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Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg64143#msg64143
« Reply #12 on: May 06, 2010, 12:20:24 am »
For Phase 2 Part 2, the three cards I chose are Devourer / Pest, Steal / Improved Steal, and Minor Vampire / Vampire.

Just to start this off early so that I can pick the best cards :P
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

miniwally

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg64392#msg64392
« Reply #13 on: May 06, 2010, 03:34:51 pm »
Ok second I'll choose, Nightfall/Eclipse, Vampire Stiletto/dagger, Black Dragon/Obsidian Dragon

Daneman

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg64812#msg64812
« Reply #14 on: May 07, 2010, 11:08:40 am »
http://elementscommunity.org/forum/index.php/topic,6218.0.html <--- that is my duo deck
The cards i choose will be Dusk mantle/improved dusk, Liquid shadow and Drain life/siphon life.  Once i'm done i should just post the strategy tips here right?

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg64823#msg64823
« Reply #15 on: May 07, 2010, 11:24:54 am »
http://elementscommunity.org/forum/index.php/topic,6218.0.html <--- that is my duo deck
The cards i choose will be Dusk mantle/improved dusk, Liquid shadow and Drain life/siphon life.  Once i'm done i should just post the strategy tips here right?
Yes.

miniwally

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65116#msg65116
« Reply #16 on: May 07, 2010, 10:37:03 pm »

Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65216#msg65216
« Reply #17 on: May 08, 2010, 04:43:18 am »
Card Analysis for Darkness:

:darkness Devourer | Pest



Devourer, one of the iconic creatures for Darkness. Its ability drains one quantum from your opponent, then gives you one :darkness. This creature is the foundation of quantum denial, a popular strategy that denies your opponent of his or her quanta, and thus stops him or her from playing any cards. Its ability to steal quanta from your opponent fits perfectly into Darkness's theme of stealth and exploit.

Stats wise, Devourer doesn't look too promising: a measly 2 HP with zero ATK. However, the Devourer only costs :darkness :darkness to summon, which means that you can often get one on the field on turn two or even turn one; the low summoning cost also means that you can simply splash a Mark of Darkness in your deck, and use your Mark to fuel the Devourers alone. The upgraded Pest has 4 HP, which means that it is strong enough to survive one Rain of Fire.

The Devourer is one of the few quanta-producing creatures in the game; and without a doubt, Devourer is the best quanta-producing creature in the game. Why? Because of quanta advantage. Devourer takes away one quantum from your opponent, and at the same time produces one Darkness quantum for yourself. The net quanta advantage is two, which exceeds all other quanta-producing creatures in the game. Unlike other quanta-producing creatures, the Devourer is not simply a "pillar"; with its denial capabilities, it is more useful than a pillar. What's more, with one single :earth, you can render Devourer completely invulnerable, via its Burrow ability; no other quanta-producing creature is capable of this. Devourer has an ATK of zero, which means that it would not attack and trigger enemy shield effects; not even Fire Shield can take it down. Simply put, the Devourer is a very useful card for an extremely low cost.

A single Devourer by itself may not accomplish much, because 1 quantum loss from your opponent will usually not hurt him. However, everything is more powerful in greater numbers. If you have six Devourers in the field, all of them burrowed, then your opponent essentially has six of his pillars negated. And aside from its denial capabilities, Devourers can also serve as quanta acceleration, enabling you to gather Darkness quanta quicker.

The Devourer, while useful on its own, can be very formidable when used alongside these cards:

:aether Fractal | Fractal
Fractal creates copies of the target creature in your hand until your hand is completely filled. You need to pay the quanta costs to summon those duplicated creatures, so creatures with low cost work best with Fractal. Looking at the cost of Devourer, you'll see that it is almost an ideal target for Fractal. After filling your hand with Devourers, you can play them quickly, generating more quanta for yourself and further denying your opponent. The truly frightening aspect of Fractal-Devourer denial is that you can have up to 23 Devourers on the field at the same time; in most cases, if you manage to pull off this combo, your opponent is almost guaranteed to be caught in a deadlock, all of his quanta absorbed away and not being able to play a single card for the rest of the game.

