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Offline kevTopic starter

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4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg371533#msg371533
« on: July 26, 2011, 02:48:16 am »
Phase 1 - Proving of Worthiness
Phase 1 has ended

See the tasks here (http://elementscommunity.org/forum/index.php/topic,29093.0.html).

Post your screenshots, links, shard commentaries, etc here.

Please use "modify" on your first post here rather than adding new posts as you progress through the tasks.  This will help avoid clutter.  Thanks.

Offline thatnewguy

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg371548#msg371548
« Reply #1 on: July 26, 2011, 03:05:40 am »
Phase 1

The Arena- Completed
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710 710 710 710 718 718 718 718 718 71a 71a 71b 71b 71b 72i 72i 7dm 7dm 7dm 7do 7do 7dr 7dr 7h2 7h2 7i6 7i6 7i6 7i6 7i6 8po
(http://elementscommunity.org/forum/index.php/topic,29236.new.html#new)


]

PART 2 THE SHARDS - Complete
TNGs Shard - Shard of Leadership (http://elementscommunity.org/forum/index.php/topic,28847.msg400063#msg400063)

Shard Comment #1 (http://elementscommunity.org/forum/index.php/topic,28846.msg399272#msg399272) - 159 words
Hey sca, I like this shard, but I feel the upgraded version is a bit too strong. I mean for 3 quanta I can basically become immortal for at max 6 turns since no CC/PC/damage can kill. While this acts like a miracle in many forms, this would probably make more people rage than a firestall in plat league. Also, on the card text it says "When card is played", I believe this should say "When this card is played" Small error of course :P Anyway, to balance this card I would much rather increase the card for the upped version by at least 2 so that way if the opponent EQs you, you only have 1 turn to gain back the quantum to replay another one of these cards. Or, if that seems to be a bad option, you could make them non-stackable so the effect only lasts every other turn giving the player a bit of ease.
Shard Comment #2 (http://elementscommunity.org/forum/index.php/topic,28846.msg397707#msg397707) - 152 words
Ok, for some reason the second I look at this shard I see it scream "OP". I also think "My god, immortal shriekers/chargers OP." I think their needs to be a counter on how long the immortality lasts on creatures, perhaps 2-3 turns. If not, at least a quantum cost per turn like 3 :aether so it easily conflicts with fractal and can't be abused heavily. Otherwise, it's a nice idea overall, just a bit too strong if you ask me. Also, the name of "endurance" does not really fit into aether, as another name could replace it better. I have a question though, you say it unburrows, doesn it unburrow and become immortal as well? Still be too strong in all forms, as I said early, an increase in cost for the upped cost or a turn limit for the immoratality will be best to whether balance the card in gneneral.

Shard Comment #3 (http://elementscommunity.org/forum/index.php/topic,28846.msg398388#msg398388) - 203 Words
You have an interesting idea here, will. It's like a SS, but for critters, it draws a good combination for mitosis and fractal as well with a total of 23 x 5 extra hp if you happen to be running an earth mark. Although, I do feel like since it's a spell card and you can use up to 6 of them it might have a better role in majority of decks rather than Stone Skin. The wording is also a bit confusing, do I gain 2/5 hp for every creature in play or for every creature in my deck? I would have to assume it would be for every creature in play at the moment, but one can't be too careful :P. I'm also confused as to what happens after you play something like immolation or they CC your creatures, does your hp drop back to normal? Or since it's a spell card is it a one time deal, like SS, as well? I do like the idea, but giving every element a Stone skin just from spamming creature (which is what life and rainbows/speedbows do best) might be a bit too strong, but it is a good idea none the less.

