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Scaredgirl

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Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5865.msg60043#msg60043
« on: April 27, 2010, 07:52:08 pm »
Use this thread to reporting completed Phase 2 tasks. After you have successfully finished a task and reported it here, you will get the points added to your total score.

Remember to finish and report both parts of Phase 2.

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Offline Zeru

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5865.msg60362#msg60362
« Reply #1 on: April 28, 2010, 05:06:31 pm »

Offline jmizzle7

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5865.msg63902#msg63902
« Reply #2 on: May 05, 2010, 04:51:06 pm »


Fallen Elf and Fallen Druid are two forms of the same card. Fallen Elf has the ability to cast Mutation on a target creature, forcing it to change shape into an Abomination (http://elementscommunity.org/forum/index.php/topic,2027.msg20141#msg20141), change into a random mutant with increased stats and a random ability, or die. Fallen Druid, on the other hand, has the ability to cast Improved Mutation on a target creature, forcing it to mutate into a superior mutant with heightened stats and a random ability (i.e. Devour, Deja Vu, Steal). Both creatures are quite fragile, but the Druid, with 3 hp, is a bit more resilient, surviving a 2-hp Drain Life or Ice Bolt. With 3 attack power, both creatures have very good synergy with Adrenaline, receiving the maximum benefit possible.

Fallen Elf is considered to be a defensive card, because its Mutation ability will, more often than not, turn a high attack creature like a dragon into a much more manageable sized abomination, or just kill it. In addition, using Mutation on your own creatures will produce the same effect, so it is almost always more beneficial to use Fallen Elf's ability on your opponent's creatures. Because of this, Fallen Elf is a welcome addition to most decks that use both Entropy and Life quanta.

Fallen Druid is considered by many to be the best creature in Elements, because its ability can turn any creature into a gigantic threat for just one :life quantum. The best targets for the Improved Mutation ability are tiny, inexpensive creatures (Photon, Spark, Deja Vu, and Micro Abomination), or creatures that are created by some kind of generator, such as Boneyard (Skeletons), Firefly Queen (Fireflies), and Pharaoh (Scarabs). In a pinch, however, you can have the Fallen Druid use its ability on itself in hopes of creating a bigger threat. Because of its incredible synergy with creature generators from other elements, Fallen Druid is used almost exclusively in multi-element or rainbow decks.




Discord is a rare weapon of the Entropy element. It deals four damage (six damage when upgraded) at the end of your turn, and then scrambles your opponent's quanta. The scramble effect is extremely disruptive to decks that use only one or two types of quanta. Against rainbow decks, however, the effect doesn't have nearly as much disruptive power, because the rainbow player can typically use the quanta that is scrambled.

Discord works best in tandem with other cards that disrupt your opponent's quanta, like Devourer, Explosion, Steal, Earthquake, and Black Hole. Black Hole definitely carries the most synergy with Discord, because it removes scrambled quanta and keeps your opponent's main elemental quantum supply low, allowing Discord to continue its punishment. It is best to play Discord early, when Scramble has the highest degree of effect. Later in the match, once your opponent has a lot of pillars or towers in play, Discord's effect is diminished, because it will almost never scramble away any more than ten quanta from any one element.

Be careful when choosing Discord as your weapon of choice, because it can be equally devastating if stolen and used against you. Also, when animated, Discord is quite fragile, with a 6|3 creature body, leaving it vulnerable to creature control. All in all, Discord is a potent weapon with devastating disruptive capabilities that can be used in many different decks, but its effect can backfire if you are not careful.




Dissipation Shield and Dissipation Field are two entirely different shields within the frame of one card. Dissipation Shield is a common shield belonging to the Entropy element, and Dissipation Field is the upgraded version. Both shields prevent damage by spending quanta to absorb damage, but the conversion from damage to quantum absorption is vastly different between the two.

Dissipation Shield spends 1 :entropy for every three points of damage reduced from a single source. It is clear that with Dissipation Shield, you want to have as much Entropy quanta as possible in order to maximize its potential. Because of this, Dissipation Shield works best in mono-Entropy decks.

Dissipation Field, on the other hand, spends one random quantum for every one point of damage reduced from a single source. Since Quantum Pillars produce three times as much raw quantum than Amethyst Pillars, they are a natural choice to use in combination with Dissipation Field. Because of this, it is used almost exclusively in rainbow decks.

The greatest strength about both shields is also their biggest liability. The fact that they convert damage into quanta means that you will most likely run out of quanta if you are facing a lot of damage. Thus, you have to be in control of either the damage race or the board before you play one of these shields. If you fail to maintain control of the board, you will soon find yourself with no shield and no quanta to play anything in your hand. It is because of this huge liability that the best cards that go well with either shield are creature control cards. Entropy's best cards to use with Dissipation Shield or Dissipation Field are Antimatter, Chaos Seed, and Maxwell's Demon. Other cards that can enhance the effect of either shield include Sundial, Otyugh, Lightning, and Plague, to name a few.

All in all, Dissipation Shield and Dissipation Field are decent shields that are only as good as the amount of quanta you have. Their strength is dictated purely by the tempo of the match, but either can definitely help swing the damage race in your favor in a pure creature struggle.

