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Elements the Game => Trials => Events and Competitions => Trial of Fire => Topic started by: Zawadx on June 09, 2015, 12:28:37 pm

Title: 9th Trials - Phase 3: Community Vote
Post by: Zawadx on June 09, 2015, 12:28:37 pm
Phase 3 - Community Vote

It's time to vote for your favorite Master candidate!  Every community member has one vote. You can change your vote at any time as long as there is still time on the clock.

Vote based on who you think would make the best Master of that element. Do not vote based on who is the best player or who you know personally. Try to pick someone who you think would help the community the most as THE representative for their element.  If you do not have any preference for who should be Master, or cannot decide between the candidates, please select the "None Worthy" option. 

To help you make the best decision possible, feel free to ask the candidates questions.  Both challengers and defending Masters ought to answer the questions in this thread to help the voters make the best possible choice.  Please put all your answers in a single post (employing spoiler tags is recommended).  Also, challengers should include in that post a link to your Phase 1 submission post.


Questions and answers may begin now that this topic is posted.
Voting will begin when the polls are up at the official start of Phase 3.
Phase 3 ends when poll expires.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: Vangelios on June 09, 2015, 03:58:19 pm
Reserved

How fire could do better this war (we won but were'nt flawless)?
Well.... without many words here...
watching the last war, just make a mindgate better against death ::)

To all participants in the Trials of Fire:

Imagine that after the Trials have ended, the 12 Masters are each invited to create a mono deck of their element (all cards in the deck must be fire, but the mark of the deck may be different).  These 12 decks will play a best of 3 against each of the other 11 decks - each master must however stick with the same deck against all 11 opponents.  Do you believe that fire can go 11-0 under these rules?  Do you believe that your deckbuilding would have to make a decision between winning any 2 particular matchups?  Which matchups in this tournament would you expect to be easiest and hardest, and why?

edit: Assume all 12 decks have an equal number of upgrades, your discretion as to the number.
11-0 is many, maybe 8-3
RT, Bonewall, monolight, monoentropy are good cards against fire.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: mrpaper on June 10, 2015, 01:07:59 am
How fire could do better this war (we won but were'nt flawless)?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: RootRanger on June 10, 2015, 01:47:40 am
How fire could do better this war (we won but were'nt flawless)?
Honestly we should have had Basilisk Bloods in the vault, and it was an oversight by me for them not to be there. They can shut down Sky Dragons and Steel Golems, which a Fire Bolt needs 20 quanta for. I would also work on refining a Firestall designed to beat Mono Aether. In some of the matches, we only won because their Fractals were at the bottom of their deck. Some of the Firestalls we used didn't even pack Fahren, which I believe is incorrect, even against an opponent using Dims. If the Fahren causes them to play Dims, it is delaying the Fractal, which makes it worth using. I'd have also put the max amount of Immos and Golems in the vault, so that we can discard them when Immo loses and still have cards to spare. Firestall's best matchups are against opponents who expect Immo, and vice versa.

The rest of my advice would have to depend on the actual rules of the next war, which we can expect to be completely different. If shards are allowed (and they should be), then I'm a little worried about massive Shard of Divinity stalls, because our Firestall will not be able to OTK them. We may have to use more Fractix, which is pretty good at breaking through healing-based stalls. Fractix (if using Dims) also has the benefit of beating SoP/Warden decks by blocking the damage with Dim and killing them with Fahren. It could also be a good idea to experiment some more with Wings + Blue Nymph decks. Lastly I'm also worried about SoFr Mono Air, which we would need to work on a counter to.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: theelkspeaks on June 10, 2015, 05:47:21 am
To all participants in the Trials of Fire:

Imagine that after the Trials have ended, the 12 Masters are each invited to create a mono deck of their element (all cards in the deck must be fire, but the mark of the deck may be different).  These 12 decks will play a best of 3 against each of the other 11 decks - each master must however stick with the same deck against all 11 opponents.  Do you believe that fire can go 11-0 under these rules?  Do you believe that your deckbuilding would have to make a decision between winning any 2 particular matchups?  Which matchups in this tournament would you expect to be easiest and hardest, and why?

edit: Assume all 12 decks have an equal number of upgrades, your discretion as to the number.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: RootRanger on June 10, 2015, 06:28:20 am
To all participants in the Trials of Fire:

Imagine that after the Trials have ended, the 12 Masters are each invited to create a mono deck of their element (all cards in the deck must be fire, but the mark of the deck may be different).  These 12 decks will play a best of 3 against each of the other 11 decks - each master must however stick with the same deck against all 11 opponents.  Do you believe that fire can go 11-0 under these rules?  Do you believe that your deckbuilding would have to make a decision between winning any 2 particular matchups?  Which matchups in this tournament would you expect to be easiest and hardest, and why?
Assuming unupped, Fire would do better than most but certainly not be flawless. Its opponents are ranked below, from easiest to hardest. The deck is a typical Phoenixbolt.

Gravity - this is the easiest matchup because unupped Gravity is very slow and has difficulty killing Phoenixes. It's only chance would be to draw more Otyughs than I draw Fire Bolts, and even then it would have to have a lot of damage as well to outrush me.