Shard Comment #4 (http://elementscommunity.org/forum/index.php/topic,28846.msg398236#msg398236) - 156 Words
Hello, YoungSpot, now your shard in all forms seems completely worthless to me expect for a flooding counter. I don't believe moving a non-darkness creature to a random spot on the field really helps majority of the time at any game. Although, the stun for 2 turns does seem like a useful aspect, you drop this shard after say a cremation rush spam or a speedbow rush have basically 2 free turns to set up and destroy them. So, to benefit this shard can we perhaps either remove the stun and add a pandemonium like effect, say for every spot the creature is moved away from it's original position it has a +10% chance to get struck by lightning/chaos seed so it still keeps the moving a creature to a random spot on the field, but also has an ability to kill like pande. Though, this would probably fit better in entropy and not darkness :P
Shard Comment #5 (http://elementscommunity.org/forum/index.php/topic,28846.msg395150#msg395150) - 153 Words
I like what you're doing here, but is the death chance the same for all creatures depending on nothing? I believe that the shard should provide a chance of death, like skull shield. Say the X diveded by 100, where X is the amount of hp they have after the shard effect. This way creatures with high hp should also have a higher creatures have a creature chance to die, so the shard can't be used on growing critters to a huge effect to where it's OP. Yet, it still has a good effect to where the have a decent chance to die while still giving the buff and death effect. For the upped version, the chance for fire creatures should be X/200 so they have a better chance to live, according to the card anyway. All in all, a good shard to have around in the game, even if a bit strong.
Shard Comment #6 (http://elementscommunity.org/forum/index.php/topic,28846.msg399866#msg399866) - 150 Words
Ok, well, the instant I saw this card I see it as an infinite precognition except for more. Might be a bit strong being able to see the opponents hand at all times and they can only play darkness cards, although if they have say a mono darkness deck they are in a complete lock down since they can't play any cards or destroy the shard either. So, it may be strong, perhaps add a cost per turn to the shard so it it isn't always on the field at all times even if you have no quantum. Or make it drain all quantum except darkness quantum so while they are in a semi-lock down, you might have a rough time as well. A decent idea, but as I stated, probably too strong and needs a quantum per turn cost or a drain cost, idk. Good idea as always, wizard :)
PART 3 THE DECK HELPER - Completed

Comment #1 280 Words on death/aether. (http://elementscommunity.org/forum/index.php/topic,25829.new.html#new)
Comment #2 178 Words on death/air. (http://elementscommunity.org/forum/index.php/topic,29216.new.html#new)
Comment #3 Kitty cat death/entropy 182 words. (http://elementscommunity.org/forum/index.php/topic,27732.new.html#new)
Comment #4 254 Word on death/time/gravity deck. (http://elementscommunity.org/forum/index.php/topic,27961.new.html#new)
Comment #5 168 Words on Death/life. (http://elementscommunity.org/forum/index.php/topic,29086.msg400072#msg400072)
Comment #6 200 Words on Death/entropy/air trio. (http://elementscommunity.org/forum/index.php/topic,28205.msg400078#msg400078)
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Offline xn0ize

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg371561#msg371561
« Reply #2 on: July 26, 2011, 03:26:58 am »
Phase 1 - Proving of Worthiness


Task 1
Battle Prowess - The Arena -
Complete.


Deck creation:Bless me with poison (http://elementscommunity.org/forum/index.php/topic,29125.msg397581#msg397581)

Arena Screenshots:
Gold:




Silver:



Bronze:


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Task 2 - Complete
Card Design - Shard


xn0ize's shard - Shard of Humor (http://elementscommunity.org/forum/index.php/topic,28846.msg397709#msg397709)


xn0ize's shard Criticism :

1st Shard Criticism : Shard of Order (http://elementscommunity.org/forum/index.php/topic,28846.msg394441#msg394441)
okay, your shard is preety nice with flooding, but that is it really , shuffling order wont always help you, and that effect of destroying permaments can hit your floodings as well, this shard is really can be only used in water/air decks , and those are not  common at all,
i think you should change the shard to water, and make it shuffle all creatures besides water, and maybe add a 2nd effect that you will benefit from it,like that it can freeze random creatures after shuffling, or something like that, and raise cost to 4 with these improvements,i liked this shard, but in it's current form , it's preety UP if you ask me, ofcourse it can be used successfuly with flooding, but you can't make a shard that will only rely on only 1 card, thought if you will decide to keep this idea as it is, and this will be taken as a shard to the game , i'm sure it will be used alot with water/air combos, i'm just to give criticism , it's up to you to decide what to do! good luck! 
2nd Shard Criticism : Shard of Resilience  (http://elementscommunity.org/forum/index.php/topic,28846.msg394422#msg394422)
hello deathpanda!, i'm going to write my criticism about your shard ;], hope you don't mind .
okay, i find this card VERY op , it scares me how op this can be, play 3 shards and nothing can harm your creatures, play 6shards, and your creatures have a crazy defense , not to mention the player, 6 less damage from everything... i pity for rushes, it's like the best shield that exists , momentum doesn't help, and you need 6 PC to remove the whole protection, so after we realized how OP this is, lets fix this , shall we? , okay i think this should have a turn period , about 5turns , i think 5 is a good number, maybe even 4  , i don't know for sure, you really need to make it less powerfull , i really see the only option is the turns period if you wish to keep your idea same as it is right now , just change a little instead of making a whole new brand idea, hope i helped !
3nd Shard Criticism : Shard of Control (http://elementscommunity.org/forum/index.php/topic,28846.msg394133#msg394133)
hello powdergame, i'm here to try and help you to improve your shard, lets begin :].
it seems that this card is a little UP, yes it works terrific in pestal or what so ever, but it needs some moding ..
looks like you wanted this card to have effect on your creatures too, that's what i think from your notes any how,thing is, if the opponent wont have any creatures really , you'll be in trouble, since this shard wont be any helpful.
i recommend that you change the effect not only for your opponent's creatures, but for yours too,that will help if you have an antimattered creatures, and if you don't want the creature to hit some sort of  shield [ fire shield] and stuff like that, so that's the only change that i see that can make your shard alot more stronger and balanced, thought i do fear this shard abuse with pestal, but regardless, good luck!