:darkness Drain Life | Siphon Life
In addition to denial, Devourers provide quanta acceleration. With six of them on the field and some Obsidian Pillars, you can gather :darkness very quickly; with Fractal-Devourer, the speed at which you generate :darkness is insane - you can easily reach 100 :darkness and far above. Drain Life is a very nice addition to a Fractal-Devourer deck, because its damage rely on the amount of :darkness you have. Near endgame, you can unleash four to six Drain Life in rapid succession, instantly destroying your opponent and even giving you a chance to fully heal yourself.

:earth Earthquake | Quicksand
Earthquake is a very powerful Earth spell that instantly destroys three pillars your opponent controls. This spell is the other foundation card to quantum denial. If you have six Earthquakes in your deck, you can destroy up to 18 pillars your opponent has, which is more than most decks have; along with six Devourers, six more pillars belonging to your opponent are nullified. Your Earthquake can destroy your opponent's quanta source, while your Devourers slowly drain away what little quanta your opponent has remaining. What's more, using Earth in your deck allows you to burrow your Devourers, making them indestructible; it is almost like Devourer and Earthquake are designed to synergize with each other. Make an Earth deck with Mark of Darkness, and add a Titanium/Diamond Shield, some dragons, and maybe Basilisk Blood for stalling, and you've got a very solid deck.

Some other things about Devourer that you might want to know:

     Devourer is one of the only cards with two abilities, one active and one passive. Its active ability is Burrow, and the quanta-draining ability is passive, nameless and unique to Devourer. The passive ability cannot be removed, which makes Devourer that much more awesome.

     Devourer's quanta draining ability only works if your opponent actually has quanta. If your opponent has zero quanta, then Devourer will not produce :darkness for you because there are no quanta to absorb and convert.

     Burrowing halves a creature's ATK. If you buff Devourer with other cards such as Blessing or Chaos Power, then burrow it, its ATK will be halved like normal. However, if a Nightfall is on the field, it will give Devourer a +1 ATK bonus regardless of whether it's burrowed or not; same applies for Eclipse. Even if you burrow Devourer, play Eclipse, then unburrows it, its ATK would still be 2.

     Because Devourer's quanta-draining ability is passive, it will always retain that ability even if the Devourer is a mutant. For example, if a Devourer is a mutant with :darkness Destroy, it would still absorb one quantum per turn from your opponent. If you have a Devourer with an ability that costs 1 :darkness, it is literally the best mutant ever, because it can generate its own source of quanta for itself. Fun stuff, eh?


WTF, 1000+ words!!! :o :o :o

I write way too much :P

OK, my other two card reviews will come tomorrow. Hopefully they won't be this long...
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Daneman

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65268#msg65268
« Reply #18 on: May 08, 2010, 09:11:34 am »
Bloodshadow you are freaking amzaing! O_O
And doesn't your duo deck have to be more than 50% dark? Because miniwally's isn't

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65278#msg65278
« Reply #19 on: May 08, 2010, 10:34:36 am »
Bloodshadow you are freaking amzaing! O_O
And doesn't your duo deck have to be more than 50% dark? Because miniwally's isn't
Yeah, nice one Bloodshadow. Too bad there's no extra points for extra words. :)

And yes, Miniwally your duo-deck is "illegal". It says on the rules that there has to be 50%+ of Darkness cards.

miniwally

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65280#msg65280
« Reply #20 on: May 08, 2010, 10:45:16 am »
OOPS I can change it was trying to find definition of duo-deck and in the chnages it says 2 cards from different elements and couldn't fin agreemenet of what ours had to be.

Fixed

Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65591#msg65591
« Reply #21 on: May 08, 2010, 09:08:05 pm »
Yeah, nice one Bloodshadow. Too bad there's no extra points for extra words. :)
Thanks :)

But... Points won't really help me, since I'm still trying to upgrade my FG grinder, so I don't have the electrums to upgrade my Darkness deck.

However, "getting points" is not the purpose of those trials. The purpose of writing card reviews is to contribute to the Wiki, and that's why I did it despite knowing that doing it will not help me at all during the final battle.

BTW, does the final battle have to be tomorrow? I've got sort of a busy weekend, so I don't know if I'll have the time.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65612#msg65612
« Reply #22 on: May 08, 2010, 10:20:47 pm »
Yeah, nice one Bloodshadow. Too bad there's no extra points for extra words. :)
Thanks :)

But... Points won't really help me, since I'm still trying to upgrade my FG grinder, so I don't have the electrums to upgrade my Darkness deck.