Water - not as slow as Gravity, but still slow enough for me to handle fairly easily. Bolts can kill whatever they need to, whether it's Squids, Nymphs, or Dragons. Water has difficulty dealing with Phoenix and Fahren as well. Shard of Patience could be a threat, but it's probably too slow.

Darkness - only difficult if they draw a lot of early devourers. Bolt can handle Dragon, and Darkness doesn't really have much damage aside from that. Also, Liquid Shadow is not nearly as good of a counter to Phoenix as people think it is.

Time - the only thing to really worry about is Golden Nymphs, but those are probably not fast enough to outrush the Phoenixes and Fahrens. The rest of the creatures can be killed by a Bolt at 10 quanta.

Earth - the only reason Earth is so far down the list is because of Basilisk Blood, which is one of the few ways of stopping Phoenix. But as long as the Earth deck doesn't have too many Dragons, I can survive long enough by bolting Shriekers.

Light - not typically one of the better unupped Elements, but Light would be able to stall pretty well with SoD and Miracle. Plus, its Dragon is pretty difficult for Fire Bolt to kill. I'd say this matchup would be a 50/50.

Air - at this point, we're going against decks that will probably be more likely to beat us. I haven't played many games with or against SoFr Mono Air, but I feel like it would be pretty effective against a deck with 6 Fire Bolts. Phoenix and Fahren might be able to outrush it though. If Air chooses to go the Blue Nymph route, we'll probably have an advantage because we can just bolt the Nymphs.

Aether - actually one of Fire's harder matchups, even though Fire is also one of Aether's harder matchups. If Aether uses Dims, I can destroy some of them with Deflags and maybe rush with Phoenix/Fahren/Bolts for a win. But if Aether instead chooses to go the Immortal/SoW route, I won't really be able to outrush it with 6 half-dead Fire Bolts in my hand.

Entropy - an early Discord would shut down Mono Fire, and Entropy could follow up with a decent rush from Abominations and Dragons. The only possible way around this for Mono Fire would be something like Immolation Ash Eater, but that would be a bad strategy against the rest of the decks.

Death - the top spot goes to Death because of Bone Wall. It's the worst shield for Fire to go up against, by a very large margin. In fact, this might be the very best card to use against a Mono Fire. Unlike Discord, Bone Wall still has a strong effect if it isn't drawn until later in the game. Furthermore, Death has an even faster rush than Entropy, and killing its creatures only fuels the Bone Wall.

Based on these estimates, Mono Fire would probably get around 6 wins and 4 losses. I'm not really sure where you got the "11 opponents" from, since there are only 11 Elements, and obviously I'm not going to play against myself.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: Espithel on June 10, 2015, 09:00:53 am
To Rootranger:
Some strange kids have been making some silly comments about a 12th element called "life." Apparently it has this symbol: :life.
Maybe you've heard about it. This is one of the ficticious cards these kids talk about:


How do you feel about this?

To all:
Aether is traditionally considered the strongest element. Why does fire tie with it for war wins?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: Basman-1453 on June 11, 2015, 01:41:24 pm
For all candidates:
It's known that for most Fire decks, their best form of defense is an overwhelming offense.
*) In your opinion, which Fire card embodies that philosophy the best?
*) From your observation and experience, what's the greatest hindrance Fire faces from mounting an efficient and overwhelming offensive?

For RootRanger only:
Some of the Firestalls we used didn't even pack Fahren, which I believe is incorrect, even against an opponent using Dims. If the Fahren causes them to play Dims, it is delaying the Fractal, which makes it worth using.

Truly? :o From the few times I'm using a creatureless Fire/Light stall against AI4, I can usually safely leave dims alone (the variant I made only have three deflags, which may be needed to be conserved against the more dangerous permanents, like Pulverizer, Arsenic, early-game Discord).

Can you explain why some of the Firestall didn't pack Fahrenheit (excepting when the Fahren is simply unavailable to the player/Vault)?

Also, this is not exactly a question, but~
(http://i.imgur.com/VDv3J9d.jpg)
(Source (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=36930433).)

Don't worry, I sincerely believe that you simply forgot Life without any ill will meant towards the element.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: MyNameIsJoey on June 11, 2015, 04:11:43 pm
If you could set fire to the rain and burn one thing in the world, what would be rolling in the deep?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: RootRanger on June 12, 2015, 04:07:05 am
To Rootranger:
Some strange kids have been making some silly comments about a 12th element called "life." Apparently it has this symbol: :life.
Maybe you've heard about it. This is one of the ficticious cards these kids talk about:


How do you feel about this?
I've said it before, and I'll say it again. Just because there's a symbol for it doesn't mean it's an Element. With that logic, we would have to consider Underworld, Rainbow, and Electrum to be Elements as well. As for the "Thorn Carapace" card, it's clearly just a knock-off of Fire Shield. Typical CIA card.