4th Shard criticism : Shard of Clarity (http://elementscommunity.org/forum/index.php/topic,28846.msg394531#msg394531)
Hello geldon!,i will discuss about your shard.
i believe that this shard is alittle bit OP unupped, why? because you can stack bunch of these, add more healing  to the deck, and after a while, you got 15purify counters, which seems bit OP for me.
unupped isn't that fast, so you can set up the shard and sanctuaries and stuff really fast and then you'll just heal your self to 20000hp , lol.
i have seen your edit so this will be less stronger, but i think that 3 turns is better than 2, if there are no poison counters,you'll get 1 purify counter every 3 turns, i believe that will lower the effect in the unupped , and will make this less SoG and more poison counter [ i hate poison counters, but i sure do like your shard]
basically only thing that was needed a fix is the gain of purify counters , which you tried to fix, but like i said ,  think 3 is better.
regards.

5th Shard Criticism : Shard of Justice (http://elementscommunity.org/forum/index.php/topic,28846.msg396072#msg396072)
Hello HNLP93, we will discuss about your shard, shard of justice.
after seeing this card at first time, i kinda liked it, but then i started thinking that this might get a little too OP.
in an aether / gravity duo, spam alot of dimshields, armagios, TUs, and you get a very strong creatures in no time, not to mention gravity dragons, or combine with BB, this card can be very overpowered,
i see few solutions, lower the cost to 2 aether quanta, and make time period of the effect, like 3 turns, 4 , that can lower the power of the card.
other solution is to make a cap , like 20 attack max to balance,
sample :  armagio with 60 defense, instead of giving it 30 attack, it will only get to 20 .
these are the things that i believe that work best for improvement of the shard ,the cap doesn't have to be 20, but i like that number thought, good luck friend.
6th Shard Criticism : Shard of Forsight (http://elementscommunity.org/forum/index.php/topic,28846.msg395120#msg395120)
At the first glance at this card, i thought about precog right away .
first of all, you need to make an upgraded form of your shard.
 secondly , you need to change the effect of your shard, seeing your opponents cards for 0 quanta with out time limit looks just too OP for me.
i see few options for this card,that the shard will have limit of 2turns in seeing your opponets cards , and when you use it effect, you can see his hand again, and destroy the top card as well.
i'm aware that this will make the shard alot more weaker, but it looks too good for that price,you can always make the turns limit bigger and make the shard more expensive .
i any how think that you should go with the first solution, it seems to be better balance to the card.
good luck with the shard, i hope you'll find your way to modify it.---------------------------------------------------------------------------------------------------------------------------------------

Task 3 - Complete
DeckBuilding.






Deck help -

1.Silveron's deck : a deck with potential. (http://elementscommunity.org/forum/index.php/topic,28788.msg397997#msg397997)


2,3,4.EmeraldTiger's Deck collection: click here for all 3 comments. (http://elementscommunity.org/forum/index.php/topic,26926.msg398059#msg398059)
Dedmanwalkin[water/death duo ] - 183 words.
hickorytock[death/time duo] - 178 words.
spiderman789[death/air/aether trio] - 193 words.


5.DjHopper's deck.:
upped death rush : this post will get you poisoned . (http://elementscommunity.org/forum/index.php/topic,27783.msg398066#msg398066) - 180 words.


