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Offline ZawadxTopic starter

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9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1188946#msg1188946
« on: May 07, 2015, 12:45:20 pm »
TIME TO ENTER THE TRIALS
HAS RUN OUT

:deathbig

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 Fippe94 of :death is defending.
« Last Edit: May 14, 2015, 03:04:27 pm by Zawadx »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline Sera

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1188965#msg1188965
« Reply #1 on: May 07, 2015, 01:51:43 pm »
Spoiler for Requirements:
Score:


Forum Account Details:


PVP Participation:
Weekly Tournament - January 10th
12 Lives #3
Battle League 1/2015

Spoiler for Phase 1:
Spoiler for Waging War (Against the False Gods):
A counter against Lionheart:
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52q 52q 52q 52q 52t 52t 52t 52t 52t 52t 542 542 542 542 542 542 542 542 55p 55p 55p 55p 55v 55v 55v 55v 55v 55v 8pl

Straightforward, use Arsenic and Mummies to kill him, block with Gravity Shield and heal up with Black Hole. Lionheart never uses RT on mummies, and his only other form of CC is Devour. This usually comes in late into the game, and you could even delay it more by using Black Hole to deny him of the quanta needed to devour. Even if you get the worst case where all your mummies get eaten on the turn you play them, you can still beat him with Arsenic if you get it out by the 7th turn. Use Black Hole to recover damage from early scarabs and the weapon slot Eternity. You may also use it for EM.

Spoiler for Developing War Tactics:
War Event Card: Relentless
Players may play an additional game, with the wager of 6 salvages for the winner and 6 discards for the loser.
  • Teams must decide for the additional matches before the deckbuilding phase ends, and are not allowed to withdraw from the extra game once the duel phase starts.
  • The extra game is played after the actual match using the same decks.
  • It does not count towards the result of the actual match. e.g. You may not claim a tie if you lost 2-3 but win the extra match.
  • If both opposing players decide to play an extra game, only one extra game is played.

This is a card designed for the early-mid rounds of war, where teams now have an idea of what the other people can field and thus plan accordingly. (please correct me if I'm dead wrong about this)

Generally, the plan for leading teams and losing teams should be the same: Play matches only for favorable matchups. However, winning and losing teams may approach this differently, as the leading teams could avoid using this to keep their lead, while a losing team could plan to stretch out and try to win more with this in an attempt to make a comeback.

Spoiler for Starting Your Own Little War:
Unupgraded Weekly Tournament: Retrograde

Rules:
  • You may only use 5 to 6 different non-pillar/pendulum cards in your deck.
  • You must use 6 copies of the most expensive card, 5 for the next most expensive, 4 for the next, until 1 copy for the least expensive card. If you only use 5 cards, you may skip any number in the series (5,4,3,2,1, or 6,5,3,2,1, or 6,5,4,3,2, etc.)
  • The rest of the cards should be Pillars or Pendulums
  • Shards, Discord and Earthquake are banned
Spoiler for Generic Tournament Sample Decks:
Hover over cards for details, click for permalink
Deck import code : [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61r 61r 61r 61r 61s 61s 61v 61v 61v 622 622 622 622 622 624 8pj

ILLEGAL - 5 Fractals (10 cost), 4 Parallel Universe (7 cost), 3 Phase Dragons (13 cost), 2 Immortals (6 cost), 1 Silence (3 cost)

Hover over cards for details, click for permalink
Deck import code : [Select]
61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61r 61r 61r 61r 61s 61s 61s 61u 61u 622 622 622 622 622 622 8pt

LEGAL - 6 Fractals (10 cost), 4 Parallel Universes (7 cost), 3 Immortals (6 cost), 2 Lobotomizers (3 cost), 1 Lightning (1 cost). In this example, 5 is skipped, allowing 14 pillars to be used in a 30-card deck.

Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4t3 4t9 4t9 4t9 4t9 4t9 4t9 4vc 4vj 4vj 52g 52g 52o 52o 52o 52o 52o 542 542 5od 5od 5od 5od 626 626 626 8pk

LEGAL - 6 Relics (1 cost), 5 Poisons (1 cost), 4 Dragonflies (1 cost), 3 Phase Salvagers (1 cost), 2 Novas (0 cost), 1 Dagger (0 cost). You don't have to use 6 cards with different costs, you only need to avoid having less copies of a more expensive card in the deck.

So in this tournament you are forced to use more copies of your most expensive cards, which is contrary to the most common decks that only use a few copies of the most expensive cards as quanta sinks, or the good old stuff-six-of-these-cards deck. Allowing 5 different copies is intended as a feature to let you adjust the number of pillars and pendulums in the deck, otherwise most decks would be stuck with 21 cards which would hinder the possible variety in the tournament.

Spoiler for My deck idea for the tournament, and the underlying strategy:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vn 4vn 4vn 4vn 4vn 52g 52g 52g 52g 52g 52g 52g 52h 52h 52h 52h 52h 52h 52l 52l 52q 52t 52t 52t 542 542 542 542 542 542 8pj

Since the participants are forced to run more expensive cards, it would be pretty likely that most will be packing Dragons or Fractal. Including myself, I guess. It's also safe to assume that CC aren't heavily present in the decks because they are generally cheap. However, you can use this to your advantage by using the more expensive Antimatter to counter the dragons which have a large presence in the metagame. Skull shield is supposed to take care of the smaller creatures in the case of Fractal, and the possible threat of Maxwell Demons and Monowater NT decks. However, this would be easily counterable by a stall, so you should prepare a stallbreak, too. I'll just leave the rest to you. ;)

Spoiler for War/Brawl Bonus:
none

Spoiler for Loyalty Bonus:
none
« Last Edit: May 16, 2015, 04:30:33 am by Puff »

Offline Vangelios

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1189038#msg1189038
« Reply #2 on: May 08, 2015, 02:51:01 pm »
humm... is the turn of death have your charm
Brawl - 4 :fire Red Stars
The luck is much Greater, when there effort and patience.

Offline kirbylover314

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1189069#msg1189069
« Reply #3 on: May 09, 2015, 04:08:54 am »
Spoiler for Requirements:

Spoiler for Phase 1:
Spoiler for Waging War (Against the False Gods):
Hover over cards for details, click for permalink
Deck import code : [Select]
4vc 4vc 4vj 4vj 4vj 4vj 4vj 4vj 4vq 4vq 4vq 4vq 4vq 4vq 50u 50u 52g 52g 52g 52g 52k 52k 52k 52k 52r 52r 52r 52r 52r 52v 52v 52v 542 542 542 542 542 542 624 624 8pj

vs.
Divine Glory
Hover over cards for details, click for permalink
Deck import code : [Select]
7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 7dm 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 8pq


The counter I have made is a  Kitty-Bone Wall deck with Silences. I chose this deck because one of the main features of Death, along with poisoning, is to “kill...and make profit of the taken souls” (Elements “Pick Your Element” page). Three cards in my counter, Vulture, Bone Wall, and Soul Catcher, profit from the Dead and Alive ability of Schrödinger's Cat.

This deck works by blocking Morning Glories from hitting you by blocking them with Bone Walls, and building up said Bone Wall with Cats. Along with building up your defense, Kitties also fuel Vultures, allowing you to kill Divine Glory. Novae are to help play Schrödinger's Cats, and more importantly, Silences, which can be used to prevent Miracle. Soul Catchers help quickly produce additional Death Quanta if needed. The deck size of the counter can possibly allow a win through decking out Divine Glory.

The reason this deck counters Divine Glory is for a number of reasons. Divine Glory’s damage is 12 Morning Glories. However, a maximum of 11 Morning Glories can actually be played, due to the lack of another Animate Weapon. That means a deck can win against Divine Glory by either being able to block the Morning Glories. Six Cats producing two Walls means a maximum of 12 Walls can be produced, enough to effectively stop all damage from hitting you.

Another reason why this counter works is its lack of permanent reliance. While it is true Bone Wall is your defense, the beginning stack of 7 Walls means that you can often regain lost walls. Another detail as to why Explosions are ineffective: there are no Boneyards. Some form of Kitty-Bone Wall decks use Boneyards instead of Vultures for damage, but if Boneyard were to be used, they would be destroyed by Explosion quickly. Also, Divine Glory has no creature control, which low HP this deck takes advantage of by using Schrödinger's Cat as a major part of the deck. And lastly, Miracles are rendered ineffective because Vultures can build up a large amount of damage that requires Divine Glory to play Miracle every turn, which eventually can't happen due to him not drawing any or him not having quanta to play any, or Silence can allow you to not worry about Miracle in the first place.

This deck had so far managed to go 5-0 against Divine Glory in the Trainer:
Spoiler for Screenies yay:






Spoiler for Being a War Reporter:
Death Grabbow
Hover over cards for details, click for permalink
Deck import code : [Select]
4vh 4vj 4vj 4vj 4vj 4vj 52g 52g 52g 52g 52g 52q 52q 52r 52t 52t 52t 52t 542 542 590 590 590 590 5c1 5on 61q 713 71b 7dm 8pm

Version used in Round 1 of War #7, where it was the most successful deck.