Offline Zeru

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5865.msg64277#msg64277
« Reply #3 on: May 06, 2010, 07:58:49 am »


Maxwell's Demon or Max for short is a very interesting control card. It's primary goal is to strip your opponent from his strong creatures and give you the time to cast your own offence.

How to use:
It hight cost prevents to have many of those in a small deck. So you either have to use a lot of pillars or reduce the number of Maxes in your deck. Another problem is the restriction of creatures. You can kill only those who have more attack than hp. Fortunately most of the cards have that kind of dis-balance by default. Elite Max gets an additional 3 hp, so it's betterto have it upgraded in all situations. Don't forget that just like an other creature, it has to wait 1 turn before it can use it's ability. After that you can start your massacre :) If your opponent uses a Max, don't play a creature at a time, safety is in numbers. I know it will slow you down, but what else can you do?

Synergies:
- Amethyst pillars - allow you to play the card
- Fire bolt/lightning/etc. - All cards that inflict damage are great to combine with paradox, as they can kill weak opponents and enable paradox on stronger ones. The best for this task is rage potion, as it gives 5 attack and takes 5 hp. So only an extremely defensive creature will be able to resist paradox after that. I would have to have 10 more hp than attack, and that is very rare. Another good card is lighting, it inflicts 5 dmg for a nice low cost.
- creatures with high damage - Maxes are great to stop enemies attack, but the 3 attack of theirs is not impressive at all. You need something else to finish the fight.

Counters:
- Creatures with high hp - if your opponent's creatures have high hp (higher or equal to it's attack), than your paradox won't be able to kill them
- Immortal creatures - same, and what's worse, you can't even use your bolts to make paradox work.
- Reverse time/mutation/bolts - Max is fragile and dangerous and therefore he is likely to be dealt with some spells.
- Creature spam - if your opponent keeps playing creatures faster than you can kill them, it's over for you.

Summing up, Max is a very uncertain card. It massacres some decks and completely fails at others and for that reason it is quite unpopular in players decks. Use it at your own risk.





Lycanthrope is an interesting option for people who don't like to accumulate tons of quanta for some heavy attackers. The basic concept of have an offence for a laughable cost at the price of waiting 1 turn, when your units are extremely fragile.

How to use:
The usage is pretty simple. You play it on the field and hope that your opponent won't take it down and than use :darkness to get an incredible boost of +5/+5 stats. Unfortunately the ability can be used once, so you won't get a 31/31 bestiality. It ends with 6/6. I guess you should know that before spending your money on it. The only change in Werewolf is a lower cost of his ability, so it's only good to upgrade him if you expect trouble with dark quanta. Other than that, not a big improvement.

Synergies:
- Novas/Mark of entropy - the creature is so cheap that you don't even have to use pillars for him. You can use your mono darkness and change your mark to get a werewolf every 2 turns or, use a lot of novas to get both :entropy and :darkness and all other quanta for a cheap creature rush from every element.

Counters:
- reverse time, creature control - the first card is painful because every reversed creature goes back to it's original state, so you have to grow your Werewolf again, wasting a lot of your precious time. Another problem is that in it's weak form, it has only 1 hp, very fragile unit indeed. Especially to fire shield.

Summing up, Lycanthrope is a good card, because it gives you a lot of damage for a small price. Use it when you want to kill your opponent very very fast.
 




Antimatter is a unique control card. Not only does it stop your enemies creatures form attacking you, but they actually start helping you to win the game!

How to use:
Suppose your enemy has played a Dragon with 15/2 attack. This is a great opportunity to play antimatter. You do it. And you see, that that dragons stats are now -15/2. "So what" - you might ask. -15 attack means that instead loosing 15 hp per turn, you actually get healed for the same number. In this scenario, you slowed down your opponents attack by 30 dmg per turn! You might even force your opponent to kill his own creatures, isn't that fun? Improved antimatter is cheaper and gives the same effect. Upgrade it no matter what.

Synergies:
- amethyst pillars - this card is very expensive to play. You need a lot of :entropy to cast it.
- liquid shadow - Vampire is skill that turns every dmg dealt by creature into healing for it's owner. If a vampire gets antimattered, if starts healing you and damage the owner! That is why some players liquid shadow and turn their strongest creatures into anti-vampires.

Counters:
- mutation, grow, ablaze - whenever you get antimattered, you simply cast mutation and receive a brand new creature with a positive attack (or at least 0), other way is to outgrow the damage. You can also reverse or kill the creature but it isn't really a great counter, is it?
- antimatter - yes, the irony of this card is that it counters itself. As you probably know (-x)*(-1)=x. Therefore, whenever one of your creatures gets antimattered, you play the card on it to nullify the spells.
- A lot of weak units - if your opponent play a charge of weaklings, you won't get enough healing to compensate for the high cost of the spell.

Summing up, this card is a powerful game-changer. It can completely stop an attack, and so that you can easily make your giant combo and win.
 

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5865.msg68552#msg68552
« Reply #4 on: May 14, 2010, 09:00:18 am »
Topic Locked!

 

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