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Offline ZawadxTopic starter

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10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1231949#msg1231949
« on: April 30, 2016, 03:58:33 pm »
TIME TO ENTER THE TRIALS
HAS RUN OUT

:darknessbig

Please make sure you've read the Rules very carefully. Also, here are the Phase 1 Rules.
To join these Trials, post in this thread a single post containing the following information:

Spoiler for Requirements:
-Evidence of Score Requirement
-Evidence of Established Account Requirement

Spoiler for Phase 1:
Spoiler for Task 1:
-Name of Task
-Evidence of completion

Spoiler for Task 2:
-Name of Task
-Evidence of completion

Spoiler for Task 3:
-Name of Task
-Evidence of completion

Spoiler for War Bonus:
-Evidence of participation last war
-If you were a General, and were in the same War team as the element you are trialing for, evidence of your General-ship

Spoiler for Brawl Bonus:
-Evidence of participation last brawl
-If you were a Boss, evidence of your Boss-ship

Spoiler for Loyalty Bonus:
-Tell us how many times you have participated in Trials for this element before
-Give us evidence of your participation in each of those trials


Remember, the Requirements to Challenge are:

  • 30,000+ score in Elements
  • 200+ forum posts
  • Joined the forums no less than 3 months ago (at the time of signing up)
  • Participation in at least three separate PVP Events (Leagues, War, Weekly Tournaments, etc.)
Spamming the forums to get those 200 posts is not allowed, and you have to provide a screen shot of your score.

A player may participate in Trials without meeting the 200 post and 30,000 score requirements if they are able to provide evidence of a significant PVP achievement. Examples of sufficient achievements are:
  • Winning a Weekly Tournament
  • A top 3 finish in either of the PVP Leagues
  • A top 3 finish in a PVP event
  • Finishing on 1 of the top 3 War teams
  • Becoming a Master of any Element

Note: In the event more there are more than four applicants (including the defending master) for one element, priority will be given first to players with the higher Phase 1 scores and second to a combination of score/post count.


Challengers:

Master Physsion of :darkness is defending.
« Last Edit: May 07, 2016, 04:34:28 am by Zawadx »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline Aves

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1231989#msg1231989
« Reply #1 on: April 30, 2016, 10:30:52 pm »
:darknessbigThe Arrival of Aves:darknessbig

Spoiler for Requirements:
Join Date: June 14, 2010

Spoiler for Loyalty Bonus:
First Trials! Though loyal to :darkness, the bonus is not applicable.

Spoiler for Everything else:
PvP Achievements and Participation:
Survived to the end in Falling Empire
First in War #9 :darkness
First in Winning War Like A Champ Tournament
First in ElementsStone Redux Tournament
First in April 23 Speedbuilding Tournament
[Spot reserved for 12016 PvP League Results]
Third In Devil's Gate
Third In War #4 :darkness



Spoiler for War Bonus:
See above. Or just hover over that very shiny round war icon on the left.
Spoiler for Brawl Bonus:

Art by Khaleesi. Click to expand.
Brawl #5: League of Shadows 3rd Place.




Spoiler for Phase 1:
Spoiler for Task 1:
:underworldbig Waging War:underworldbig

Against the False Gods



"Hey! You there, stop! THIEF! Get back here! THIEF!"

The Shard Thiefby Aves
Hover over cards for details, click for permalink
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6qq 6qq 6qq 6qq 71u 71u 71u 71u 786 786 786 786 786 786 7ee 7ee 7ee 7ee 7ee 7ee 7t9 7t9 7tb 7tb 7u2 7u2 7u2 7u2 7u2 7u2 8pm

It was supposed to be an easy job. Sneak in, grab a few gems, sneak back out. The gods wouldn't notice any shards missing, and you could take out any guardians with your trusty vampire dagger. Simple, right? Well it turned out that the Gods are better armed than you were really prepared for. You made your way to the stronghold... where you promptly got crushed by spiders. And scorpions. And squids. And invisible women. And laserbeams of light. Oh, and there was that that one time with a dragon. Anyways, your attempts at petty theft failed time and time again, until one day, the RNG decided to take pity on you, and as you tripped over the bloody castle floor, the shards you were stealing merged... and crushed you. Painfully. And literally. They actually fell on top of you and crushed you. But hey, now you have a new idea...




Spoiler for Task 2:
:underworldbig Waging War:underworldbig
Against your Enemies

:darknessbig

Spoiler for Task 3:
:darknessbig Mastering the Cards :underworldbig
Voodoo Doll


Ah, pain, and the enemy. What a wonderful combination!
Voodoo dolls are an apt representation of darkness, taking whatever damage that may come their way and firing it right back at the opponent. This effect comes from their namesake passive, voodoo. Any negative status effect or damage to voodoo doll is automatically transferred to your opponent. This leads to a surprisingly large number of effective synergies and combinations. While a 2-cost 0|16 creature may seem useless at first, it soon becomes quite evident that voodoo dolls sacrifice their relatively low attack power for extremely high utility and versatility.

Offense: If it hurts, it helps voodoo doll.
Anger leads to the Dark side. And what better way to express your rage with a bottle or three of rage potions? Rage potion grants your doll an additional 5(6) attack, turning it into a medium power attacker that is almost impossible to kill. In addition, the damage dealt to the doll has the bonus of doubling as a burst of direct damage.

Ever wish your opponent had an infectious disease? Then parasites and bloodsuckers are your go-to cards! Parasites can apply poison counters to dolls, which are then transferred over to your opponent. In addition, the damage the doll takes from being poisoned is also dealt directly afterwards, leading to double the damage for as long as the doll lives.

Prefer a colder method of revenge? Shard of Patience will stack two attack and HP on your doll for as long as it is in play, at the cost of delaying it. This not only renders your opponent's weapon useless, but creates a nigh-unkillable high attack creature.

Defense: Stop hitting yourself. Stop hitting yourself. Stop hitting yourself.
With one application of gravity pull, all of your opponent's creatures will find themselves with a new target. With an ordinary creature, this would be the end of it. But with voodoo doll, not only does this stop all physical damage from enemy creatures, it also redirects any damage inflicted right back towards your opponent, assuming your doll lives to take the strike! On its own, even this isn't very effective; 16 hp doesn't tend to last long under gravity pull. This is where the basilisk blood comes in-- each BB adds a whopping 20 hp to the doll, and as the doll's hp stacks higher and higher, the slimmer the chance of the doll dying before your opponent does. Basilisk blood also has the effect of delaying the doll, and this status effect is transferred to your opponent's weapon, blocking it completely for as long as the doll is delayed.

Uses: Defend? Attack? Defend? Attack? Do both!
Voodoo Doll's high resistance to creature control means that it's an ideal choice for stallbreaking. Whether it's scaling damage through acceleration, poison, and shard of patience, steady defense through basilisk blood and gravity pull, or even simple direct damage through rage potion, voodoo doll's unique strengths have been found to be useful in decks of that nature. A prominent example of this is the popular FG grinder Voodoo Bravery, which rushes to get out voodoo dolls as fast as possible in order to use them as defense. Then, when the doll's HP is low, it is copied through parallel universe to bring about an unblockable one turn kill.

Voodoo doll's synergies enable a good defense while simultaneously not neglecting offense.  This makes it a good option for domin decks, which aim to deploy a fairly quick offense like rushes do, but also to be able to eliminate or slow down an opponent's own offense. The popular unupped pvp deck It's a trap! is another example of how voodoo doll can be used to generate a very strong defense that simultaneously encourages a high damage output.



Nightmare



Fear is the mind-killer.
This makes it an ideal choice for dealing with enemies! Mindless enemies are much easier to defeat! Nightmare is one of the only draw denial cards in the game, filling your opponent's hand with copies of a creature on the field. In addition, it drains 2 HP from your opponent per card created and siphons that HP back to you, making it a miniature drain life. This means that nightmare can preform a lot of roles at once-- but it's also a somewhat situational card, as it is generally only packs a big punch the first time it is used. Once a hand is clogged, it usually doesn't become unclogged, so only the first nightmare will have a significant dual-role. The subsequent nightmares will be solely about draw denial.

Denial: Stop playing cards!
Nightmare synergizes extremely well with other denial cards like silence and earthquake. When used in tandem, they can make a complete mess of your opponent's hand and quanta, often forcing them to discard crucial cards and slowing down their deck significantly, if not stopping it outright. Rewind will return one of your opponent's creatures to their deck, and then nightmare can delay their re-drawing of the card by another turn. Silence will force a player with a full hand to discard a card, and nightmare forces them to have a full hand. Discord and earthquake will reduce an opponent's access to usable quanta, and nightmare can then prevent them from drawing quanta production to alleviate the shortage. Individually, none of these effects will take down an opponent. But when placed together, their efficacy multiplies.

Uses: Stop, Drop, and Defeat!
Ghostmare is one of the archetypal examples of synergy between denial cards. It stacks draw denial with rewinds and nightmares, creating large periods of time where an opponent is unable to draw cards. In addition, ghosts of the past do damage when discarded, thus making your opponent's hand even more of a mess as they decide between damaging themselves and discarding useful cards, making the draw denial that much more effective. Nightmare chains and rewind spams can be devastating to a player caught off guard, often deciding the game right then and there. Savvier players will hold extra cards in their hands to dilute the power of the nightmare if they recognize the threat, but even this will only do so much against a properly chained nightmare combo.

Other Uses: World Domination
Nightmare is also a decent splash option in any domin, even without any other denial. In ideal conditions, nightmare will grant one turn of draw denial in addition to a swing of up to 16 hp for 1 quanta cost. Subsequent nightmares will of course be far less potent; however, when put together, these minor nuisances or delays can turn into game-changing ones as the denial and healing buys time to set up your own win conditions. Splashing in a nightmare or three is a strong choice in any domin.

Wait, wait, keep playing cards!
There are those among us who once walked among the light. But they forswore themselves, haunted by nightmares and empowered by the blessed swords of vampires. We call these fallen warriors...Day Traitors. Day Traitors is a special deck that uses nightmare in a unique way, taking advantage of the fact that the AI will play any creature it can afford to. By nightmaring Rays of Light and then playing Solar shield, DT uses nightmare primarily not as a source of denial, but as a source of quanta! As the nightmared rays of light enter play, they will encounter the unassailable solar shield, which in turn generates quanta for the nightmare user! While this facet of the strategy will not work on a savvy pvp player, any elemental foolish enough to play those rays of light will learn an alternative meaning of why the card is called nightmare.


Shard of Void




And if you gaze long into an abyss, the abyss also gazes into you.
Your enemies will regret looking you in the eye. For you wield the legendary shards of void, artifacts so powerful that they can reduce the maximum vitality of their targets without damaging them! This effect is increased by 50% when used with a mark of Darkness! Excited yet?
.
.
.
Well, you aren't alone. This is why shard of void is often referred to as the single most useless and underpowered shard of them all. Without the mark, shard of void is extremely slow. Even stacked, it would take five shards of void to match one unupped dragon-- and you can have multiple dragons in a deck. Even with the appropriate :darkness, SoV will still slow down any deck's attempt at rushing because the max HP reduction and the physical damage will usualy overlap; SoV only causes "damage" when your opponent is already at or close to full health. Thus, SoV tends to lag behind any decent rush attempt when it comes to speed. This forces any deck that uses it to be built around it. The lesson here? All the other elements have overpowered shards. Darkness' shard encourages elemental pride!

It's all about the stall...break.
What SoV lacks in speed, it makes up for in pure stallbreaking power. Against any deck that relies on defense, shard of void is a nightmare to face; any healing is utterly useless in the face of maximum HP reduction. Drain life and vampire dagger go very well together with SoV in a mono :darkness deck. The vampire dagger helps you to survive while the voids slowly chip away at your opponent. If harried early, drains and siphons can be used in defense by taking out problematic early creatures and healing to stay alive. Otherwise, they can be kept in reserve as you save up quanta for a last-minute killing burst; it's easier to kill a 50 hp deck with bolts than it is to kill 200. It is important to remember that max HP cannot be reduced below 1, so either the dagger or the siphon is absolutely essential to deal the killing blow.