6.TehColins's Death/Fire immo deck: click here for da post, you wont get poisoned this time , only burnt. (http://elementscommunity.org/forum/index.php/topic,28650.msg398070#msg398070)
Deck help for death/fire immo deck- 166 words.
:death Trials 4# Blonde too strong.
Team :death War - 1st place

CL 2/2014 1713 points, 1st place.
Team Air War 9#  :air :air :air

Offline Malignant

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg371619#msg371619
« Reply #3 on: July 26, 2011, 07:10:04 am »
Crazy Poison Death Bow! Comes with a taste of Noobs. (http://elementscommunity.org/forum/index.php/topic,29213.0.html)


Shard of Awareness By Legit (http://elementscommunity.org/forum/index.php/topic,28846.msg394235#msg394235)

Quite an interesting card, and the name seems to be fitting with the card. The card though, might make Precognition only used for the drawing part. The upped card seems to have too much of a big jump when upgrading. Maybe only half of the hand can be seen. The way how this can be used as a forever-Precognition without the drawing part when used in Mono-Air, might be OP for the game. Considering how this is so powerful when used against non-Air deck, Air could save the Shockwaves for a surprise attack on the strong creature. Also, they could also use a Massive Dragon, Titan or Amargio to lure out CC, or a cheap creature to lure out Rewind.
The way this can be used though, will surely be fun in PvP. This is like a Cloak for your hand (If you have Air Cards), but a Precognition for your opponent's hand (If they don't have any Air Cards).
Shard of Restraint by Essence (http://elementscommunity.org/forum/index.php/topic,28846.msg394258#msg394258)

The upped Shard looks quite OP, as this is like PC when you have a lot of Water Creatures out on the field. The fact that Pillars/Pendulums/Towers can't be frozen though, is surely a relief for the opponent. This might actually be balanced though, considering not all decks have non Pillar/Pendulum/Tower permanents. Mass-CC could also make sure the Permanents stay frozen only for 2 Turns. What would happen if the permanent is Cloaked? I am guessing nothing will happen will happen to the Permanents. If a Shield doesn't work when frozen, and a Protect Artifact'd Permanent doesn't get frozen, I would say this is good PC for Water. Mitosis/Fractal with Abyss Crawler and this Shard might be fun to play, "cheap" PC is always very good. Since Water only PC now is Ice Bolt/Lance, and it only works on Weapons, I am sure this might be a great addition to Water.
 Shard of Benevolence by kevkev60614 (http://elementscommunity.org/forum/index.php/topic,28846.msg394267#msg394267)

What a powerful shard this might be with Shard of Sacrifice. Unstable Gas on your 23 Malignant Cells/Skeletons, you are healed for 23, and your cells don't die. This shard seems about balanced. Protects your creature like Quintessence, and if used with Shard of Sacrifice, it could be hell for your opponent. What happens if you cast Thunderbolt on a 1 HP Creature? Would you get 1 damage or 5 damage? Also, what happens if you cast Thunderbolt on a Voodoo Doll? Would both you and your opponent take damage? That might be pretty hilarious to watch. Shard of Sacrifice + Gravity Pull + Voodoo Doll + This Shard. I am sure that is bound to make a few opponent cry in horror. Your opponent takes damage, and you get healed for 5 turns. That could be a nice rage-quit deck, though a 4-card combo might be very hard to start it off. This might make a nice addition to the game.
Shard of Self-Respect by calindu221 (http://elementscommunity.org/forum/index.php/topic,28846.msg399520#msg399520)

Seems UP in my eyes. It doesn't affect Healing cards already in play, though since it is almost free, as 2 Quantum Towers can pay for it in the 1st turn which can be devastating to some decks. Also, it is a nice Miracle counter. Maybe also make cards in play, only heal half of the amount the card is suppose to heal? Also, since the card is Darkness (Art), you should make it have a special effect when you have something Darkness out. Like if you have a Darkness Mark, Shard of Self-Respect last for an extra 1 more turn, or this Shard could make your healing cards heal for 1 more. If this Shard enter the game as it is now, I am sure it will only be used in some decks. I can't think of any good combos to be used with the Shard. This Shard needs to have a link with Darkness, and also buffed. Just my opinion though.
Shard of Freedom by Hyroen (http://elementscommunity.org/forum/index.php/topic,28846.msg394236#msg394236)

What an interesting card...the name is fitting too. The fact that it stacks, might be overpowered, but I guess it becomes balanced as it affects the opponent too. Might be a fun card to used in Death/Air or Aether/Air, Webbing your opponent's creature, stalling with wings while letting your airborne creatures kill the opponent. As you mentioned, the card might need a cost increase, as you could web your opponent creatures while leaving space for the creatures to gain the full +2 attack. This seems a great card to go with Sky Blitz, as the the buff would be doubled. 6 Shard of Freedom and Skyblitz on a creature could bring a nice +24 Attack on a creature. This card might be a great addition to the game, since Air is based on Freedom and this Shard is very fitting. I am sure Air Lovers like you would use this card frequently.
Shard of Remembrance by Shantu (http://elementscommunity.org/forum/index.php/topic,28846.msg394485#msg394485)

