, Hammer, Short Bow & Luciferin (no special Quanta usage),
Chaos Seed & Pandemonium (no cheap PUs),
Mutation, Fallen Elf ability & Fate Egg (no cheap Dragons),
Voodoo Doll+Gravity Pull combo, Mindgate & Nightmare (no help from enemy).

413
lol, you forgot it's mutation, not improved mutation...
What you mean?
http://elementswiki.co.cc/ability/mutation/
Quote
... 40% chance to change it into a mutant ...
... mutant will have its health and attack randomly increased by a number between 0 and 4, and can have the ability ... Deja Vu ...

414
Turn 1
Nova :entropy :fire
Nova :entropy :fire
Nova :entropy
Photon
Mutation :entropy :entropy to Photon -> Crimson Dragon 16|3 (max mutation attack boost) with 1 :fire: Deja Vu
Chaos Seed :entropy to CD giving Parallel Universe -> 2nd CD 20|3 with 1 :fire: Deja Vu
Quantum Pillar

Attack deals 16+20=36 damage
Gain  :entropy :entropy :entropy

Turn 2
Draw Pandemonium

Deja Vu Crimson Dragons :fire :fire -> 3rd 20|3 and 4th 24|3 Dragons
Pandemonium :entropy :entropy :entropy 4* Parallel Universe 5th-8th Dragons

Attack deals 16+20+20+24+20+24+24+28=176 damage.

So with some luck you can deal total of 36+176=212 damage by the end of turn 2! :P

415
Farming Studies and Statistics / Re: Turns to win study
« on: November 10, 2010, 09:57:55 pm »
Brick Eater Cremator (http://elementscommunity.org/forum/index.php/topic,15196.0.html)
5,520 ttw losses: 2 games: 100 - posted by zse
2 Nova, 3 Burning Tower, 5 Brimstone Eater, 2 Crimson Dragon, 5 Cremation, 6 Lava Destroyer, 3 Minor Phoenix, 3 Thunderbolt, 1 Long Sword, Fire Mark.
Code: [Select]
4vj 4vj 5f2 5f2 6rk 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7dh 7dp 7dp 7dp 7dp 7dp 7dq 7dq 7dq 7dq 7dq 7dq 7ds 7ds 7ds 80a 80a 80aLittle bit slower than hrmmm's V2 with ttw 5,400, but still pretty good. Do also note that BEC has Tbolts, that can alternatively be used for creature control giving nice extra option for tactical moves.

416
I had pretty similar idea a while ago and I made new card suggestion based on it:
 Dragon Egg | Ancient Dragon Egg (http://elementscommunity.org/forum/index.php/topic,12853.0.html) Maybe that inspires you further with this idea of yours.

PS. If you like my card, you can vote it on Crucible - Other Card Ideas (http://elementscommunity.org/forum/index.php/topic,5517.0.html)

417
Deck Help / Re: Having general quanta issues
« on: November 10, 2010, 02:43:31 pm »
Seen/tried this deck?
http://elementscommunity.org/forum/index.php/topic,11834.0.html

Do you really need that much control cards? Use the ones that you'll get from your opponent instead.

418
Rainbow Decks / Re: Deadly Cocktails of Alcohol and Cannabinoids
« on: November 09, 2010, 10:52:06 am »
What are you going to do if you have no Pendulum on your starting hand?
That's happens actually really rarely. In v.1.21 the mulligan thingy was introduced, so you'll now automatically get 2nd set of 7 cards if you didn't have any 0-cost card in your first 7 cards.

Having 6 Pendulums in 30 card deck gives you ~17% change for getting mulligan, and after that you'll have another 17% change for not having any Pendulums in starting hand. Those combined, you'll have a total of ~3% change of starting the game with no Pendulum in hand.

That being said, I wonder whether the use of :time Pendulums is really doing any good. Starting a game with only :time and :aether quanta wont help you much.

419
Deck Help / Re: Question about QI and quanta-generating creatures
« on: November 08, 2010, 08:17:59 am »
I don't like using this method of working out the amount of pillars for this reason. Just go for a rough guess, test the deck and slightly modify it in the direction it needs to go. You'll eventually find a good ratio.
Using QI don't give you the final answer how many Pillars & Pendulums you should use. What it does give you is merely educated guess where you can start testing the deck. In my books educated guess > rough guess. ;)

420
Deck Help / Re: Question about QI and quanta-generating creatures
« on: November 07, 2010, 12:20:46 pm »
I'm no expert on this, but I'll give my 2 electrums on the subject anyway.

I use 2x modifier for single activation cost, here: Pegasus 6*1*2=12 :air.
In this case I'd count FFs with 1x modifier in quanta generation: 6*1*1=6 :light.

Quanta Usage: 52 :light & 35 :air
Quanta Generation: 0,5*12+6+1= 13 :light & 0,5*12=6 :air
Quanta Index: :light 52/13=4 & :air 35/6=5,83

I'd start testing with changing to 8 :air Pendulum and 3 :air Pillar
QG: 0,5*8+6+1=11 :light & 0,5*8+3=7 :air
QI: 52/11=4,73 & 35/7=5


PS. I'd use Owl's Eye instead of Morning Star, because it can kill Otyugh & Maxwell.

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blarg: zse