Wait, no. It's all about the stall. No, really.
Ironically, shard of void's slow pace means that it synergizes very well with other stalling cards. Any deck that uses voids will certainly be slower than any half-decent rush; thus, users will need to pack defensive cards in order to survive against a rush while waiting for the voids to do their job. Shields and creature control will slow down your opponent's offense. Healing will keep you alive long enough to break down your opponent. One particularly noteworthy example of this strategy is in Zen. Zen was a deck that used shards of sacrifice and divinity to stall while waiting for shards of void to whittle down the enemy into kill range. Protect Artifacts ensured that the voids did their job, while a siphon and a dirk would lie in wait for that final, killing blow. Unfortunately, Zen's original incarnation is not very effective now as a result of patch changes. However, the spirit of Zen lives on as people continue to try to make stalls strong enough to handle the burden of SoV. Perhaps one day, they'll even succeed.

And another thing...
Of course, as a shard, SoV has one final use beyond its ostensible role as a situational stallbreaker-- to create vampyric voodoo shard golems! One shard of void grants a golem the devourer passive ability. Two will grant it the voodoo passive. Three will make your turn one 18|18 attacker heal you! There's not really that much to say here-- play the nova, play the SoI with SoV. Laugh as your turn 1 high attack vampyric golem demolishes your opponent.




« Last Edit: May 02, 2016, 04:14:29 pm by Aves »
:darkness War # 4, 9, 10
:darkness League of Shadows :darkness Brawl # 5

The Tentacle's Grip Brawl # 6

Offline chrispybacon84

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1231992#msg1231992
« Reply #2 on: April 30, 2016, 11:27:17 pm »
CHRISPYBACON84 :darknessbig



Spoiler for Requirements:



Spoiler for War Bonus:



Spoiler for Phase 1:
Spoiler for Waging War Against The False Gods:
Waging War Against The False Gods
Pestal
Hover over cards for details, click for permalink
Deck import code : [Select]
7t6 7t6 7t6 7t6 7t6 7t6 7ta 7ta 7tc 7tc 7td 7td 7td 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 808 808 80i 80i 80i 80i 81q 8pu

Pestal is used to lock down the opponent's quanta so that the opponent can't play any cards. Once the quanta is locked down, remaining fractal(s) are used for vampires, to finish off the opponent. In scenarios where there are bows/damage is too fast, one pestal can be done to fuel quanta for vampires, and the vamps spammed to heal yourself and hopefully defeat the opponent.
Siphon Life is added, for CC in case there are intimidating creatures before Vamptal. They can also be used at the end of the game, while the opponent is locked down, to Drain either creatures or HP directly, to further increase the chance of EM (If there is eclipse out, Pests don't heal) which means more electrum and score!





Spoiler for Waging War Against False Gods Part 2?:
Waging War Against The False Gods (Part 2?)
Vampiric Dragons
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5v8 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t5 7t5 7t5 7t5 7t5 7t8 7t9 7t9 7ta 7ta 7tb 7tb 7to 7to 7um 7um 7um 7um 7um 7um 7um 8pt

This deck has it's main strategy, but is quite versatile. The main strategy is to LS the dragons with nymphs, with huge amounts of damage, with heaps of healing as well. Nymphs can be used as CC, to stop spirits growing, or to make fate eggs completely useless (otyughs as well for example), or to stop big hitters like ruby dragons from damaging you. The damage that is healed from the enemy is equalized by the obsidian dragons. Darkness staples, like steal, dusk mantle and vagger are of course a part of this deck, making it adapt to a wide range of situations.

Card Rundown

Obsidian Dragon: Used for the main big hitters. Can take a hit here and there and still be functional, even sometimes with LS on it. They can sometimes lewer out some little CC, and save the nymphs for LS and massive healing.

Black/Dark Nymph: Obsidian Dragon's partner in crime. Nymphs are amazingly versatile. They can be used aggressively, as CC to protect themselves, along with the dragons, or defensively (main function) to LS the dragons, as they can survive quite a few turns and heal massive amounts of HP, which actually suprisingly can be game-changing.

Improved Dusk: Darkness staple, blocks really good amounts of damage, especially useful when nymphs LS opponent's creatures, and they slowly decay to death, dealing no damage.

Improved Steal: Another darkness staple, very good to steal shields, to let dragons deal up to a 28hp swing each. Also can be used to steal important permanants, and weapons such as lobo or eternity which will completely obliterate this deck, which will lose.

Eclipse: Used to boost nymph and dragon damage and healing. Faster wins if deck is played aggressively.

Vagger: Darkness staple. 12hp swing for 2 :darkness is amazing. Big healing which can by put out before nymphs and dragons (depending on the situation) to slowly chip away at health before the main creatures are played.

Spoiler for False Gods:




Very very close ecounter here:



Spoiler for Being A War Reporter:
Being A War Reporter
DrainBolt
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5up 5up 5us 5us 5us 5us 5us 606 606 61q 622 622 7t4 7t4 7tb 7tb 80a 80a 80a 80a 80a 8pu

Drainbolt is a very versatile deck that was used in War, and proved to be very successful. It does very well against rushes, stallbreaks very well, and does decently against domin decks. 12 CC cards prove very useful for controlling the field.
Against rushes, while CC is used against creatures, hopefully vagger is out to slowly chip away HP and heal yourself. While the quanta scales, you can burst with the CC directly on HP and/or fractal dragons for heaps of damage. OTK at the end of the game is great, and is possible for EM as drains and vagger heal.
Against stalls, it is best to scale quanta as fast as possible, preferrably with vagger out. It is ideal to have Fractal/Dragon/6 Drain life in your hand. Drains can be substituted for lightnings as well. Firstly, directly drain HP, and once that is done, you can fractal dragons for as much damage as possible. If you draw another fractal fast enough, you can have several dragons on the field for heaps of damage.
Against Domins, it is harder to play against. It is ideal to save for enough quanta to kill any creatures, using as less CC cards as possible, for other creatures. You can merge the strategies above to find an ideal way to win against a domin deck.

