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Offline ZawadxTopic starter

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9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58324.msg1188945#msg1188945
« on: May 07, 2015, 12:44:41 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/Brawl Bonus:
-Evidence of participation in the last war/brawl with the element you were a member of.
-If you were a General/Boss, evidence of your General-ship/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:

  • 50,000+ 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.)
A player may participate in Trials without meeting the 200 post and 50,000 score requirements if they are able to provide evidence of a significant PVP achievement. Examples of sufficient achievements include:
  • Winning a Weekly Tournament
  • Finishing in the Top 3 in Leagues or other forum PVP Events
  • Finishing on the winning War team

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 Odii Odsen of :darkness is NOT defending.
« Last Edit: May 14, 2015, 02:56:26 pm by Zawadx »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline ZawadxTopic starter

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  • Officially Eisoptrophobic
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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58324.msg1189058#msg1189058
« Reply #1 on: May 09, 2015, 12:16:21 am »
Master Odii Odsen of :darkness has stated his intention to not defend. :/
When you play the game of thrones, you win or you die. There is no middle ground.

Offline Physsion

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  • Awards: 11th Trials - Master of DarknessSlice of Elements 8th Birthday Cake10th Trials - Master of Darkness2nd Grandmaster Battle Winner - DarknessSlice of Elements 7th Birthday CakeWar #9 Winner - Team DarknessWeekly Tournament WinnerWeekly Tournament WinnerMaster Flag - Winner (Air Flag)9th Trials - Master of DarknessSlice of Elements 6th Birthday Cake
Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58324.msg1189177#msg1189177
« Reply #2 on: May 10, 2015, 09:31:35 am »
I will be entering the 9th Trials of Darkness.

This may come as a surprise to some, given my affinity for Entropy, but I have been thinking about this decision for some time now.

Since the very beginning of my Elements career, I've always appreciated the power of Darkness. This fondness has only grown further as I've become a more experienced player, and reached new heights during the fantastic performance of Odii Odsen and his teammates in War #8.

I've come to realize that with its combination of creature control, permanent control, quanta denial and draw denial, healing, strong performance as a mono and fantastic synergies with almost every other element, Darkness is truly one of the most powerful and well-rounded elements. I would love to compete for the honour of the title of Master of Darkness.


Spoiler for Phase 1 Tasks:
Spoiler for Being a War Reporter:
Siphonary

Hover over cards for details, click for permalink
Deck import code : [Select]
5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uo 5uo 5uo 5us 5us 5us 5us 606 606 606 606 606 606 606 606 606 606 606 606 606 7k2 7q9 7q9 7q9 7q9 7q9 7tb 7tb 7tb 7tc 7tc 8pq

Version shown is General Odii Odsen's deck, used in Round 10 of War #8 against Aether.

A powerful combination of the divine powers of Light and the shadowy forces of Darkness, War #8's team Darkness, led by Odii Odsen, saw great success with Siphonary, collecting a total of four wins against a single loss. Siphonary managed to outheal team Death's mono deck in round 6, outstall Earth's Immortal in round 7, beat down Entropy's Firestall in round 8 and shut down Aether's Devtal in round 10. I'll be reviewing this mighty deck, discussing its strengths and weaknesses, strategies, and possible modifications.

Card Rundown

Drain Life
* Drains 2 HP's from the target for each 10 darkness quanta in your possession. *
Drain Life is the driving force behind Siphonary, capable of delivering massive burst damage by playing multiple spells in the same turn. The main focus of the deck is to hold these spells until the quanta cap of 75 is reached, and then to direct all six straight at the opponent. While not capable of delivering 100 damage in a single turn by themselves, using a Vampire Dagger to whittle the opponent's health down can quickly bring them into burst range.