History and Usage: This deck was chosen because of it’s high win rate and usage seen throughout many wars. In War #7, the Death Grabbow won the most matches out of all other decks. You can begin to see its emergence in War #2 as Team Death’s most exquisite deck:

Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 52q 52q 542 542 542 542 542 542 542 542 542 590 590 590 590 593 593 593 593 593 713 713 713 713 71b 7n0 8pm

It was then seen in other Wars:

Overview: The grabbow is a powerful deck commonly found in all areas of PvP. Put simply, it is a rainbow deck (a deck that uses multiple elements) with Graboids as a major damage source. In War, where decks must be composed of a large amount of a team’s element, grabbows in War have a core based upon the team’s element, as well as Graboids. For Death, Mummies and Flesh Recluses are two of the most common Death additions to the grabbow for their high damage-to-cost ratio.

Card-by-Card Breakdown:
Basic Cards:
  • Mark of Earth: Provides :earth for Graboids to be played.
  • Bone Pillars: Provides :death for Death cards to be played.
  • Nova: Helps powers Graboids, as well as the ability Evolve and any other cheap cards like Nightmare or Deflagration.
  • Mummies and Flesh Recluses: These two cards are cheap and good hitters, and also contribute towards the in-element count required for War decks.
  • Graboid: For three :earth and one :time, you can have a creature hitting for almost as much as a dragon at a much cheaper cost

Optional Cards:
  • Deflagration and Steal: A bigger annoyance to this deck are often shields like Dimensional Shield and Fog Shield. Getting rid of them can mean the difference between losing and winning.
  • Lycanthrope and Forest Spirit: These cards or not only cheap, but like Graboid, can quickly grow, dealing lots of damage to the opponent.
  • Lightning, Shockwave, Reverse Time: Cheap creature control, these cards can prevent you from taking too much damage, allowing you to kill the opponent before he or she kills you.
  • Arsenic: With Arsenic, a cheap card that can be powered off both Bone Pillars and Novae, damage can build up even more, allowing you to win even if all your creatures get killed.
  • Bone Wall: Another useful Death card, you can block seven hits with this shield. Against an opponent who doesn't have many creatures, this card might be all you need to win.
  • Nightmare: In War, Fractal decks are very common, and this card can help counter Fractal if necessary.

Strengths: This deck is fast, and capable of winning 7 turns or less. It also is vulnerable to certain types of quanta denial, specifically Discord and Devourers. By producing multiple types of quanta, you make those cards less effective. Earthquake is also fairly ineffective, because Novae power a large portion of the deck, and having both pillars and pendulums also help with fight against Earthquake.

Weaknesses: Healing and other stall cards like Sundials can often cause you to lose. This deck is also weak to Black Hole, as Novae can allow both healing to the opponent as well as loss of quanta. Graboids, Mummies, and Flesh Recluses all have a low amount of HP, so lots of CC, like Owl’s Eye or Maxwell’s Demon can also be a problem.

Spoiler for Taking Up Arms:
Death Grabbow
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4vj 4vj 4vj 4vj 4vj 52g 52g 52g 52g 52g 52g 52o 52o 52t 52t 55n 55q 590 590 590 590 5c1 5c1 5f6 5f6 61q 8pm


This deck is meant for AI3 grinding, though it is likely to do decent in unupped PvP as well.

Card-by-card Breakdown:
  • Mark of Earth: This provides quanta to play Graboids.
  • Death Pillars: For playing Mummies and Poisons.
  • Quantum Pillars: These help Novae spread around quanta.
  • Graboids: These will be your main damage source, along with Mummies and Forest Spirits.
  • Deflagration: Pesky Dims everywhere? Say goodbye to them with Deflagration!
  • Lightning: Zap a creature or your opponent into tiny little pieces, killing them.
  • Mummies, Poison, Graviton Mercenary, Forest Spirit: These are to simply supplement Graboid damage.
  • Momentum: You can now have a creature bypass shields.

