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Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg65721#msg65721
« Reply #24 on: May 09, 2010, 03:22:11 am »
:darkness Minor Vampire | Vampire



Ah, the Vampire. The being of Darkness that drains the lifeblood of others to strengthen itself. All damage dealt by Vampire is returned to you as healing, making it a great tool to get Elemental Mastery.

Like some of the other Darkness cards, Vampire weakens your opponent and strengthens yourself at the same time. It steals your opponent's HP and heals you, a perfect example of Darkness's play style. What makes this creature better than others is its advantage: damaging for 2 and healing for 2 means a net advantage of 4; upgraded, damaging and healing for 4 is a net gain of 8.

By itself, the Vampire doesn't look like much; you may think that only 2 damage and heal is insignificant. Sure, it's cheap, but even with 6 of them they're not very effective. If that's what you think, then you're indeed very, very wrong. You should know that when a Vampire is buffed and its ATK increased, the healing given to you is increased as well. If you use Blessing on a Minor Vampire twice, then you will have an impressive 8/8 creature that heals you for 8 HP per turn! This alone makes Vampire very useful, as it can be buffed to increase its healing potential.

Because it requires buffing by other cards to truly shine, Vampire is a card that synergizes with many other cards. When combined with the following cards, it can be very powerful:

: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. Minor Vampire has a cost of 3 :darkness, which fits in this low-cost range quite nicely; the upgraded Vampire is twice as powerful and more expensive, but it could still work. If you manage to generate a swarm of Vampires, you will receive massive amounts of healing each turn, easily getting Elemental Mastery.

:life Adrenaline | Epinephrine
Adrenaline is nifty but complex little spell that allows a creature to attack and use passive abilities multiple times per turn; smaller creatures gain more additional attacks. By itself Vampire has very low ATK, so it will attack multiple times when Adrenaline is cast on it. For Minor Vampire, it will attack four times, dealing 2+2+2+2 damage, which is in total 8; for the upgraded Vampire, it will attack three times, dealing 4+3+2 damage, which is equal to 9. A single use of Adrenaline is able to transform Vampire from a weak 2-attacker to a whopping 8-attacker, which is very powerful.

:light Blessing | Improved Blessing
Blessing is a buffing spell that gives the target creature +3/+3. Obviously, it can be used to buff Vampires to make their ATK stronger, and thus giving greater heal. Now, you may think that Adrenaline is better because it gives a greater buff, but that's not necessarily true; Adrenaline does not increase the HP of the creature, but Blessing increases Vampire's HP so that it is less vulnerable to creature control.

:darkness Nightfall | Eclipse
Nightfall is an unique global effect permanent that gives all Darkness and Death creatures +1/+1; Eclipse gives +2/+1. Vampire is a Darkness creature, so it can be used in combination with this card. Unlike other buffing cards, which only apply to individual Vampires, Nightfall gives all Vampires on the field a buff. This can be especially useful, when you have lots of Vampires on the field.

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

     You'll only receive healing if Vampire attacks successfully. So, if the attack is blocked and doesn't go through, you get nothing.

     Vampire + Antimatter = Ouch. Vampire heals you for the amount equal to its ATK, so if its ATK is negative, it damages you. There are decks based around Antimatter and Liquid Shadow, turning enemy creatures vampiric then inverting their ATK.

     Using Liquid Shadow on Vampire will only poison it, because Vampire is already vampiric.


A bit less than 700 words. Am I getting more concise, or am I just becoming more lazy? :P

Well, it's still more than three times the required amount, anyways :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.msg65987#msg65987
« Reply #25 on: May 09, 2010, 06:20:38 pm »

Nightfall/Eclipse
Nightfall/Eclipse is a great card that helps counter darknesses main weakness, low attack, giving +1/+2 attack for all darkness cards and death cards. It is a permanent that does not stack so 2 of these cards out at once will make no difference (also no difference if you have the upgraded and non-upgraded version out). The first version of this card to be played (either nightfall or eclipse) is the stat changer and any eclipses that are played after the nightfall will still only give +1 instead of +2 and vice versa. It works on all the field so opponent creatures also get the bonus
Nightfall/Eclipse works great with any mono darkness deck or duo deck of darkness/death. It is also a good addition to any deck that involves usage of darkness creatures.

Decay, Incarnate both use this card in there decks because they use Darkness/Death creature spam, (Fractal/Devourers for Decay and Graveyards for Incarnate).
Synergies
  • Vampire- An additonal 2 healing is valuable per turn especially if you have a lot of vampires out and +2 for each vampire, the additional 2 attack increases it to 6 damage per turn and 6 healing an overall net gain of 4 health per vampire
  • Pest - Eclipse is great with pests especially fractal pests (as the FG Decay shows), the pests converts enough darkness to play one then all of them in play get the stat boost, Pest on it's own is 0 attack but with eclipse gives an additional 2 attack and still drains quanta. Warning be careful when using it against enemies with fire shield and thorn carapace.
  • Graveyard Graveyard keeps generating skeletons and then eclipse boosts there attack (as the FG Incarnate shows). With a big supply of skeletons you can eventually have a field full of 4|3 skeletons.
Thanks to pepo for the table and thanks to BloodShadow for the cool Glowwy effect.


Offline AnoverX

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66040#msg66040
« Reply #26 on: May 09, 2010, 06:55:38 pm »

 When Devourer is lobotomized, both of those abilities are removed, but in the card info box it still displays Devourer as having the "Devourer" passive ability.

Great job.
Just one thing: lobotomized Devourer/Pest STILL drains quanta.


miniwally

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66043#msg66043
« Reply #27 on: May 09, 2010, 06:59:58 pm »
No it doesn't

I stand corrected.

Offline AnoverX

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66053#msg66053
« Reply #28 on: May 09, 2010, 07:07:27 pm »
I think its just so: Lobotomize cant remove PASSIVE skills.

Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66197#msg66197
« Reply #29 on: May 10, 2010, 03:52:54 am »
I don't know... I tried it in the trainer, lobotomizing my Devourers; they no longer drain quanta.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline Zeru

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66259#msg66259
« Reply #30 on: May 10, 2010, 08:35:33 am »
Bloodshadow, I'm using fractal Pest to kill Fake Gods. Devourers passive ability is immune to lobotomize. Try that in the real game if you are sceptical. And fix the mistake in your otherwise great article.

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66261#msg66261
« Reply #31 on: May 10, 2010, 09:18:54 am »
Bloodshadow, I'm using fractal Pest to kill Fake Gods. Devourers passive ability is immune to lobotomize. Try that in the real game if you are sceptical. And fix the mistake in your otherwise great article.
QFT.

Devourers passive ability is immune to lobotomize. Trainer still uses the old method.

Daneman

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66469#msg66469
« Reply #32 on: May 10, 2010, 07:13:53 pm »
I'm really sorry about the short notice (no notice  :() but I've been really busy with school so I won't be able to complete the stuff about the cards...
I will be able to complete it but it won't be on time sorry  :'(
No points for me... TT__TT

miniwally

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66471#msg66471
« Reply #33 on: May 10, 2010, 07:19:04 pm »
When is the time limit?

Offline Bloodshadow

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5863.msg66703#msg66703
« Reply #34 on: May 11, 2010, 01:15:29 am »
Time is up, but I think SG should give Daneman some more time to work on this.

I fixed the wrong info about Devourers. Damn trainer, misleading me...
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.msg66795#msg66795
« Reply #35 on: May 11, 2010, 05:42:56 am »
Thanks bloodshadow but i don't think that would be fair.  I couldn't really do much with the extra points anyway because i dont have enough money to upgrade very many cards :P

 

blarg: