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icybraker

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38901#msg38901
« Reply #36 on: March 16, 2010, 12:05:13 am »
I guess you're right, but the fact that it's a shield not meant for offense basically means that it's survivable. ;) In your second case, I can't see how it is survivable at all.

And I guess your Lobo thing may work after all... but it's just insanely long and annoying. I'd rather just quit. :P

AiBerry

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38904#msg38904
« Reply #37 on: March 16, 2010, 12:11:21 am »
Haha, that's my poor choice of words there, with "survivable" xD;; Beatable might have been a better choice.

And I agree, I would rather just quit because I think Hope will make fights horribly long. Hope + Miracle + SoD's =   ??? Unless a nerf capped/changed Hope's ability, you could still PA it or run it multiple times and fights would still be extended drastically.

In my second case, you would eventually win when the opponent ran out of luciferins/rases and you could kill them with whatever you have. By that time you would either already have quit or would stick around for the kill after having spent all that time. xD

Offline Xinef

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38914#msg38914
« Reply #38 on: March 16, 2010, 12:25:34 am »
I guess the best way to deal with a stalling hope deck would be to deck it out ;)
I guess it would be really hard to make a good non rainbow hope deck with eternity and enough quanta to use it, so we can hope most decks with hope will have no eternity. Hopefully ;)

So make a rainbow, take a permafrost, 6 SoGs, eternity, some creatures and a bond... and hope for your opponent to deck out.
So in conclusion, some people hope that hope gets nerfed, some people hope it does not, but we all hope to see new cards like hope, don't we? ;)


Also, I noticed Aflatoxine would be DAMN good against hope dekcs xD malignant cells have an ability, so cannot be luciferined, and will fill all fields so that your opponent can play no more dragons etc.
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Offline Essence

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38929#msg38929
« Reply #39 on: March 16, 2010, 12:39:31 am »
I'd just like to say that I put together a Hope/Fractal/Anubis deck that, with only the RoLs upgraded, has gone 50% with the FG's I've played:

Miracle, Elidnis, Incarnate: Beaten.
Hermes, Graviton, Rainbow:  Not Possible to Beat (simply because I have no protection for my Eternity in my deck.)


The only SS I got was beating Incarnate: (http://www.screenshotdumpster.com/view/m7Gbd52905/BeatsIncarnate)


But it's shaping up to be a decent FG farmer with only the 6 upgrades.  Games do take about 20 minutes, though.  :)
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Offline mafidufa

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38942#msg38942
« Reply #40 on: March 16, 2010, 12:48:24 am »
The nerfing has begun.
It is now 7 :light and blocks for N unupped and 8  :light and blocks for 1+N upped

Offline coinich

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38949#msg38949
« Reply #41 on: March 16, 2010, 12:55:19 am »
The nerfing has begun.
It is now 7 :light and blocks for N unupped and 8  :light and blocks for 1+N upped
Meh, I prefered the N+1 non upgraded and N+2; this way the AI can semi-effectively use them.

MrBlonde

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg38955#msg38955
« Reply #42 on: March 16, 2010, 01:05:34 am »
It definitely needed to be nerfed. It would make FG farming too easy IMO. Most rainbow decks could just throw one in and swap out the elite FQ for a regular one. Getting the 5 light quanta would be no issue whatsoever. I use a altered version of PuppyChow's deck so swapping out the permafrost for hope is a no-brainer. Even at 8 quanta upped it doesn't seem that bad and am sure just doing that swap alone will add some nice percentage points to FG farming.

If it stays immaterial this shield will make Divine Glory a very beatable FG and most of the other FG's slightly easier.


Offline Marvaddin

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg39133#msg39133
« Reply #43 on: March 16, 2010, 06:04:26 am »
I still think "Hope" is not a good name for a shield, anyone?

And looks like the upgrade makes it worse. 1 more quanta for 1 more protection, when its target is massive protection? Why not put cost at 7 for both?

MrBlonde

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg39151#msg39151
« Reply #44 on: March 16, 2010, 07:24:12 am »
i don't think it makes it worse. 1 more quanta to actually get it to at least block is definitely worth it. A -1 dmg reducer would still be helpful especially if you can't manage to get any light generating creatures up. Also i think there definitely needs to be some kind of cap on the damage reduction.

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg39186#msg39186
« Reply #45 on: March 16, 2010, 11:53:13 am »
Hope has been nerfed, changing first post image.
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Kael Hate

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg39190#msg39190
« Reply #46 on: March 16, 2010, 12:08:36 pm »
Artwork is Awesome. Bit off put that Diamond shield costs more and will be less effective wiith little effort. Against decks without Creature control it'll be king. I like it. Maybe too strong for the environment at this time tho..
Hope has been nerfed, changing first post image.
This change puts things in balance I think. It has a strong effect but you have to work for it and the other shields are no longer obsolete. I'd say it looks good now.

Laxaria

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Re: Hope / Hope https://elementscommunity.org/forum/index.php?topic=3977.msg39220#msg39220
« Reply #47 on: March 16, 2010, 01:46:44 pm »
I also think it is a good card now. As it is a shield card, effectively it takes a fair bit of time in a standard Rainbow to get up to the point whereby one can use it effectively. You need 5 turns to get a -6 damage on Hope, and even then momentum creatures can easily rip past it if you do not have creature control. Phase shields and the like are still just as effective stalling methods until a bone wall is set up. I don't see myself changing my strategy to accommodate this new card in the near future.

I do think it is a good concept, and does give the light element a huge boost in power.

 

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