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Messages - mrbarbarian (75)

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1
Deck Help / Re: [group] The Elemental Engineers
« on: March 19, 2012, 05:50:58 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.

Played - 4
Won - 3
EMs - 0
TTW:
6 - 2
7 - 1
TTW Average - 6.33

From my first few games, just to show what this deck is capable of.
nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.
I believe that GoTp Mitosis is done somewhere, but this is the first non-bow (quanta wise) version I've ever seen.
Anyways, take out the precogs and add hourglasses/golden nymphs. They latter is better than the former due to additional card draw+decent mitosis target.

nice deck but... why so much  :life quanta?? you only need it to play some mitosis then its useless except to pay for some of the SoR but thats not important

also be in mind that you only really need 1 GotP and 1 mitosis for this to work so you may wanna cut some of both to slim down your deck and also take out a pair of pends because you wont need that much quanta after that

some SoFre in the future would not be a bad addition to the deck to ignore shields and deal more damage, assuming you can keep a good draw rate if you decide to put a couple of hourglasses
GoTP is not airborne.
I started with 5 of each GoTP, Mito and SoR but found my draw rate to be awful and it could take me 5+ turns to get 1 of each so I added 2 more SoR and GoTP, maybe taking out 1 tower, 5 precogs, 2 pends would give better ratios for draws of them. This deck is very simply a speed deck, the idea is to get that mitosis out t3 if possible which requires 2 pends on turn 1/2 in its current form. For this to happen consistently I went slightly heavy on pends as 1 tower, 2 pends gives you a turn 3 GoTP with potential to throw out mito+SoR turn 4 to start the damage. As maths said, GoTP isnt airborne, its passive is the obsession. The deck as it is is focused on getting the combo out fast with semi-reliable draws for both the 3 combo cards and the quanta production. My problem with nymphs/hourglasses is that if this is a 6/7 turn deck when it works, ive never had enough quanta for a nymph thanks to SoR/GoTP spamming. i think just taking it back to 30 cards would work best in terms of the precog/hourlgasses.

2
Deck Help / Re: Unupped Dentropy deck
« on: March 19, 2012, 05:39:45 pm »
Ive personally tested upped version of this deck against false gods and halfbloods with some success. I think that its too slow to be realistically used as an ai3 deck but even unupped it may pose a threat to halfbloods, you could try it and see.

3
Deck Help / Re: [group] The Elemental Engineers
« on: March 19, 2012, 05:28:07 pm »
Just a deck im toying around with, just wanted to see if anyone had any ideas before i make a separate thread for it.

Name: GoTRushed:P

Target: Halfbloods (Its probably too fragile for false gods and the setup time makes it too slow for ai3 compared to current decks available)

Hover over cards for details, click for permalink
Deck import code : [Select]
6rq 6rq 6rq 6rq 6rq 6rq 7ap 7ap 7ap 7ap 7ap 7q0 7q0 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qe 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pn

Cards:
Ghost of the Past - the main damage dealer and the focus of this deck
Mitosis - how else do you spam your GoTP without annoying fractals?
Shard of Readiness - SoR/Mito combo is immensely powerful in most cases, now combine that with the quanta efficient, time creature that is GoTP and itll give you nightmares
Precognition - not sure if these are worth it in decks of over 24-29 cards although seeing opponents cc helps you know how to play your combo
Time Tower/Pendulum - I went for a 1:2 split to give me consistent time mana as that is the most used while also giving me enough chance of drawing the required pends to get that 4 life quanta quickly, so far it seems to be working. Time pends instead of time mark + life pends is to get the time quanta quicker to get a t2 GoTP and start doing damage as well as preparing it for the combo

Strategy:
Im sure most people know how the SoR/Mito combo works however what ive noticed is that on time creatures SoR resets that creature, meaning you can potentially get 13 mitos in 1 turn. How? Well, mito the first time before playing a SoR, play an SoR, get 2 free copies, repeat until all SoRs are played. By this strategy I have turned 1 GoTP into 7 in 1 turn, getting a 6 turn win against a halfblood which is insane. After about turn 4-5 (unless you get my usual awful hands with 1 pend, no GoTP or precogs) you can start using those SoRs to spam GoTP giving you massive damage, tearing through the 200 health. The setup time makes it slow v Ai3 but rapid against HB.