What a powerful-looking and yet another interesting card. This card seems very powerful, even if it doesn't stack. If your opponent doesn't have Sanctuary, he/she could be in a never-ending Silenced state. Maybe reduce the turns you are Silenced by 1 for both upped and unupped card. This should make it more balanced as the chance of you keep your opponent in a perpetual Silenced state is lowered. Obviously though, a Schrodinger's Cat would mean that both you and your opponent would be silenced forever. A Entropy/Light deck with this might be very powerful. Sanctuary to keep you safe, and Schrodinger's Cat to make sure your opponent is Silenced forever. If that happens, I am very sure that a lot of people would rage-quit. They can not even play Sanctuary to safe themselves. If you somehow add Ghost of The Past and Nightmare, that would be one annoying rage-quit deck. Of course, the deck wouldn't work if Schrodinger's Cat ability doesn't count. Even though it is slightly OP, it is still a great card.

Decks by EmeraldTiger (http://elementscommunity.org/forum/index.php/topic,26926.msg398013#msg398013)
dedmanwalkin - 183 Words
hickorytock - 154 Words
spiderman798 - 169 Words

Deck by Vineroz (http://elementscommunity.org/forum/index.php/topic,27402.msg400269#msg400269)
178 Words

Deck By Grifbot (http://elementscommunity.org/forum/index.php/topic,26041.msg400311#msg400311)
154 Words

Deck by Nerds13 (http://elementscommunity.org/forum/index.php/topic,28015.msg400316#msg400316)
170 Words

MrBlonde

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg371650#msg371650
« Reply #4 on: July 26, 2011, 09:27:20 am »
Well since Oni told me too i will still submit Task I

Task I

Deck used: ADS Flyers (http://elementscommunity.org/forum/index.php/topic,29366.new.html#new)



Gold Bronze Silver






Wow... i fail utterly and completely. After many losses and much time trying to complete task I i finally did it last night at 5am with this deck.

Hover over cards for details, click for permalink
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5c5 5c5 718 718 718 718 718 718 71a 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 7ai 7ai 7ai 7an 7an 7an 7an 7n2 7n2 7n2 7n2 7n2 8pn


I actually went through many different types of decks and probably over 300-400 games in all. Countless amount of 3/4 and 2/3's and so much fail. Anyhow i finally was able to miraculously complete it in a reasonable amount of time last night even though this deck admittedly is not that great (too many poor draws with flying decks). Unfortunately "I am a dunderhead" and i did not copy the "PVP screen" of my score but my personal screen of my score. :-X

So.. complete.. utter... fail. And i don't have the heart to try again and it crushed my motivation to finish the rest of the tasks. With that said i have been having personal RL issues (sick, crazy GF) along with work ramping up due to project deadlines. It may honestly be time for the new guard to take over my position. With that said even with a likely upgraded card disadvantage i will do my best to defend my title.

Sorry guys for not putting up a better effort.

Offline coinich

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg372479#msg372479
« Reply #5 on: July 28, 2011, 03:10:05 am »
Phase 1:  INCOMPLETE
-more coming-
Phase 2:  COMPLETE
Part 1:  Shard of Cleanliness: http://elementscommunity.org/forum/index.php/topic,28846.msg394164#msg394164

Part 2:  Critiques:
Shard of Detachment: http://elementscommunity.org/forum/index.php/topic,28846.msg394227#msg394227

   Majofa’s Shard of Detachment is an excellent choice for a Darkness shard.  The major factor in its design is the unique way majofa implemented and modified the Steal and Lobotomize mechanics.  This allows Darkness, already strong in the arena of permanents, to nullify an opponent’s permanents easily, including but not limited to quanta denial and weapon control.  However, in addition, this card allows you to steal active creature abilities as well, allowing such things as Precognition and Poison from various cards.  The unupped version costs 3 random quanta as well as the upgraded version; this I think should be changed.  This card only works in various Darkness themed decks due to the ability cost modifier, and making a player pay 3 quanta to acquire an ability they cannot always fully use seems like a steep price.  The upgrade seems well balanced, with 3 quanta to effectively Lobotomize any enemy permanent, with the added bonus of being able to use the ability as well.  Possible changes could include changing the unupped version to costing 2 random quanta or making it Lobotomize as well and give it a cost increase.
Shard of Potential:  http://elementscommunity.org/forum/index.php/topic,28846.msg398024#msg398024

   iCall_uHobo’s Shard of Potential is an interesting boost to Entropy.  For 4 quanta, the card inflicts Mutation on all creatures with an attack lower than 3, or lower than 4 for the upgraded version.  The card then absorbs 2 entropy quanta for each Mutation.  This is an interesting mechanic, but I fear a mass buff for friend and foe alike.  Déjà vu and this card would make a very interesting combination, depending on the implementation of the mechanic.  The question lies whether the number of mutations is limited to the amount of Entropy quanta owned or not.  The latter situation would mean up to 23 mutations on each side in extreme circumstances.  For 4 random and potentially all your entropy quanta, the large chance of gaining many Mutants or mutated creatures is strong.  The upgraded version increases the variety of creatures mutatable, but this isn’t a major increase.  In my opinion, the cost for both cards should be increased by 1 or 2 random quanta.  The potential in a rainbow deck is quite high.Shard of Courteousness:  http://elementscommunity.org/forum/index.php/topic,28846.msg398120#msg398120

   RavingRabbid’s Shard of Courteousness is an excellent idea for Water.  It introduces a new quantum mechanic, limited only by the amount of the opponent’s HP.  The card gains 3 water quanta for each HP healed, and the notes imply a double mechanic that drains 3 water quanta for each HP reduced.  The synergy with Ice Bolt, one of the stronger Bolts, is excellent.  Effectually, the player would play this to enhance the power of future Ice Bolts, allowing the smart player to chip a turn or two off of the time required to achieve victory.  However, this card does suffer from one problem; it is best played after the match is largely already decided.  The card would see play either in the very early game or very late game, amplifying advantages when they most matter.  If a player can afford to heal his opponent 50+ HP, he or she’s likely already controlled the board enough to win.  Possible changes include a reduction of Water quanta gained, or perhaps increasing the immediate cost.  If the card could be used to damage the opponent, then a cost increase is definitely needed.Shard of Confidence:  http://elementscommunity.org/forum/index.php/topic,28846.msg398430#msg398430

   RootRanger’s Shard of Confidence is an excellent buff to the Earth element; the main element of burrowed creatures.  The unupped form allows for a +0|+1 buff for each successful attack of a burrowed creature while the upgraded form buffs +1|+1.  The upgraded version is great, with synergy with half of Earth’s creatures, including the favorite Graboid and Shrieker cards.  The Graboid can become a force of its own, not requiring evolving at all, and Antlions might possibly see a use with this card, though they would be instantly overshadowed by the more effective Shriekers.  The problem is that the unupped form barely qualifies as a buff.  Burrowed creatures rarely need a HP boost; if there’s danger they generally just stay burrowed where the extra HP doesn’t matter.  I assume the boost wouldn’t carry over to evolved Shriekers either.  Perhaps changing it to a +1|+0 buff instead would make them just as vulnerable unevolved, though I also would suggest a cost increase for the upgraded form.Shard of Restraint:  http://elementscommunity.org/forum/index.php/topic,28846.msg399918#msg399918

   Girlsgeneration’s Shard of Restraint is an interesting option for Fire.  It effectively gives an anti-healing option in the game, reducing max hp instead of increasing it.  Girlsgeneration balanced the strong effect with a high cost and the fact that it affects both players.  In addition to the main player effect, it affects creatures as well, though I suspect that’s a limited application.  I’m afraid the upgrade is more unbalanced however.  The card specifically states that if a Fire mark is in play, the player’s max hp is not affected.  If the opponent has a Fire mark though, they are still affected.  This seems too one-sided for me.  Frequent applications of this card, despite the high cost, already offset by being in Fire, would severely cripple the opponent without any serious effects on the user.  For a start, I suggest the Fire protection affect both players.  I would prefer another situation where a Fire mark would reduce the amount of max hp lost instead, but that would be tougher to balance.  Cost however seems roughly fine for the card.Shard of Fortitude:  http://elementscommunity.org/forum/index.php/topic,28846.msg400445#msg400445

   Terroking’s Shard of Fortitude is a strong buff for the already strong element of Earth.  It buffs the creature’s attack by half the defense, or three quarters the defense if upgraded.  Earth has some strong creatures, most notably its dragons and golems, which would profit from the card.  The problem is, Earth already has two buff cards; Plate Armor and the more limited Basilisk Blood.  In addition, the extra spell immunity is interesting but feels slightly limited by both wording and effect.  The card also synergizes well with Gravity cards, which feature some of the highest health available in the game.  Earth already has a strong relationship with Gravity, and this card could make a potent duo stronger.  I feel that the card is good, but the effect would be best placed in Gravity, where it would still synergize with Earth but give more benefit to the Gravity cards, most considered weak.  The cost seems slightly low considering it takes random quanta and not Earth quanta; a boost up to 5 or 6 seems slightly better.
Phase 3:  INCOMPLETE
Vineroz' Crying Mummies