It has proved useful against many decks, which can be seen from War #9:
Exhibit A
Exhibit B
Exhibit C
All in all, drainbolt is a very versatile deck that has few weaknesses compared to other decks. It has a very adaptive play style and therefore suits many types of decks.


Spoiler for Starting Your Own Little War:
Starting Your Own Little War

Singular Focus (Unupped)

Singular Focus is an event where only mono decks are allowed, and certain quanta ranges can only be used. Quanta cards can be used in any quanta range (Marks count towards this as well). The following is for everything except quanta cards:
Small: Cards that cost 1-2 Quanta.
Medium: Cards that cost 3-5 Quanta
Large: Cards that cost 5+ Quanta

Examples for :darkness :

Small:
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5um 5um 5um 5um 5um 5um 5ur 5ur 5v1 5v1 5vi 5vi 5vi 5vi 5vi 5vi 606 606 606 606 606 606 606 8pt


Medium:
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5up 5up 5up 5uq 5uq 5us 5us 5us 5ut 5ut 5ut 5uv 5uv 5uv 5uv 5uv 5v2 5v2 606 606 606 606 606 606 8pt


Large:
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5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5ul 5ul 5uo 5uo 5uo 5uv 5uv 5v8 5v8 5v8 606 606 606 606 606 606 606 606 8pt


The elements will be 1d12 rolled for each participant in the tournament. They will build decks on the number they rolled (11 being :darkness). Happy building and dueling!




:darknessbig
:darknessbig
:darknessbig
« Last Edit: May 06, 2016, 03:35:16 am by chrispybacon84 »
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Offline Physsion

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1231999#msg1231999
« Reply #3 on: May 01, 2016, 02:33:23 am »
:darknessbig

"...I shall live and die at my post.
I am the sword in the darkness.
I am the watcher on the walls.
I am the shield that guards the realms of men.
I pledge my life and honour to the Darkness, for this night and all the nights to come."


So proud to see both of you sign up! I will defend. :darkness



Spoiler for Requirements:
Who needs cards, anyway?



Spoiler for Task 1: Trials #1 - Mastering The Cards:
:darkness Mastering the Cards  :darkness


I thought I'd do something a little different here, and go for three rarely used Darkness cards... Liquid Shadow, Cloak, and Parasite. My goal with this task isn't to win bonus points for making a beautiful submission, but to teach other players about how these three rarely-seen cards can be used effectively.














     Liquid Shadow     


Rarely used in competitive play, Liquid Shadow is in an interesting position - capable of acting as both a powerful buff to your own creatures, and as removal to your enemy's... without particularly excelling at either role. The double-edged sword effect of Liquid Shadow makes it reasonably difficult to use outside of very specific combinations, generally being too harmful to your own creatures to use offensively, and too beneficial to your enemy to use defensively. Within those certain card combinations, however, this little vial of liquid Darkness can really... shine.

Spoiler for Liquid Shadow Decks:
Shining Vampiresby TheCrazyMango
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7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jq 7jq 7jq 7jq 7jq 7jq 7jt 7jt 7jt 7ju 7ju 7ju 7ju 7la 7la 7la 7la 7te 7te 7te 7te 7te 7te 8pt

http://elementscommunity.org/forum/duo-decks/shining-vampires/

Super-Power-Massive-Dragonsby Ginyu
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55k 5up 5up 5uu 744 744 744 744 744 744 744 744 744 744 748 748 748 748 748 7an 7an 7an 7an 7t4 7t4 7t4 7t4 7t9 7te 7te 8pn

http://elementscommunity.org/forum/trial-final-battle-results/(9th-trial-of-gravity)-ginyu-5-0-montrossen/

Liquid Antimatterby TheonlyrealBeef
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4vn 4vn 4vn 4vn 4vn 4vn 5uo 5uo 5uu 5uu 5uu 5uu 5uu 5uu 606 606 606 606 606 606 606 606 606 606 606 606 606 606 606 606 8pj

http://elementscommunity.org/forum/duo-decks/unupped-fg-farmer!-liquid-antimatter-1-28/

Offensively, Liquid Shadow is used to give your friendly creatures the Vampire Ability, stealing your opponent's life with every hit, with the drawback of adding a poison counter to their own health. The impact of this drawback is nullified on creatures with large amounts of health, such as Massive Dragons, Steel Golems, Basalt Dragons and, with additional in-element synergy, Light Dragons. Archangels in Light provide fantastic support for your vampiric dragons, topping up their health as they take gradual poison damage. In-element Gargoyles are solid candidates for the vampire buff thanks to their defensive ability, Stone Skin, but Earth quanta will be required to activate this.

Thanks to their absolutely colossal health pools, Flying Titans also make for excellent Liquid Shadow targets - contrary to Liquid Shadow's card text, applying the buff will NOT remove an animated Titan's innate Momentum.

Liquid Shadow can also be applied directly to a friendly Voodoo Doll - while they have no attack value out of the box, their tanky HP pools allow them to freely be aided by cards such as Rage Elixir, and buffed even further by Eclipse to make a significant impact against the enemy. By their nature, poisoned Voodoo Dolls will also apply a small amount of poison damage directly to the opponent, and hurt them even further with every tick of damage the doll takes.

While it can be argued that there are better uses for Purify, this card will purge all poison counters from the target, allowing it to keep the beneficial Vampire ability without suffering from the poison. Applying Liquid Shadow to a creature that already has two Purify counters on it will only remove one, allowing the creature to keep healing itself at a rate of 1HP per turn. This can be useful to note for Nymph Queen rushes, a strategy which already shares considerable synergy with Darkness.



Defensively, Liquid Shadow finds synergy in one of Darkness' favourite partner elements, Death. Bone Wall allows Liquid Shadow to be used on enemy creatures more readily, poisoning them but blocking their attacks, preventing the opponent from stealing any health with the Vampire ability. This strategy provides an extremely difficult scenario for Fire elementals to play around - with a Bone Wall up, Lava Destroyers and Seraphs will do no damage, and die to the single point of Liquid Shadow poisoning. Even more critically, the notoriously resilient and ever-popular Phoenix will die immediately to this strategy - since Liquid Shadow also removes the active ability of the creature it is applied to, Phoenixes will not turn to Ash when they die, and will not be able to be resurrected. Tanky in-element Grey Nymphs provide a strong offensive target for Liquid Shadow once the opponent's forces have been dealt with.

Antimatter also works incredibly well with Liquid Shadow when used on opposing creatures - before an AI programming change, this synergy made for a very popular anti-False God deck. Applying the Liquid Antimatter combo to an enemy creature heals you, while simultaneously damaging the opponent, giving two potential win conditions - through damage, or through deckout.


     Cloak | Improved Cloak   


Cloak provides a mechanic unlike any other in the game - complete field invisibility. Generally considered quite underwhelming for its cost and its relatively short duration, Cloak doesn't see much competitive use either, but can also work very effectively in combination with a few key cards.

Spoiler for Cloak Decks:
You Can't See It!by Odii Odsen
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7ms 7ms 7ms 7ms 7ms 7n4 7n4 7n4 7n4 7n4 7ng 7ng 7ng 7ng 7ng 7ng 7tb 7ti 7ti 7ti 7ti 7ti 7um 7um 7um 7um 7um 7um 7um 7um 8pr

http://elementscommunity.org/forum/duo-decks/you-can't-see-it!-(darkness)(air)(fun)/

Camazotzby ddevans96
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5j2 5j2 5j2 5ut 5ut 5ut 5ut 5ut 7gk 7gk 7gk 7gk 7gk 7gr 7gr 7gr 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7t9 7t9 7tb 7tb 7td 7ti 7ti 8pt

http://elementscommunity.org/forum/trial-final-battle-results/(9th-trial-of-water)-ddevans96-5-4-jonathancrazyj/

Cloak does its best work when it's used to protect "glass cannons" - creatures and permanents that are typically fragile, expensive, high-priority targets, which can change the course of a game if they can survive on the field for as little as a single turn. A single Purple Nymph, Otyugh, Amber Nymph, Shard of Focus or Arctic Squid being allowed to use its ability once can mean the difference between winning and losing a game - either permanently crippling a player's attacking force, or beginning a chain of control that can't be broken out of.

Cards that can have an instant impact on the field, but have the majority of their game influence over a couple of turns, such as Blue Nymph, also benefit heavily from Cloak's protection. While an unupgraded Blue Nymph being protected from creature control for a single turn (by a Silence, or a temporary quanta lock from a Black Hole, for example) attacks twice and produces a single Unstable Gas for a total output of 32 damage, three turns of protection under Cloak allows the Nymph to hit four times and produce 3 Unstable Gases, for a whopping output of 84 damage. With support from either Vampire Dagger or Owl's Eye, that's a 100-0 for your opponent within the duration of a single Cloak.

Despite being a potential target of permanent control itself, Cloak also helps to protect useful permanents such as Shard of Patience and Eternity. Against the threat of Deflagrations or Steals, the extra layer of protection on top of these key permanents can be crucial for maintaining board control, or squeezing out that extra bit of damage to take the victory.



Unfortunately... several hard counters to Cloak exist in the game, and even more unfortunate is the fact that these particular cards already see considerable competitive use.


All five of these cards have a specifically-stated secondary function in their card text - "Removes invisibility." Cloak will be destroyed, regardless of how many turn counters remain, and all creatures underneath will take damage normally. Interestingly, the upgraded Lightning Storm contains the card text, wheres the unupgraded Thunderstorm does not - both versions of the card will destroy Cloak, regardless of the difference in card text.
























     Parasite | Bloodsucker   


Parasite's stats aren't much to look at, falling flat against comparable low-cost creatures such as Horned Frog and Lycanthrope, and its Infection ability seems mediocre compared to other repeatable-CC creatures such as Arctic Squid and Iridium Warden, but... recent experimentation into its interactions a handful of key cards have made it quickly climb the ranks as one of my favourite Darkness cards to build with.

Spoiler for Parasite Decks:
Parawallby CCCombobreaker
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534 5un 5un 5un 5un 5un 5un 5v0 5v0 5v0 5v8 606 606 606 606 606 606 606 606 606 606 606 606 606 606 71a 71a 71b 71b 71b 71b 8pk

http://elementscommunity.org/forum/round-6-171/(darkness)-lt-cccombobreaker-3-2-(time)-gen-playeroa/msg1111827/#msg1111827

King Bloodwallby Physsion
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534 534 534 534 71b 71b 71b 71b 7t7 7t7 7t7 7t7 7t7 7t7 7tb 7tb 7tb 7tc 7tc 7tc 7tc 7tc 7tc 7tg 7tg 7tg 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 8pk

http://elementscommunity.org/forum/trial-final-battle-results/stop-making-me-do-more-work-dammit/12/

Parasite's options are unfortunately limited by its dual-element cost, essentially forcing it to be used in a deck with Death to make use of its ability. Death, however, does present some incredibly strong cards which pair very well with Parasite - the most important of which is Bone Wall. Once Bone Wall lands on the field, any creatures afflicted with poison from a Parasite's Infection will quickly find themselves turning into more bone shields. Players should carefully time their usage of both of these cards so that none of those precious death effects are wasted - it's often worth holding your Bone Wall in hand and taking the direct damage from an Infected creature, then playing it just before the creature dies, in order to maximize your bone shield charges against the rest of the opponent's forces.

Parasite's strongest in-element synergies are with Voodoo Doll, and with Eclipse. As discussed earlier, a Parasite applying Infection counters to a friendly Voodoo Doll will stack poison directly onto the enemy's health bar, and also cause additional damage every time the doll takes damage from the poison. This provides the little bugs with an excellent alternative damage source, allowing them to stack poison on the enemy when there are no creatures to take care of. When used in a Death duo, the powerful Grey Nymph is able to play a similar role - controlling the enemy field with fast-acting Aflatoxin, throwing more poison counters onto the enemy via a friendly Voodoo Doll, and also laying down a considerable physical beating herself.

Eclipse fits beautifully into this combination, buffing both Darkness and Death creatures - in fact, with Eclipse on the field, Parasite and Bloodsucker respectively become first equal with Horned Frog and Giant Frog as the creatures with the highest attack:cost ratio in the game. (3:2 for Parasite and Horned Frog, 5:2 for Bloodsucker and Giant Frog.) Eclipse also buffs Grey Nymphs, or any other Death creatures you may also be using, such as Flesh Recluses or Mummies.




Spoiler for Task 2: Trials #2 - Waging War Against The False Gods:
:darkness Waging War Against The False Gods  :darkness


Dead Dollsby Physsion
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710 710 71k 71k 71k 71k 71k 71u 71u 71u 71u 71u 71u 72i 72i 7ta 7ta 7tg 7tg 7tg 7tg 7um 7um 7um 7um 7um 7um 7um 7um 7um 8pk

As many of you will know from my recent War and Grandmaster Battle efforts, I've become rather fond of Voodoo Dolls in my competitive decks. The fact that they are often overlooked and treated as more of a "fun" card than something competitively viable only makes them all the more appealing to me, and after winning the title of Grandmaster with a Darkness/Death duo, King Bloodwall, I just knew I had to try my hand and building a False God killer with the same elements.



Card Rundown

Death Nymph: heavy hitters with hefty health pools, Death Nymphs are able to lay down some serious damage while tanking large amounts of creature control from False Gods. Aflatoxin is used offensively rather than defensively against the FGs, through the use of...

Voodoo Doll: these precious little punching bags provide a fantastic alternate source of damage. Poison damage from Death Nymphs is effectively "doubled" against the enemy when used on Voodoo Dolls, since the damage they take every turn also stacks with the poison counters applied directly to the enemy.

Shard of Sacrifice: gives the player the means to survive against the False Gods while the Nymphs and Dolls do their work, initially sacrificing a chunk of their health to turn all received damage into healing. Chaining SoSac can force False Gods to discard expensive cards like Improved Miracle.

Eclipse: buffs upgraded Death Nymphs to an incredible 10|10, taking out 5% of a False God's maximum health with every single hit. Not so good against False Gods with lots of permanent control, but that extra damage can make the difference in other matchups. Also allows Voodoo Dolls to help out, and giving them an extra health point for a little more poison potential.



Victory Screenshots

Click to expand images.



Hermes
A brutally fast False God - my first two Nymphs died to high-powered Lances, but I got lucky enough for the third to survive for a while, even with Fire Buckler up. I was eventually able to apply enough poison with my Doll and chain SoSacs to victory.

Rainbow
Enough early damage from Rainbow allowed me to chain SoSacs early, forcing Rainbow to discard her high-cost Miracles. One of my Nymphs died to a double Lightning, two to Gravity Forces, and one was Congealed after a few turns on the field, meaning I was only able to get a small amount of poison onto a Doll - but the damage was already done, once a Doll was infected with Aflatoxin, my army of Malignant Cells proved too powerful for her. Rainbow was forced to play a Gravity Force on one of her own enormous Forest Spectres to buy a few more turns of life, but with the Miracles already discarded, it just wasn't enough.

Akebono
Another very fast False God falls to the Dead Dolls - a very early Titan and Overdriven Armagio is often a death sentence, but SoSac benefits greatly from this early damage. Although my Malignant Cells couldn't get past Akebono's Tower Shield, the Eclipsed Nymphs and poison damage from Dolls brought him before the SoSac chain ended, meaning he didn't get the chance to play any more creatures.

Divine Glory
Powering through 3 Improved Miracles is a good feeling! This battle demonstrates the stallbreaking power of Voodoo Dolls and Grey Nymphs - Divine Glory's health pool was shredded by a massive 38 poison counter by the end of the game, with support from a field full of Malignant Cells and the surviving Nymphs.


Spoiler for Task 3: Trials #7 - Waging War Against Your Enemies:
:darkness Waging War Against Your Enemies  :darkness


I will play two extra Bo5 matches in Phase 2.

War Bonus: +7 Points
#1 as General of Darkness
http://elementscommunity.org/forum/round-16-609/

Brawl Bonus: +2 Points
#3 as Boss of League of Shadows
http://elementscommunity.org/forum/forum-brawl/brawl-5-roll-up-roll-up-get-your-goddamn-points-here/

Loyalty Bonus: +1 Point
Winner of 9th Trial of Darkness
http://elementscommunity.org/forum/trial-final-battle-results/(9th-trial-of-darkness)-physsion-5-3-ji412jo/



Phase 2 Elements: :aether :gravity :rainbow :water :death :earth
Phase 2 Upgrades: 2 spells, 4 non-pillar/Pendulum permanents, 6 any (12 total)
« Last Edit: May 08, 2016, 06:33:37 am by Physsion »

Offline MyNameIsJoey

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1232005#msg1232005
« Reply #4 on: May 01, 2016, 04:27:14 am »
Work in progress
----------------------------
Requirements plus loyalty --> this link
This proves my score is enough.
my post count is on the left.
It shows I have already done 5 trials in darkness, making this my 6th.
I do not get war or brawl bonuses.

Phase 1
1-
Spoiler for Mastering the cards:
I'm going to discuss of 3 very important darkness cards here.
First : Devourer, why is it so good? Why does it draw bans?
Second : Drain life, why is it so good? Why does it see a surge in popularity?
Third : Steal, why is it so good? Why do i always seem to lose darkness trials to this card?

First of all, proof it draws bans : http://elementscommunity.org/forum/trial-of-darkness/5th-trials-registration-36158/msg457159/#msg457159 ,
https://docs.google.com/spreadsheets/d/1RyjS-VrlxhNr5j1txL80RDloZto6g56E4u7-_kjZvMQ/edit#gid=14 ,
https://docs.google.com/spreadsheets/d/1_nu5wOfiVyYv-aX6O7ox55iP3BtbZsVNlJLriMO6db4/pub?output=html#
I could add a lot more, but I think you get the point.

Devourers are often seen as a one trick pony in pestal, but nothing could be more wrong. Devourer is a complete monster, because it destroys all splashes. If you don't know how devourer works, it has the same chances to steal quanta from any of your pools, regardless of how many quanta you have in it. So 1 devourer has just as much chances to remove your 75th darkness quanta than it does to remove the 1 aether quanta you wish to keep to cast a lightning. Therefore, if you cannot splash cards, like what I call instant CC*, it forces you to either bring a mono deck, or put more quanta/cards in your second element. Devourer heavily scratches a lot of deck ideas, and that'S without counting the decks it is very strong it, like pestal. Devourer not only works great with fractal, but also with cards which use the fact your enemy has less quanta, like reverse time, or a ghost of the past (if your enemy can't play cards, he has to discard, and well if he discards a ghost...)
The cards I call instant CC are the cards that can kill or effectively remove from the game the turn it is played, no matter what quanta you have. I do not qualify drain life in this.

Which leads me to talk about this very card, drain life. This paragraph is going to be extremely subjective. I personally tought drain life was a very bad card as it was very outshadowed by fire bolt, up until I saw one deck. The one deck that changed my view about darkness entirely. This deck would be Siphonary, made, as far as i know, by one of darkness former masters, theonlyrealbeef. Darkness having an effective stall? Yes please. Because, when you look at it, darkness has everything to stall, vampire dagger is the best card in the game in my opinion and I have never hidden that fact. Dusk mantle while being based on luck blocks a lot of damage. Alongside with other stall cards , in siphonary those cards being sanctuary and miracle, it makes drain life shine. While drain life cannot deal 100 damage, the damage done by your vampire dagger is more than enough to claim a win. Now, I have overused siphonary, and lots of variants, but from it came variants that are now different enough to be considered their own decks, like drainbolt. As I said earlier, this paragraph is very subjective.

Steal. Considered by many but myself to be darkness's best card. Steal is a card that takes away a permanent from your opponent, and replaces yours if it is a weapon or shield, and this is what makes me dislike the card.Yes, dislike, I do not like every single darkness card, unlike I like to pretend it. Darkness already has the best weapon and one of the best shields, why would I want to replace them? But in a darkness versus darkness situation, it makes for a whole different system. While you can acquire the best cards in the game, you can also kill strategies, like by stealing dimensional shields, catapults, etc. It is a card I have always made the mistake to underestimate and underuse. A card that has been my demise. A card that almost all alone nearly made me ragequit this community. Steal is strong. Very Strong. Steal works well with cards that ensures your opponent cannot play another of the permanent you stole, whether it be quanta denial ( devourer, black hole, earthquake, discord ...) or another way.

2-
Spoiler for Starting Your Own Little War:
Now, this is a task I have to think about. Can't just re-use old trials stuff.

I Believe I can fly!
The only creatures you can use are airborne creatures. Shards and upgraded cards are not allowed.

Spoiler for Hidden:
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5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5ul 5ul 5uo 5uo 5up 5up 5ur 5ur 5uv 5uv 5uv 5uv 5uv 5uv 606 606 606 606 606 606 8pt

Most darkness creatures are airborne, including vampire which isn't in this deck. Why would this deck be strong? Are you kidding me? It's darkness.

3-
Spoiler for Being a War Reporter:
Hello Odii Odsen,

I'm not going to ask you the same questions as a regular interview. This is going to be a much more pvp-oriented interview. Here comes.

Many people consider you as the best master darkness has had. What do you think of this? If you disagree, who would you name as best darkness master?

First of all, you should know that I am a very self-critical person. The biggest challenge for me is to be satisfied with myself. What I learned is that Masters have much more tasks than beeing General in war. I tried to discuss with people on forums and in chat about in-game stuff, also, of course about darkness cards, deck's and strategies. Besides that, I think I made an acceptable performance in war.

TheOnlyRealBeef[/] and [user]Physsion made also a really good work. TorB was a really loyal darkness player who represented and pushed this element with all of his energy. Additionally, he was also Master for three periods. Physsion is a smart guy who understood the shard meta quickly. I never thought about who was the best master of darkness, I think all of us have their specific qualities. This assessment is very subjective but for me there is no "best" master of darkness.


Darkness has had 2 very strong showings in the last 2 wars, 2nd and first respectively, and you were the leader of one of them. What has made darkness suddenly strong? Did the war rules favor you? Did something click in your minds to find new ways to beat the meta? Was it luck?

I don't think darkness became suddenly strong. People finally learned how to use darkness. The main difference between my precursor and me was that I reduced the use of the "classic" decks like Ghostmare and tried to find out new ways with my team mates. (Unfortunately we didn't find a way to beat the Firestall) Rules were also an important aspect. Darkness has a huge advantage in a shard meta IMO. Luck is the one thing, several times having luck is skill.

Unlike the few previous trials, this time around we have a lot of people trialing for darkness. Do you think the recent war results have to do with this?
Yes, I think it has to do with this. But also the fact that darkness became a popular element in other PvP events where shards are allowed.

Out of the challengers, excluding the master, who do you think has the most chances to take the mastership and why?
My honest opinion is that Physsion will have the best chances (even without any bonus points). The person who will face him in the finals is probably ji412jo or Aves. ji4124jo was always one of the challengers favorites because of his deckbuilding skills with darkness. Aves become better and better. I think this could be a close race.

If you were to trial for a non-darkness element, what element would it be?
Definitely Air. Air was always my second favorite element. I like it to build and play decks with the Blue Nymph and I like the synergies with other elements.

You have a lot of PvP experience, and a lot of winning experience. What makes you a superior pvp player to the average?
Its a mix of prediction and the fact that I mostly play decks which can win against the most possible opponents decks.

I have personally had to face your blue nymph cloak deck. It is very strong. How did you get the idea for it? How many codes did you spend to get those nymphs?
Thank you. I came to this idea because unupped Blue Nymphs are not very CC resistant. I needed a way to save them from CC.

Is there one PvP match that you remember as if it were yesterday? One particular match that means more than the others?
Not only one. There were many games and especially matches I remember. Most of them I lost. Maybe this is the reason why I can remember them. I hate to lose.
But one of the positive remembrance is this one:

http://elementscommunity.org/forum/round-5-170/(darkness-gen-)-odii-odsen-3-0-furkanno-(time-lt-)/

Last question for you. Why have you decided to stop defending your mastership?
I like playing war but I don't have the time to be a General. So there is still the rule that you either have to be a General in war or you can not participate (for other elements). It's a good rule btw.

Any last words you would like to say?

Good luck in Trials. I'm glad to see that Darkness became more popular. Maybe I will trial one day again.

Thanks for answering!
« Last Edit: May 13, 2016, 02:29:41 am by ji412jo »
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Offline DANIEELA

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1232026#msg1232026
« Reply #5 on: May 01, 2016, 10:10:40 am »
COUNT ME IN!
Spoiler for Hidden:

Spoiler for Requirements:

Spoiler for Phase 1:
Spoiler for Task 1:
From Trials #2:
Waging War against the False Gods

Spoiler for Hidden:
Devtal
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7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t8 7t8 7t9 7t9 7ta 7ta 7td 7td 808 808 808 80i 80i 80i 80i 81q 81q 81q 8pu

I dont know if this deck count as existing anti-False God deck.If it is,let me know (PM me,Trials Organizer),i will change it.


Graviton
Spoiler for Hidden:

Divine Glory
Spoiler for Hidden:

Elidnis
Spoiler for Hidden:

Paradox
Spoiler for Hidden:

Spoiler for Task 2:
From Trials #7:
Waging War against your Enemies

Spoiler for Hidden:
-Evidence of completion
Simply post that you have chosen this task in your Challenger's Entrance post

Spoiler for Task 3:
From Trials #8:
Starting Your Own Little War

Twelve selected
Spoiler for Hidden:
15 minuts before the Tournament starts,all participants may declare if they want to be Leaders of teams.
If there are more than 2 applicants,TO-s will randomly pick 2 Leaders.
Then 2 of them will pick their teams in this way...
Leader 1 pick team member from all other participants and Leader 2 pick one element (randomly who starts with player/element)
Then opposite - Leader 2 pick member (from remaining members) and Leader 1 element (from remaining 11 elements)
This way untill we have 6 players in one and 5 in other team.
If there are more than 12 participants,for twelve spot all remaining(not selected) players must fight between them in b-o-3 (using mono decks from 12-th element).
This way both Teams will have 6 players and 6 elements,that they can use.
Brackets -
Leader gets starting number 1,first picked player gets 2,and so on...
Then they fight nr#1 vs nr#6 from other team (2 vs 5 , 3 vs 4...6 vs 1)
Avoiding fight between players from same team,untill one team is eliminated.
Remaining players (from same team) then fight for the Winner.
Deckbuilding -
Each player can use only elements that his Leader picked.
Using elements from other team is not allowed.
In each round every element can be used only once.
In each game only 2 elements can be used.( monos allowed,but they must also declare 2-nd element  after game)
EXAMPLE DECKS
Lets say that my Leader has picked  :aether :air :darkness :death :time :water
R#1
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61o 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61t 61t 61t 61t 61t 61t 61u 61u 61v 61v 61v 61v 61v 61v 63a 63a 63a 63a 63a 63a 63a 63a 8pu

i declare  :aether :air as used elements (using both elements is allowed,but not required)

R#2
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5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5rk 5rl 5rl 5rm 5rm 5rm 5rm 5rm 5rm 5ru 5ru 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8ps

 i declare  :darkness :time

R#3
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i9 5i9 5ib 5ib 5ib 5ib 5ib 5id 5id 5id 5id 5id 5ih 5ih 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pp

i declare  :death :water

Spoiler for War Bonus:
« Last Edit: May 11, 2016, 07:38:06 pm by DANIEELA »
NOVI SAD,VOJVODINA,SERBIA
WAR:earth#7:time#8,#9,#10:death gen#11:fire#12
Tourneys 12X13,25I14,10I,20VI15,15VI,23VII16,10VI17,8XII18
Well,I'd like to help,but not as much as I'd like not to.

Offline Higurashi

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  • Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Æther in Æternum enim Æquilibrio
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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1232185#msg1232185
« Reply #6 on: May 04, 2016, 01:23:39 pm »
Not very subtle are y'all.
:aether  http://elementscommunity.org/forum/guilds/991-thunderbolts-ho!-991/ :aether
Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
Aether represents the sense of joy and union, and the ultimate potential of all things.

Offline ZawadxTopic starter

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1232369#msg1232369
« Reply #7 on: May 07, 2016, 04:37:27 am »
chrispybacon84, please choose which submission for Waging War Against False Gods you'd like to choose as your official one. Otherwise we'll have to randomize from the two.
When you play the game of thrones, you win or you die. There is no middle ground.

Offline chrispybacon84

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61862.msg1232388#msg1232388
« Reply #8 on: May 07, 2016, 03:06:42 pm »
chrispybacon84, please choose which submission for Waging War Against False Gods you'd like to choose as your official one. Otherwise we'll have to randomize from the two.

I'll do Part 2 (Vamp Dragons)

Do I have to remove the first one?
"I'm a slut"
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