Weaknesses:
Any cc that can clear your first GoTP. Due to this decks build, the GoTP must survive at least 1 turn before you can start comboing so if the first one gets killed it can be 2-3 turns before you have your second out, either providing time to be outrushed or for the HB to draw another cc card and shut you down again. However, I believe any deck that lacks the cc capable of this will die pretty easily. Its only other main weakness being the draws.

Played - 6
Won - 4
EMs - 0
TTW:
6 - 2
7 - 2
TTW Average - 6.5

From my first few games, just to show what this deck is capable of. It is quite fragile but if it gets its combo off I think its one of the fastest HB decks.

4
Deck Help / Re: NPON (Fun/Ai3 Rush Deck)
« on: March 18, 2012, 04:39:12 pm »
Trying to rely upon the bol/catcher combo to run a 30 card deck is too inconsistent. The damselflies were to add more damage for no cost and seeing as they provide quanta, the wurms can make use of it.

5
Deck Help / NPON (Fun/Ai3 Rush Deck)
« on: March 18, 2012, 02:16:21 pm »
Welcome to my No Pillars Or Novas deck. While this wasnt meant to be a serious deck the reasonably consistent 5/6 turn wins actually makes me want to try and make it at least semi-serious. Its main weakness so far has been bad hands and spammable cc (3 rage elixirs in a row against the fire ai3 at one point).

Hover over cards for details, click for permalink
Deck import code : [Select]
711 713 713 713 713 713 713 718 718 718 718 71f 71f 71f 71f 71f 7mt 7mt 7mt 7mt 7mt 7mt 7mu 7mu 809 809 809 809 809 809 8pk

Cards:
Damselfly - the best strenght per quanta in the game that doesnt die on the turn of its use. As this deck is about speed it made sense to use these.
Elite Wyrm - well, what else are you going to use that little bit of air quanta on. At times when ive drawn multiple flies in my opening hand, these can be a major damage provider.
Ball of Lightning - it wouldnt be a rush deck without the 30 damage available for 0 cost provided by these.
Soul Catcher - death is an effective rush deck so converting those BoLs into death quanta makes sense. There are 5 in order to improve draws and to maximise quanta per BoL.
Flesh Recluse - generally the main damage, at 2 strength per quanta they are one of the most efficient in the game.
Deadly Poison - it was these or mummies/skeletons and the fragility of this deck already, with the lack of purify among ai3 decks meant poison made sense.
Ivory Dragon - sometimes i draw multiple soul catchers or i get heavily cced. When this happens it provides the quanta to pull out the dragon to make use of that spare quanta.

Strategy:
-Play damselflys as and when you can, putting wyrms out there too. Possible exception: theres an oty on the field and you dont want to feed it.
-If i only draw 1 catcher and 2+ BoLs i try to save at least 1 BoL for if i draw another catcher to get enough quanta to play all my poisons/recluses
-Rush like mad

Stats:
Coming soon
Note:
I accidentally clicked onto Halfbloods when testing this deck and pulled off a win with about 25 health left, i doubt itll happen again but that shows the potential to rush is there.

6
Deck Help / Re: [group] The Elemental Engineers
« on: March 16, 2012, 03:35:49 pm »
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Deck import code : [Select]
6s6 6s6 6s6 6s6 6s6 6s6 7ac 7ac 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 7ap 7mt 7mt 7mt 7mt 7mt 7mt 7mv 7mv 7mv 7mv 7mv 8pn

My attempt to fit adrena-air with shards of freedom, so far its been very fragile and i resorted to placing a mitosis in there for is i lost adrenad flies. It did give me a 5 turn em and its probably about level with the fractal version, probably more frustrating due to bad draws and fragility, so its not too bad. I think trying a pheonixtal with SoFre might work well.