How to Build:
Spoiler for Hidden:
Begin with the Death starter deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4t3 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52g 52h 52i 52i 52i 52i 52j 52k 52k 52m 52m 52m 52n 52n 52o 52o 52p 52r 55k 55k 55k 55l 55n 55q 55r 8pk

Sell:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
52h 52j 52k 52k 52m 52m 52m 52p 55l 55r
Buy:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 52t 52t 5c1 5c1 5f6 5f6 61q
Sell:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52i 52i 52i 52i 52n 52n 52r
Buy:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
590 590 590
Sell:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
4t3 55k 55k
Buy:
Spoiler for Hidden:
Hover over cards for details, click for permalink
Deck import code : [Select]
590
And change mark to  :earth

Screenies:
Spoiler for this deck actually can work.:





Spoiler for War/Brawl Bonus:

Spoiler for Loyalty Bonus:
None.
« Last Edit: May 17, 2015, 12:30:12 am by kirbylover314 »

Offline rob77dp

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1189117#msg1189117
« Reply #4 on: May 09, 2015, 09:32:23 pm »
looks left

looks right

...

slowly steps into the room


I am entering the 9th Trials of Death.

Puff, kirby -- so far a very agreeable co-challengers for my taste.  Best of luck to the three of us that continue ahead on this road to challenge Fippe94.


*grind* *grind* VROOOOM! (bus starts)

The Death Trials bus is now rolling!


 ;D




Spoiler for Requirements:
Proof of Score



Established Account



PvP Event Participation
8th Trials of Death
7th Trials of Death
War 7 General of Death


Spoiler for Phase 1:
Task 1 - Starting Your Own Little War, +{1 or 2} points
Starting Your Own Little War for +(1 or 2) points!
Note to TrO's -- The portion for showing an example deck is spoilered in the Special Rules sections where allowed card lists and occasionally example legal decks are placed.
♪... Now I know my A-B-C's, next time won't you sing with me?♫

Weekly Tournament - <Month> <Date> - Alphabetized - Unupgraded
A-B-C-D-E-F-G-H-I-J-K-L-M-N-O-P-Q-R-S-T-U-V-W-X-Y-Z!. Tournament Organizers: <TO list here>


When?
To find out your local time, check this link:
http://www.timeanddate.com/worldclock/fixedtime.html?iso=20150509T17&p1=%3A

Tournament has started.

Where?
Please enter the Tournament room at least 15 minutes before the tournament starts.
Click "Rooms" in the top left to find it.

Rules
Please read the PvP Tournament rules carefully before joining the tournament.
Remember to also read the Special Rules listed below!

Prizes
1st place5,000 electrum + Nymph/Mark + Trophy (Forum Icon)
2nd place3,000 electrum
3rd place2,000 electrum

In case of 32 or more players, tournament prizes will be increased.

Points for the World Championship
1st place4 points
2nd place2 points
3rd place1 point







NOTE: You need just one presentable forum post to be allowed to join tournaments; you can post it here. If this will be your first tournament, a Tournament Organizer will test your knowledge about the rules. So please be present in tournament room 30 minutes before the tournament starts.





Special Rules
  • Always read the second post! It contains equally important information most of the time.
  • Upgraded cards are NOT allowed.
  • Shards and mark cards are banned.
  • The "Your Deck>" deck card list must appear in alphabetical order for all non-pillar, non-pendulum cards in your deck.

Spoiler for Example Decks (Trials Note - First deck is for the required deck "primarily of the element you are challenging you could use in that tournament":
#1
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52h 52h 52h 52h 52h 52h 52o 52o 52o 52o 52o 52o 542 542 542 542 542 542 542 542 5lm 5lm 5lm 5lm 5lm 8pq

#2
Hover over cards for details, click for permalink
Deck import code : [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5fa 5fa 5fa 5fc 5fc 5fc 5fk 5gi 5gi 5gi 5gi 5gi 5gi 8po




Tournament Organizers Note

If you think there is an overpowered card that ought to be banned, or you have some concerns about the tournament metagame, mechanics or other stuff, do NOT post it publicly in the comments or anywhere else on the Forums. Instead, send a private message to Tournament Organizers, who will privately discuss about it. Thanks for your cooperation.



<Challonge summary here when completed>
Supreme Champion:    ?
Worthy Adversary:    ?
Maybe Next Time:    ?




Task 2 - Being A War Reporter, +{1 or 2} points
Being A War Reporter for +(1 or 2) points!
Team Death, War 3 - Immolation+Soul Catcher = Phoenix + Dragons -- view in "Team Death :death" under "The most successful deck (3 wins)" spoiler.
This deck review was written by rob77dp

A very old deck... without a name from War 3 by Team Death.