Sanctuary
* Your quanta pool and your hand can not be altered during your opponent's turn. Heal 4 HP per turn. *
Making up the second half of the name of the deck itself, Sanctuaries are important for keeping the user alive until the burst combo of Drain Life spells can be played. They provide passive healing, as well as protecting the user against denial cards like Discord, Black Hole, Devourer and Nightmare. Having all six Sanctuaries out on the field provides a total of 24HP passive healing per turn.

Vampire Dagger (Upgraded)
* Weapon: Deal 6 damage at the end of every turn. The damage dealt is returned to you as healing. *
Unupgraded Vampire Stilettos pack a decent punch, but they really start to shine when they are upgraded. Dealing 6 damage per turn quickly starts to wear down the opponent's health, and without any healing on their end, can very quickly bring them down into burst range from Drain Life spells. As an added bonus, combined with the passive healing from Sanctuaries, the vampire effect definitely plays its part in keeping the user alive.

Miracle
* Heal yourself to maximum health minus 1. This spell consumes all your light quanta left. *
While the Sanctuaries can heal off a lot of the damage received from creatures, sometimes the opponent's damage can overcome this healing and start chipping away at the user's health. Miracles can help in a tight spot, extending the life of the user and giving them more time to draw the cards they need for the combo.

Dusk Mantle
* Shield: The attacking creatures have a 50% chance to miss you. *
While heavily affected by luck, Dusk Mantle essentially reduces incoming damage by 50%. This compliments the healing provided by Sanctuaries and Vampire Daggers very nicely, maintaining constant healing each turn while reducing the damage the user takes.

Optional Cards

Steal
* Steal a permanent. *
A fantastic card for any Darkness deck to make use of, Steal fits well into Siphonary, giving the user a way to remove shields that block Vampire Dagger attacks, such as Dimensional Shield, Dissipation Shield or Wings. It can also remove high-damage threats like Fahrenheit, the dreaded Pulverizer, or healing permanents such as Empathic Bond.

Reflective Shield
* Shield: Any damage from spells is reflected against your opponent. Can not be destroyed or stolen. *
A very important card when specific decks are expected, Reflective Shield counters damage from Bolt spells (particularly Fire Bolt) and Unstable Gas. This card can save the user from almost guaranteed losses against decks like Firestall and Blue Nymph decks.

Liquid Shadow
* The target creature is poisoned and gains the vampire ability. Previous skills are removed. *
Liquid Shadow is an interesting choice for Siphonary. While it has no creatures to benefit from the vampirism, the secondary pseudo-Lobotomizer effect can be extremely potent against troublesome enemy creatures. Removing the active skills of bulky creatures like Firefly Queen and Pharaoh can save Siphonary from death by swarms. This is especially true in Air decks with Blue Nymphs, where Reflective Shield is required for survival and so Dusk Mantle cannot be utilized.

Sundial (Upgraded)
* Stasis: Creatures do not attack for 1 turn. :light : Hasten - Draw a card from your deck. *
Unupgraded, a Time card has no use in a Darkness/Light duo, but the upgraded version allows Sundial to be played for free. Delaying the enemy's creatures for a turn gives the user a free turn of healing, and any excess quanta can also be used to draw through the user's deck more quickly.


General Strategies
  • Victory by Damage
    • The main focus of Siphonary is for the user to slowly chip away at the opponent's health with Vampire Dagger, then burst them down to zero health in a single strike with Drain Life spells.
    • At the maximum of 75 :darkness quanta, six unupgraded Drain Life spells will deal 88 damage in a single turn.
    • This damage increases with upgrades, up to 96 damage with five or six upgrades.
    • Sanctuaries, Miracles, Dusk Mantles and Sundials provide the healing and stalling power needed for the user to reach the quanta cap.
    • If the opponent has Unstable Gases on the field, or you are at risk of being bolted to death (particularly with Fire Bolts, five of which can deal over 100 damage in a turn), Reflective Shield should be kept up at all times.
    • As your Drain Life spells cannot deal 100 damage by themselves, your Vampire Dagger needs to get the opponent below a certain threshold before you start casting your spells. If the opponent is healing back to full health each turn, Steal priority should be given to healing cards like Empathic Bonds and Sanctuaries.