7
Deck Help / Re: [group] The Elemental Engineers
« on: March 15, 2012, 09:32:27 pm »
I'm only getting 1-2 starting towers and my luck means I struggle for mana. This deck is ridiculously fragile to plague/rain of fire but it's fun. I assume freedoms stack as I do see an increase in frequency with multiple out, if that's the case then a 40 card quick-draw time deck using freedom + gotp + dragons could deal mass damage to hb/false gods. Or going along the time idea... Chaos seed+freedomed déjà vu rush may be interesting. Something like that could run off nova + time mark eg:
Mark of Time
6 Elite déjà bi
6 nova
6 shard of freedom
6 chaos seed
3 improved blessing
2 rage elixir
Vampire stilleto
Although I imagine that would need serious refinement I've had 3 turn wins with a similar deck.

8
Deck Help / Re: [group] The Elemental Engineers
« on: March 15, 2012, 06:53:55 pm »
that combo is not new there are a good number of decks based on that for a long time... now what is new is that shard of freedom that is what you should be working on :P
Ive been messing around with this:

Hover over cards for details, click for permalink
Deck import code : [Select]
6s6 6s6 6s6 6s6 6s6 6s6 7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 808 808 808 808 808 808 808 808 808 808 80i 80i 80i 80i 8pu

Its been 6/7 turning Ai3 and even had an EM but my luck means i keep getting stupidly awful hands. When it goes right its great fun to see the ai die to a horde of 2 strength creatures.

Edit: blanks are shards of freedom

9
Deck Help / Re: [group] The Elemental Engineers
« on: March 14, 2012, 04:14:33 pm »
I dont seem to have access to these shards, are they supposed to be in trainer or beta? Zanz implied they are available currently.

10
Deck Help / Re: [group] The Elemental Engineers
« on: March 13, 2012, 07:19:06 pm »
I thought that at least the BoL + Sky Blitz + Fractal combo already exists?
Well, not having much time today I might try a deck tomorrow (if I remember =P)
I don't know just how common BoL + Sky Blitz + Fractal is but I know I tried it once. I ended up finding that having my hand get clogged up meant it was inconsistent and slow. Maybe I just got the balance of fractals and blitzs wrong but I ended up moving to a BoL + Fractal deck reinforced with recluse which lead me to a Fractal + Recluse + Dimension shield HB farmer with something like an 80% win rate upped although I only did about 20 games. Yeah, I ramble.

Wait, is this for level 3 or 4+ because for level 3, 6 blitzed balls is 60 damage, maybe try dropping the fractals, taking damselflys and going down the air route with something like:
6 BoL
6 Damselfly
6 Blitz
15 Wind Tower
3 Eagle Eye
The Eagles + damselfies might give it consistency while still allowing fast wins.

Going down a general blitz route, I have vage memories of 2 versions:
6 Blitz
6Damselfly
6 Elite Wyrm
12 Wind Tower/3 Wind Dragon + 9 Wind Tower

6 Blitz
6 Wind Dragon
6 Damselfly
12 Wind Tower

Next time I'm on a pc I can test some or try to see if I've got a code and stats saved somewhere in my mess of saved notes, spreadsheets and screenshots.

11
Duo-Decks / Re: Ghostmare
« on: September 27, 2011, 04:11:11 pm »
What are this decks stats? When I trialled a GotP/Precog/Nightmare deck (6 of each, 12 towers), its was 6-7 ttw as an Ai3 deck.

12
Rainbow Decks / Re: Quadruple-Machine Guns Redux
« on: September 24, 2011, 10:50:42 pm »
I also had the vampire dagger for 3 turns and a second, unboosted deja vu.

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blarg: mrbarbarian