Hover over cards for details, click for permalink
Deck import code : [Select]
52h 52h 52h 52h 52h 52i 52i 52i 52i 52v 52v 52v 52v 52v 52v 5f9 5f9 5f9 5f9 5f9 5f9 5fc 5fc 5fc 5fc 5fc 5fc 61p 61p 61p 8pk


War 3 R1 - WIN vs Gravity
War 3 R2 - WIN vs Earth
War 3 R4 - WIN vs Fire
War 3 R5 - LOSS vs Darkness

This deck is quick - even with the Immolation nerf down to 6 :fire quanta from Immolation.  It does have the drawback of so many zero-cost cards leading to a higher ratio of bad draws than a "typical" deck (HALF, 50%, of this deck are zero-cost cards!!).

Cards and Strategy:
Soul Catcher -- Base required for Death quanta generation.  Spark can be used to trigger this by playing and at the end of that turn the Spark dies.  Also, Spark, Virus, or Phoenix can be Immolated for triggering death effect.

Immolation -- Combo with Spark, Virus, or Phoenix to generate death effect (Death quanta) and Fire quanta (for summoning Phoenices).

Soul Catcher -- Base required for Death quanta generation.  Spark can be used to trigger this by playing and at the end of that turn the Spark dies.  Also, Spark, Virus, or Phoenix can be Immolated for triggering death effect.

Spark -- With 0 HP, Spark dies that turn OR can be Immolated to generate Death quanta from Soul Catcher and Fire quanta for Phoenix.

Virus -- Can be played as early as 2nd turn off the Mark.  Also, provide a modicum of defense against other rushes that commonly rely on brittle creatures for damage.  The ability is a death effect (which generates Death quanta via Soul Catcher) and usually leads to a subsequent death effect too!  It can be used for an Immolation target as well to speed up the attack.  Honestly, the ability of the Virus is not too important.  Most important is it is a Death card (War rules) and cheap (1 quanta).
:D

Bone Dragon -- One of the hitters in the deck.  Two Soul Catchers + 2 death effects + 2 turns with Mark = 1 Dragon.  Increase any aspect of that formula and Dragons hit the board CRAZY fast.

Phoenix -- Complimentary hitter for the dragons.  A couple Immolation brings Phoenix pain.  It should be noted here that Immolation generated 7 :fire quanta in this timeframe of use.

Summary: Playing a few matches with this deck it is obviously capable of winning VERY quickly (5 and 6 ttw are very real and 7 ttw is common with even fair draws). However, as I mentioned before fail draws are more likely than with many other decks due to 50% of the deck being zero-cost cards. Also, without PC care must be taken not to send this into a match where Dimensional Shields may be or PC-reliant types like a PDials. When one considers the extra advantage this deck had from a 1:1 ratio of Immolation played to Phoenix one could play it is a strong Death deck that is War legal.




Task 3 - Beginning War Training, +{1 or 2} points
Beginning War Training for +(1 or 2) points!

Speed Training - 77 seconds
Godlike Speed




Rec-tal
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710 710 710 710 710 711 713 713 713 713 713 713 71d 71d 71d 71d 72i 72i 72i 72i 72i 72i 72i 72i 72i 72i 80i 80i 80i 80i 8pu



Strength Training
Crushing Victory
21 TTW vs Aricord





Swallow
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744 744 744 744 744 744 744 744 744 74b 74b 74b 74b 74b 74d 74d 752 752 752 752 752 75m 75m 75m 7gq 7h0 7h0 7hi 7hi 7hi 7hi 8pp



Endurance Training - 47 delay-turns
Holding Them Back
22 TTW vs Masra





Earth-tal
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778 778 778 778 778 778 778 778 778 77k 77k 77m 77m 77m 77m 77m 77m 78q 78q 78q 78q 78q 78q 78q 78q 78q 80i 80i 80i 80i 8pu


Spoiler for War/Brawl Bonus, +2 points:



« Last Edit: May 16, 2015, 05:33:59 am by rob77dp »
Death War #12/TBD TTG Brawl #6/1st Death War #10/9th GP Brawl #5/6th Death War #9/9th MoL Brawl #4/3rd Water War #8/7th DDD Brawl #3/3rd*Death War #7/5th*Death War #6/11th

Offline Fippe94

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58325.msg1189364#msg1189364
« Reply #5 on: May 11, 2015, 05:26:37 pm »
:death Death shall defend! :death

Spoiler for Requirements:
I'm the Master. Deal with it.
3 Events:
7th Trials: See below
8th Trials: See below
War 8: See below


Spoiler for Phase 1:
Spoiler for Task 1:
Returning Master
Evidence of completion: This post.
6 pts

Spoiler for War/Brawl Bonus:

« Last Edit: May 16, 2015, 11:54:09 am by Fippe94 »
Try Fragments, my card game!

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KVVV > KYIVV

 

anything
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