   Vineroz’s Crying Mummy deck is an interesting twist on Nymph’s Tears.  The Nymph’s Tears card allows both creature control with Death as well as granting Pillar control on the opponent.  However, it does suffer from some problems.  Even Vineroz admitted the damage output is low and the number of creatures is high.  He added Vultures to counter this problem, but I’m just not sure the combo would be strong enough to support them.  This deck wins by dragging out the game long enough to pull the opponent down first.  In addition, it has two different shields, with conflicting uses.  Bonewalls synergize more with the Death Nymph, so I’d suggest adding two more and replacing the last with a Death pillar.  In addition, I’d remove two Vultures and add two Bone Dragons, as well as the Plagues for another Mummy and Bone Dragon.  The other problem with the deck is that Nymph’s Tears and Water Nymphs’ pillar denial is often too late to be of much use, but it can help in certain situations.  Below is a modified code.

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52g 52g 52g 52g 52g 52g 52h 52h 52h 52q 52r 52r 52r 52r 52t 52t 52t 52t 542 542 542 542 542 542 542 542 5ig 5ig 5ig 5ig 8pp
Nerds13's Deck

   Nerds13’s deck is an interesting deck relying on Poison and Liferush.  The main problem with this deck is that it doesn’t focus on any one strategy, overstretching itself.  If I were to make changes, I’d drop the Longsword and Staffs if able.  This would free room for 2 Arsenics.  In addition, I’d replace all of the Horned Frogs and Cockatrices with Scorpions.  Removing the Heals and adding Mitosis in their place would help as well.  I’d also remove the Dragon, Emerald Shield, and Bonds from the deck.  The Plague isn’t going to be of much use, so that should be dropped as well.  Giving the deck a Death mark will allow it to use Life pillars making it that much more faster and useful for Mitosis.  The question posed by Nerds13 was which card would be the best to upgrade.  In my opinion it would be Arsenic, granting it 2 more damage for the same cost.  The final result would be like something below:

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52o 52o 52o 52o 52o 52o 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c3 5c3 5c8 5c8 5c8 5c8 5c8 5c8 5c9 5c9 5c9 71a 8pk
EmeraldTiger's spiderman deck

   EmeraldTiger’s Spiderman deck is an interesting take on the Spider/Wings combination.  It relies on the Web ability which removes Airborne, allowing Wings to block more creatures.  The problem is that EmeraldTiger tried to bring both Spiders into the deck.  First, I’d remove all Aether cards; they only slow things down.  The extra point of damage isn’t worth the cost and complexity of the deck.  Instead, I’d replace those cards with 2 Arsenics and 4 Poisons.  I’d take out all the Dragonflies as well; they are more vulnerable than pillars usually.  In their place I’d add 2 Bone Dragons, incase Wings is stolen, and the rest would be Death pendulums and pillars.  Playing strategy with this deck would be to amass enough Spiders on the field to control the opponent’s entire offense.  Augmenting damage would be the two Arsenics and Poison for unavoidable damage.  The Bone Dragons work as discard fodder if needed but also as backup in a close damage race.  They should be played after most other Death cards.  The final version would be something like below:

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52g 52g 52g 52g 52g 52g 52g 52g 52h 52h 52j 52j 52j 52j 52j 52j 52o 52o 52o 52o 52q 52q 542 542 542 542 5oo 5oo 5oo 5oo 8pr
Death Reaper's deck

   Death Reaper’s Deathstalker/Nightfall deck is one of my favorites.  However, he made a few choices I disagree with.  First of all, the deck’s 40 cards, which is nearly impossible with a deck that relies on this important a combo.  Deathstalkers are useless without buffs, so at least 1 Nightfall in play at all times is necessary.  The key cards I’d focus on would be Deathstalkers, Nightfalls, and Cloaks, to protect things.  In addition, I’d add Skull Shield and Arsenic as he gets them.  The deck has too many Death cards to run solely off the mark, so Darkness pendulums and pillars will be necessary.  I’d eventually drop the Poisons and Death Pillars in favor of other cards.  The Siphon Lifes are also unnecessary and cannot be used to their full potential.  Steals are useful in this deck but Nightmares are not.  I’d cut those for size too.  The final deck would look like this below:

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52q 52q 52q 52u 52u 52u 52u 52u 52u 5uk 5uk 5uk 5uk 5uk 5up 5up 5uq 5uq 5uq 5uq 5uq 5v2 5v2 5v2 606 606 606 606 606 606 8pk
Grifbot's Afla deck

   Grifbot’s strategy of creating Malignant Cells to swarm the opponent is an interesting one, but dangerous.  The cells themselves are weak, and will require support.  In addition, the deck has entirely too many cards to survive long in today’s environment.  The key as Grifbot wants is to have Skeletons fuel Aflatoxin to create a large army.  I’d start by adding 5 Skeletons and 5 Aflatoxins.  I’d also add 2 Bone Dragons for support.  The problem is that the deck has limited options.  In addition to those cards, I’d add 6 Bonewalls, to increase protection.  The rest would be Bone Pillars with a Death mark to speed up the deck.  The Aflatoxin would trigger the Bonewalls as well.  The problem with this deck is that Aflatoxin cannot then be used as CC on the opponent and it will still be somewhat slow for the player.  Dragons would be there simply to bypass shields if they are able to.  It would be something like the deck below:

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52g 52g 52g 52g 52g 52g 52h 52h 52m 52m 52m 52m 52m 52r 52r 52r 52r 52r 52r 52s 52s 52s 52s 52s 542 542 542 542 542 542 8pk

Offline kevTopic starter

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374106#msg374106
« Reply #6 on: July 31, 2011, 11:19:09 pm »
Comment #3 172 Words on death/water. (http://elementscommunity.org/forum/index.php/topic,15771.new.html#new)
Please choose a replacement that is 25% or more in-element.

Offline thatnewguy

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374144#msg374144
« Reply #7 on: August 01, 2011, 01:19:56 am »
Whenever you feel alone and nobody is there, you can't feel more alive.

Dieing is easy, living is hard.

Offline xn0ize

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374233#msg374233
« Reply #8 on: August 01, 2011, 09:20:02 am »
Wow... i fail utterly and completely. After many losses and much time trying to complete task I i finally did it last night at 5am with this deck.

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5c5 5c5 718 718 718 718 718 718 71a 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 7ai 7ai 7ai 7an 7an 7an 7an 7n2 7n2 7n2 7n2 7n2 8pn


I actually went through many different types of decks and probably over 300-400 games in all. Countless amount of 3/4 and 2/3's and so much fail. Anyhow i finally was able to miraculously complete it in a reasonable amount of time last night even though this deck admittedly is not that great (too many poor draws with flying decks). Unfortunately "I am a dunderhead" and i did not copy the "PVP screen" of my score but my personal screen of my score. :-X

So.. complete.. utter... fail. And i don't have the heart to try again and it crushed my motivation to finish the rest of the tasks. With that said i have been having personal RL issues (sick, crazy GF) along with work ramping up due to project deadlines. It may honestly be time for the new guard to take over my position. With that said even with a likely upgraded card disadvantage i will do my best to defend my title.

Sorry guys for not putting up a better effort.
i killz ya, now.
go work!
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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374344#msg374344
« Reply #9 on: August 01, 2011, 06:03:08 pm »
Wow... i fail utterly and completely. After many losses and much time trying to complete task I i finally did it last night at 5am with this deck.

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5c5 5c5 718 718 718 718 718 718 71a 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 7ai 7ai 7ai 7an 7an 7an 7an 7n2 7n2 7n2 7n2 7n2 8pn


I actually went through many different types of decks and probably over 300-400 games in all. Countless amount of 3/4 and 2/3's and so much fail. Anyhow i finally was able to miraculously complete it in a reasonable amount of time last night even though this deck admittedly is not that great (too many poor draws with flying decks). Unfortunately "I am a dunderhead" and i did not copy the "PVP screen" of my score but my personal screen of my score. :-X

So.. complete.. utter... fail. And i don't have the heart to try again and it crushed my motivation to finish the rest of the tasks. With that said i have been having personal RL issues (sick, crazy GF) along with work ramping up due to project deadlines. It may honestly be time for the new guard to take over my position. With that said even with a likely upgraded card disadvantage i will do my best to defend my title.

Sorry guys for not putting up a better effort.
i killz ya, now.
go work!
I know. Sorry XN to disappoint you. Just mismanaged my time and screenshotting the wrong score just killed me.

Offline Higurashi

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374458#msg374458
« Reply #10 on: August 01, 2011, 09:57:16 pm »
Holy cow that's a lot of games. O w O
No one can say you're not dedicated. Well done, regardless of Trial points. I can imagine the disappointment at failing to screenshot after all that work. Still, more time to care for the crazy MsBlonde. :>
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Offline 10 men

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Re: 4th Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=29100.msg374464#msg374464
« Reply #11 on: August 01, 2011, 10:22:44 pm »
Unfortunately "I am a dunderhead" and i did not copy the "PVP screen" of my score but my personal screen of my score. :-X
Quote from: rules
Screenshots that show close but not exact scores will be fine.
Sounds like you should still be able to take that screenshot or did your score change that much?
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