  • Victory by Deckout
    • Against decks that can overpower your healing, such as Pharaoh swarm decks or Golem rushes, Siphonary can change its tactics, and instead force the opponent to deck out by taking out its primary damage sources.
    • Victory by deckout is your only option if the opponent plays a Reflective Shield, and is able to outheal the damage from your Vampire Dagger.
    • This is also your only option if your opponent has permanent control for your Vampire Daggers, or can outheal your damage from them.
    • Drain Life and Liquid Shadow spells should be targeted at priority enemy creatures.
    • Pulverizer is a priority target for Steal, as it can quickly destroy your important Sanctuaries, Daggers, Sundials and Shields.
    • For the same reason, creatures with Butterfly Effect should be given high priority for creature control spells.

Strengths

Siphonary is an incredibly well-rounded deck, and works well against most non-specific counters. It is effective against:
  • Standard creature decks (Standard monos, Grabbows)
  • Denial decks (DBH, Devtal, Ghostmare)
  • Poison decks (PDials, mono Death, Death-Water)
  • Rush decks (Immo rushes)

Weaknesses
  • Bigger stall decks (Sanctuary stalls, Stone Skin decks)
  • Stallbreakers (PUGons, Fractagons, Unstable Gas decks)

Reflective Shields can do a great job protecting the user against Bolts, Unstable Gases and Psions, a popular target for in-element Fractal attacks.
A full field of Dragons coming out as burst damage with Fractal can be problematic - with a bit of luck, Dusk Mantle can hold off their damage until victory by deckout.
Outside of sharded play where Shard of Void becomes an option, Siphonary has no way to beat larger decks with ways of outhealing Vampire Dagger damage. If another stall deck is expected, make sure to bring more cards than they do!

Spoiler for Taking Up Arms:
Gargomare
A Mono Darkness AI3/PVP1 Deck

Hover over cards for details, click for permalink
Deck import code : [Select]
4t3 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5uo 5up 5up 5up 5us 5us 5us 5uv 5uv 5uv 5v1 5v1 8pt


Easily obtainable within 20 electrum of the Darkness starter deck value, and boasting an 85% simulated winrate against AI3 over 1000 games, Gargomare provides an affordable and refreshing alternative to the standard Devourers and Dragons mono Darkness strategy.

  • Remove 1x Lightning, 1x Parallel Universe, 1x Immortal, 3x Parasites and 4x Devourers from your deck, and sell these. 373 :electrum electrum total.
  • Buy 1x Obsidian Pillar, 2x Black Dragons, 2x Nightmares and 3x Gargoyles. Add these to your deck. 16 :electrum electrum total.
  • Remove and sell 1x Nightfall, 1x Spark, 2x Quantum Pillars and 4x Aether Pillars. 95 :electrum electrum total.

At this point, you have a completely usable deck - all you need is an extra 11 electrum to buy one more Black Dragon to replace the Quantum Pillar (100 granted in this challenge.) Without the extra money, such as if you are starting a brand new account, you can optionally buy a 4th Gargoyle in place of the Quantum Pillar, then replace it with a Dragon when you earn enough from AI3/PVP winnings.

Spoiler for Simulator Statistics:
Player
Wins: 858
Winrate: 85.8 %
Average TTW: 10.757575757575758
EMs: 52
EM rate: 6.0606060606060606 %

Basic Strategy

The main feature of this deck compared to standard mono Darkness grinders is the use of Nightmare.

Nightmare is a particularly powerful utility card, draining health from the opponent, clogging up their hand and denying them of a draw. It is perhaps most commonly seen in the infamous "Ghostmare" - a notoriously powerful PVP and Arena deck, which features very strong denial when combined with Time's Ghost Of The Past, Reverse Time and optionally Eternity.

It is generally best played as early as possible, to slow down the opponent and get an edge in the damage race. As such, it is often not suitable to wait until you can play a Dragon... you need a cheaper creature that can come out earlier. Enter Gargoyle.

Perhaps one of Darkness' most underused and overlooked cards, Gargoyle is a 5 :darkness quanta mid-range card, with a cost-to-attack ratio of 1:1, matching that of a Black Dragon. While this deck doesn't make use of Gargoyle's excellent defensive ability, nor its strong upgraded cost to attack ratio, it fills the space in the early game left by the more expensive Dragons. This also makes it an excellent target for Nightmare, filling the opponent's hand and getting some early damage on the board. Getting some early initial hits with Gargoyles and stalling the opponent with Nightmares gives a solid opening for your Black Dragons to swoop in and finish off the opponent.

Spoiler for Starting Your Own Little War:
Polar Opposites

Tournament Rules
  • Tournament decks must be built using two opposing Elements (Fire + Water, Life + Death, Light + Darkness, etc.)
  • No cards outside of the selected pair may be used.
  • Exactly half of each deck must be made up of cards of each Element.
  • Shards and Other cards are banned.
  • A maximum of six upgraded cards may be used per deck, with no more than three belonging to each Element used.
  • A pair of Elements may not be used more than once per opponent.
  • Discord and Dimensional Shield are banned.

Example Deck
Hover over cards for details, click for permalink
Deck import code : [Select]
5l8 5l8 5l8 5l8 5ll 5ll 5ll 5ll 5lm 5lm 5lm 5lm 5uk 5uk 5uk 5up 5up 5up 5v2 5v2 606 606 606 606 7jo 7k5 7k5 7tb 7tb 7tb 8pq


Unlocks:
:light :earth :water :time : 5 upgraded pillar/pendulum cards
:life :water :fire :darkness : 1 upgraded spell card, 1 creature card, 1 non-pillar/pendulum permanent card and 1 upgraded card of any type
:aether :death :entropy :air : 4 upgraded non-pillar/pendulum permanent cards


War Bonus: +2 Bonus Points
5th place as a Team Entropy Soldier

Loyalty Bonus: None


Best of luck to everyone else participating in Trials!
« Last Edit: May 15, 2015, 12:33:56 pm by Physsion »

Offline MyNameIsJoey

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58324.msg1189230#msg1189230
« Reply #3 on: May 10, 2015, 04:50:53 pm »
sad to see a non-defending odii

Spoiler for Hidden:
Spoiler for Hidden:
score :188820
account : <---
brawl bonus : 1 point.proof
Participation in events : 1, 2, 3
Trials loyalty : 3, 5, 7,8

Spoiler for Hidden:
Starting Your Own Little War
Phase 1 Task
Develop an idea for a weekly tournament. The idea does not have to be entirely original, but should include some original aspects
Provide (in spoiler tags of course!) one deck that is primarily of the element you are challenging you could use in that tournament
Tournament Idea submission details:
For your Trials submission simply post the name and rules of your tournament along with your "hidden" deck in your Challenger's Entrance post.
You may post it to Weekly Tournament Ideas Thread as well, but this is not required
Phase 2 Component
Unlocks Elements  :aether :death :entropy :air for deckbuilding
Allows the use of up to 4 upgraded non-pillar/pendulum permanent cards in each of your Round 2 decks.
Spoiler for my entry:
Tournament name: dem heals.
Rules : At least 1/3rd of your cards must have a way to heal you.
How can this become an interesting tournament? : Given it is about healing, we'll probably see OTK's, 500 hp decks, ways to deal against 500 hp decks, ways to deal against OTKs, it creates a little meta in its own.
Spoiler for deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
5lg 5lg 7k2 7k2 7km 7km 7km 7km 7km 7km 7t8 7t8 7tb 7tb 7tc 7tc 7tc 7tc 7tc 7tc 7u2 7u2 7u2 7u2 7u2 7u2 7um 7um 7um 7um 7um 7um 7um 7um 8pq