However, "getting points" is not the purpose of those trials. The purpose of writing card reviews is to contribute to the Wiki, and that's why I did it despite knowing that doing it will not help me at all during the final battle.

BTW, does the final battle have to be tomorrow? I've got sort of a busy weekend, so I don't know if I'll have the time.
We will have a set time for the Final Battle, but in case people cannot make that time, we will have others too. Nobody is going to lose a title because he/she couldn't be there at a specific time.

Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65631#msg65631
« Reply #23 on: May 09, 2010, 12:06:23 am »
:darkness Steal | Improved Steal



Darkness is about crippling your opponent while strengthening yourself, and using your opponent's strength against him. Steal, a spell that allows you to take one of your opponent's permanents for yourself, exemplifies the true essence of Darkness. Steal is the best method of permanent control in the game, because it doesn't just merely destroy, it takes.

At the first glance, Steal seems to be very simple; the card text merely reads "Steal a permanent". However, those three simple words can achieve a lot of things, and sometimes those three words are the deciding factor on whether the game is lost or won. Steal, like any permanent control card, destroys a permanent belonging to your opponent; however, this spell also allows you to use that permanent for yourself. If your opponent has a weapon that is hurting you, steal it and use that weapon to hurt your opponent; if your opponent has a shield that is blocking all your creatures, take it and block his creatures instead. Depending on what deck your opponent uses, this deceptively simple card can mean so much more than what the three simple words describe.

Steal is the best method of permanent control in the game, because of card advantage. It destroys one of your opponent's permanents, and creates a permanent on your side; the net gain is two, which makes Steal much more advantageous than its Fire counterpart, Deflagration. Depending on what kind of permanent is stolen, the advantage gained by Steal can be absolutely huge. For example, you and your opponent are both low on HP, and you can kill your opponent in one turn if not for his Dimensional Shield that is blocking your attacks; you use Steal to take the Shield for yourself, surviving your opponent's attacks, then proceed to kill him and win the game. In that example, Steal allowed you to win the game when otherwise you would have lost.

Another great thing about Steal is that it is adaptable. No matter what type of deck your opponent is using, as long as he has permanents in his deck, Steal is always useful. This means that Steal does not synergize with any specific cards - it works just about equally well in combination with any card. For example, against a Mono-Aether deck, Steal can take away his Dimensional Shield; against a poison-freeze deck, you can steal his Arsenic to hurt him; against a FFQ deck, you can take away an Empathic Bond to heal yourself. The list is limitless, and you can always get some use out of this spell unless your opponent uses no permanents or protect his permanents.

Because of its adaptable nature, Steal is often used in a rainbow deck against False Gods. One weakness of Steal is that when you steal a permanent with an active ability, you cannot use it if you don't have the right quanta. However, this weakness is irrelevant in a rainbow deck, because Quantum Pillars generate all types of quanta. If you steal a Pulverizer, you would be able to use its ability; if you steal a Golden Hourglass, you would also be able to use its ability. The adaptability of Steal and versatility of rainbow decks are a perfect fit, and a deadly combination.

Quanta wise, Steal costs 4 :darkness which is a bit too much to be splashed into a Duo deck via Mark of Darkness alone. However, you can always pack in a few Devourers, which, in addition to generating :darkness, also takes your opponent's quanta away. Other than this, Steal doesn't have any weaknesses, except that you cannot steal any permanents that are Enchanted.

Some other things about Steal that you might want to know:

     When you steal your opponent's weapon or shield, it replaces your own weapon and shield. So you might want to think twice before stealing those, because you don't want to replace your Eternity with, say, a Dagger.

     Don't bother stealing cards with global effects, such as Sundial, Nightfall | Eclipse, and Flooding | Inundation. They affect the entire field, so it doesn't matter whether you own the permanent or your opponent owns it.

     Stealing a permanent with a time counter on it does not reset the time counter. For example, if you steal a Dimensional Shield with 1 turn left, it will still be 1 turn left when it goes to you.

     If you try to steal your own permanent, essentially nothing happens. You destroy your own permanent, then you obtain that same permanent. In other words, you just wasted your quanta and your spell.

     Steal is an ability available to mutants. A mutant with the Steal ability can steal a permanent every turn. It is the creature of ultimate permanent control.


A bit less than 800 words...
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

 

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