To all:
Aether is traditionally considered the strongest element. Why does fire tie with it for war wins?
Good question. In War 1, Aether was still figuring out its best decks, while Fire knew what to do to win. In War 3, Aether was very far ahead for the majority of the event, but they took a huge hit in Rounds 11 and 12 because they had to spread their resources over 4 opponents, all of which only had to face Aether. In War 8, there was of course the penalty. But even aside from that, I think the 6 upgrade minimum was a lot more helpful for Fire than Aether, because it meant that potentially any deck could be the dreaded Sancdial, and opponents had a really tough time preparing for that.

For all candidates:
It's known that for most Fire decks, their best form of defense is an overwhelming offense.
No. Offense and defense, in this game, are pretty much mutually exclusive. If you devote card slots to offense, it's at a hindrance to your defense. A Phoenix or Lava Golem does not prevent your opponent from tearing away at your health points.

*) In your opinion, which Fire card embodies that philosophy the best?
The best answer I can give is that Fahrenheit in Firestall can sometimes kill the opponent before they can accumulate the resources necessary to overcome the defenses of a Firestall. However, this is a rare scenario. Usually, Firestall has a slower tempo than the opponent, and the game is decided long before Fahrenheit can score a kill.

*) From your observation and experience, what's the greatest hindrance Fire faces from mounting an efficient and overwhelming offensive?
The most aggressive Fire deck is of course Immo Golems, which is best stopped with quick, low cost CC. Lightning is quite effective, because it removes 3 cards (Immo+Photon+Golem) for the cost of 1 card and 2 quanta, which is an extremely efficient trade. Shockwave and Reverse Time also work pretty well. Our Immo was typically used against opponents we did not expect to bring very much CC.

Truly? :o From the few times I'm using a creatureless Fire/Light stall against AI4, I can usually safely leave dims alone (the variant I made only have three deflags, which may be needed to be conserved against the more dangerous permanents, like Pulverizer, Arsenic, early-game Discord).

Can you explain why some of the Firestall didn't pack Fahrenheit (excepting when the Fahren is simply unavailable to the player/Vault)?
Card slots, basically. If your primary win condition is deckout, drawing Fahrenheit is not as helpful as a Fire Bolt, Sanctuary, Sundial, or any other defensive card.

Don't worry, I sincerely believe that you simply forgot Life without any ill will meant towards the element.
There's really no scientific consensus as to whether or not Life is an Element. I think we should teach the controversy.

If you could set fire to the rain and burn one thing in the world, what would be rolling in the deep?
Rolling the deep what? Deep is an adjective! What is the noun it describes!? What are your secrets Adele!?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: Corri on June 12, 2015, 06:04:22 pm
To all: Who was the greatest Master of Fire? Why? Will you lead your team during war? What would be your dream team? (ALL players allowed [master of a different element, active/inactive, etc...], max. 5 player)
Do you think more ups would change something? Short explanation pls.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: CCCombobreaker on June 12, 2015, 06:18:38 pm
Does the vault feel emptier with no fire spirits or no ash eaters?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: RootRanger on June 12, 2015, 07:07:14 pm
To all: Who was the greatest Master of Fire? Why?
It's hard to choose between Antagon, kev, and Napalm. All three were very accomplished PvP players, outside of War. Antagon is probably the most "legendary" of the three, because he was the first general to win war and one of the first people to play Grabbow. kev was one of the few players from War 1 who stayed on the forums through War 6, so I suppose he's one of the few branches between the newer players and the old. Napalm didn't stick around as long, but she was probably the most passionate about Fire among the three. I suppose I'd have to go with Antagon.

Will you lead your team during war?
I will probably be too busy. If I win Trials, I will ask Vangelios to be general.

What would be your dream team? (ALL players allowed [master of a different element, active/inactive, etc...], max. 5 player)
Sir Valimont - predict opponent's decks
Kael Hate - "predict" opponent's RNG
Antagon - build overpowered decks
zanzarino - add overpowered cards to these overpowered decks
Scaredgirl - come up with epic April Fool's jokes

Do you think more ups would change something? Short explanation pls.
Honestly I think 6 upgrades is a "sweet spot" for Fire. We need 6 in order to run fully upped dials in our Firestall, but with more upgrades, other teams will be able to build faster and more resilient decks to get around it. I also think that with more upgrades, we will be using more Immo and less Mono.

Does the vault feel emptier with no fire spirits or no ash eaters?
Fire Spirit can sometimes work as backup Immo fodder. Ash Eater is just plain terrible.
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: serprex on June 12, 2015, 08:13:09 pm
If Zanzarino added an element called Life, elemental opposite of Death, how do you think it would be designed? Preferably it's cardpool of 14-17 cards would be cool, but I understand if such an in depth make-your-own-element is too much to ask for

If this seems off topic from Fire, follow up is: How does it interact with Fire?
Title: Re: 9th Trials - Phase 3: Community Vote
Post by: Vangelios on June 16, 2015, 01:47:27 am
I will probably be too busy. If I win Trials, I will ask Vangelios to be general.
I don't know why but I like of this idea, If I lose I'll accept be the general.

Thanks to all that voted on me, but at least this time Root deserves the votes, and sorry I have some problems in RL lately, then I'll be off line most times in the moment


blarg: