A question i'm pretty sure will pop up at some point : Why did i choose to go for the trials of Air?
There are a couple reasons.
The first is my immediate reaction to the Mono-Air used by DrunkDestroyer in war 4 (
http://elementscommunity.org/forum/index.php/topic,34427.0.html). My reaction was the following one : Ohhhh, shinnny. I find air very pretty and elegant. I know it sounds silly, but the card art (Unupped dragon is an exception) and the blue border are just exactly... perfect, in my opinion.
The second reason is that i feel that
is an element which represents me best. If i had to describe it in one word, it'd be : freedom. And i love freedom (as in, more than any other value).
Personality question for Trials #5... >.>
Q: “Let’s say that you had the ability to transform into clouds; where would travel to, what would you do (cause rain? Provide shade? Obscure airplane vision and cause them to crash?), and what type of cloud would you become if the change was permanent?”
I suppose i keep being conscious and sensitive. (if not, please say so)
I'd probably wander around with the currents. If i get bored with what the current current traveled over, i'd just settle for another current and so on.
I would probably just observe people. And relax, and watch birds. If the change became permanent, i'd be a startus (low cloud that i find extremely pretty) :
Air has never had a stable master. Do you feel like you could break the curse?
Most probably. I do not expect to have any extremely major RL thingies that would make me an absent master.
How many times must a man look up before he can see the sky?
42.
Seriously, once. Unless he's blind/blindfolded/inside a building/underground.
Add to your responses an related song (not a war song, hurr).
Following your star (
http://www.newgrounds.com/audio/listen/410882)
Q:"Air lacks PC and denial, can you design a card that can add by itself both"?
Jenkar
Why did you choose to go for Air? Easier to become the Master than other elements? Why does Air fail in War?
I was expecting that question, and my answer is in my first post, sort of as an introduction.
I don't believe it is ''easier'' to become a master of air. The first reason is that, while it is harder to go up to the final battle in more popular elements (entropy anyone?), the people you face are generally on ''average trial level'' in terms of love for the element. In less popular elements, the people who go for the element are generally lovers of that element and will work with much more enthusiasm to win, and therefore will be much more difficult to beat in a final battle.
Secondly, DrunkDestroyer won with skill last trials. I wasn't expecting him not being here, but i don't think it'd've been easy for me had he been my opponent.
Thirdly, i saw Hyroen enter phase 1. If i had wanted an ''easy mastership'', i would *certainly* not have entered trials of air against someone that was an air fan (pun intended) since War 1, and that already went through trials 2.
On air fail in war, consider that air placed second in war 2. I believe it failed in war 1 due to the newness of the event (and hence, inexperience at planning a vault), and war 3 due to a big error in round 4 deckbuilding.
I consider that another problem is that air is far from complete, as shown in this post by the idea guru (
http://elementscommunity.org/forum/index.php/topic,32272.msg453402#msg453402) (go to second answer). That is a precise analysis. In my opinion, what air really lacks is a stronger theme. If you look at it right now, you see the following :
1) CC : Eagle Eye, Shockwave, ''Thunderstorm''.
2) Quanta accelleration : Damselfly, Firefly.
3) Burst damage : Skyblitz, Unstable Gas (and hence the nymph), Wyrm (due to dive).
4) Defense : Fog, Wings.
5) Progressive Damage : Firefly Queen (and, minorely, Animate Weapon)
In my opinion, to make air stronger, point 1, 3 & 4 should be strengthened, most certainly through new cards. This would lead to air as a stally element that suddenly dishes out truckloads of damage.
Give a brief analysis of the Yu-Gi-Oh! card Cloudian - Eye of the Typhoon (http://yugioh.wikia.com/wiki/Cloudian_-_Eye_of_the_Typhoon), and explain whether it fits the WIND Attribute (or whether it could be incorporated into Air).
Note the following things:
I do not know much about Yu-Gi-Oh. From what you gave me, i feel that this card's main interest is to dish out massive damage and do a planned, slow destruction of opponent's creatures. The ability feels much like what a cyclone could do, so it might fit wind. It would fit in air as a repeated CC card, CC being in my opinion one of the themes of Air.
Why do you think Air has been so chaotic when it comes to Masters?
The only thing i have to add to Hyroen's answer is that Real Life can take a toll on many people. I truly believe both unit and DrunkDestroyer had a real love of the element, though.
what card do you think is strongest for air and why, Also what element do you think is the best comboniation with air for both upgraded pvp and unuped pvp.
Wings, unupped. It counters so many decks that it's funny. If the BL season is grabbow happy i just use my mono-air or toadbow and watch the hate on people's eyes as their shriekers fail to reach me.
Upped, Eagle's Eye. Repeated CC with an excellent damage and flying weapon in element makes it an extremely powerful card.
In pvp, Unupped, Air/light stalls are my pick, with the combination of Air's CC & Light's healing and defense (fireflies are awesome).
Upped, Entropy. CP and wyrms, but also flying discords, and stalls of many kind are (strong, in my opinion) offsprings of this combination.
Both: Post a deck where unupped wyrms shine.
There is only one correct answer.
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Air is often regarded as one of the weakest elements. Why? How would you rectify this?
I believe an answer to that has been provided above in my answer to majofa. A first step would be to make a card that allows air to suddenly burst in a more effective manner than Skyblitz.
Which image do you like better and why?
The left one. Because it haz sky. And the other does not.
Questions:
1. Do you think is it thematically appropriate to Air to be solely limited to Weather Phenomena and Physical Concepts, or do you feel it could be expanded upon to cover other themes in Elements the Game?
2. Design a new card that you feel represents the more "Magical" side of Air. (Magical is open to your interpretation.)
1. Second. There is an unexplored side of Air, which is... well, magical beings, most importantly, birds. I find it extremely disturbing that Air doesn't have a bird.
2.
Note: Simurgh is a protective legendary bird.
Air has a strong mono (upped), while unupped it is famous for its shields (fog, wings). For both unupped and upped metagame, do you see Air as a "main" element or rather "supporting" role in a deck? How would you utilize this difference in War?
A) Really depends on which card. Air as a whole has both capacities. Shockwave, fog for example are mostly support cards. But if you use skyblitz, wings or animate weapon, air is a main element, because you base your strategy&deck upon that/those card(s). In my opinion, air is mainly a main element due to more cards being ''main'' cards than being support ones.
B) By making decks who use those main cards and enhance themselves with support/other main cards from other elements.