What's a better way to deal with healing than reducing their maximum HP ? In this version of well-known siphonary, you have shards of void to deal against enemy healing, SoD to increase your max HP to try and deal against OTK. Also have reflectives for if the enemy tries to OTK with spell damage such as UG.
Spoiler for Hidden:
Waging War (Against the False Gods)
Phase 1 Task
Design an unupgraded deck that uses cards from the Element you are challenging to counter a specific False God.
The deck does not have to be a mono-your element or even mostly your element
This deck must not already be found in Oracle : [False God] thread for that FG in the FG/Strategy subforum
Explain how to effectively use the deck against the False God it is designed to counter
FG Counter Deck Submission Details:
For your Trials submission simply post the deck and strategy, in your Challenger's Entrance post
You may also submit your deck and strategy in the appropriate Oracle : [False God] thread, but this is not required
Phase 2 Component
Unlocks Elements  :aether :air :earth :life for deckbuilding
Allows the use of up to 4 upgraded spell cards in each of your Round 2 decks.
Spoiler for my entry:
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52r 52r 52r 52r 52r 52r 52u 52u 52u 52u 52u 52u 53e 53e 53e 53e 5uq 5uq 5uq 8pt

I built this deck to beat Divine Glory. Idea :
1- place death pillars
2- place bonewall
3- place stalkers and nightfall
4- stall with bonewalls
5- stall with sosac
6- win

I know divine glory has explosions, but she targets bonewall first, keeping my nightfall alive long enough, and deathstalkers ramp up poison stacks fast enough so that miracles aren't a problem. If you have the quanta for it, dont be scared to put a 2nd nightfall. LAter in the game when you stall with sosacs you wont have bonewalls to take explosions with.
Spoiler for Hidden:
Being a War Reporter
Phase 1 Task
Write an article for the Elements Community Newsletter
Your article may be either:
An interview with a war veteran. Interview a veteran from the Element you are challenging, if possible
You may not interview yourself.
A deck spotlight on a deck used in prior wars
The deck spotlight should be of a deck used by the element you are challenging
The deck spotlight should be of a deck used multiple times in a war, or multiple times across two or more wars. (please try to provide links to multiple uses of the deck)
Please do not let your skill at English deter you from this task
Article submission details:
For your Trials submission simply post the title and content of your article in your Challenger's Entrance post
You may submit it via PM to the Newsletter Editor Krzysiekxd or theelkspeaks as well, but this is not required
Phase 2 Component
Unlocks Elements  :light :earth :water :time for deckbuilding
Allows the use of up to 5 upgraded pillar/pendulum cards in each of your Round 2 decks.
Spoiler for my entry:
http://elementscommunity.org/forum/round-1-246/(darkness)-cccombobreaker-3-1-lt-hannal-(entropy)/msg1101748/#msg1101748
http://elementscommunity.org/forum/round-2-247/(darkness-lt)-cccombobreaker-3-0-ji412jo-(light-sld)/msg1103479/#msg1103479
http://elementscommunity.org/forum/round-4-249/(darkness-sld)(subbed-by-ccc)-iamme134-3-1-marsu-(life-gen)/msg1107619/#msg1107619

Parasite Walls.

I'll admit it, before i saw darkness use it in war, I thought it was a bad deck. I mean, who uses parasites? They kill very slowly compared to others. But guess what? this deck is actually pretty powerful. Offers CC, stall, healing if they used vamp dagger, rushes well if used with recluses. To be fair, it is only the base of a deck, around which you can build whatever you want. The death/darkness combination offers pretty much anything you could want, and the deck can be modded to beat most others. In a war format with a vault, this is probably one of the best decks you can build, as it is unpredictable, and can be changed anytime.
« Last Edit: May 15, 2015, 08:22:25 pm by ji412jo »
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anything
blarg: Physsion,ji412jo,Odii Odsen,Khaleesi