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Scaredgirl

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Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg60029#msg60029
« on: April 27, 2010, 07:45:29 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.

Feel free to ask if you have any questions.

Offline Antagon

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg60083#msg60083
« Reply #1 on: April 27, 2010, 09:07:26 pm »
1. All Offense Fire PvP/Top50 (http://elementscommunity.org/forum/index.php/topic,5869.0.html)

2. Fire/Gravity - Pump me up! (http://elementscommunity.org/forum/index.php/topic,5871.0.html)


these are my 2 decks i designed for phase 2.

Offline plastiqe

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg60186#msg60186
« Reply #2 on: April 28, 2010, 01:48:51 am »
Both of my decks are unupgraded since that is how I roll.  Yes, I have upgraded cards (fire towers and cremations mostly) but I play unupped league and unupped tournaments.  If/when it comes time to take the position of Master I'll endeavor to get the rest of my main decks upped.

Mono Phoenix-Bolts
Code: [Select]
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f8 5f8 5f8 5fc 5fc 5fc 5fc 5fc 5fc 5fkI've used this in tournaments, specifically the no permanents variant.  It's very effective in that format because Phoenix are very resilient to creature destruction, and with no shields or artifacts for defense, creatures and creature control are dominant.  Generally you want to use early Fire Bolts to take care of whatever early threats your opponent lays out.  Depending on how the game is going you can start thinking about saving some for a kill shot as your fire quanta stacks up.

No Land (Fiery) Stompy
Code: [Select]
4vh 4vh 4vj 4vj 4vj 4vj 4vj 4vj 5c1 5f3 5f6 5f6 5f9 5f9 5f9 5f9 5f9 5f9 5fa 5fa 5fa 5fa 5fa 5fa 5l9 5l9 5l9 5l9 5l9 5l9For a 15/15 Split I went with a pillarless variant.  It is all about getting a good opening hand and running as fast as you can to the finish line.  Decent against T50 and excellent vs AI3's you can also pull of some amazing abrupt victories in PvP that'll leave the other player wondering what just happenend.  It's an unupgraded deck capable of winning in 4 turns.

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg60326#msg60326
« Reply #3 on: April 28, 2010, 03:50:00 pm »
Please start a thread for both deck ideas.

Offline Antagon

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg63883#msg63883
« Reply #4 on: May 05, 2010, 03:32:45 pm »
Part 2: Strategy Tips


My chosen cards: Immolation/Cremation, Phoenix/Minor Phoenix and Crimson Dragon/Ruby Dragon


Immolation/Cremation
Immolation/Cremation seems at the first glance to be a bad deal: You have to sacrifice a creature to get some quanta. But this card is the reason, fire is one of the fastest elements. Decks, using it, are able to use cheap cards from all other elements.
Deck-Examples:
Golem-Rush (http://elementswiki.co.cc/decks/immolation-golem-rush-pillarless)
Phoenix-Rainbow (http://elementscommunity.org/forum/index.php/topic,6393.0.html)
Photon/Ray of Light and Spark/Ball Lightning are great choices to sacrifice for Immolation/Cremation. You get 1 of every element-quanta and 7/9 fire quantum. If you do that first turn, you are able to play strong creatures, like Lava Golem/Lava Destroyer or Phoenix first turn. And you need that early, fast damage, cause you have a card-disadvantage, so it is a easy deal: cards for fast damage. That makes Immolation-decks fragile against any decks with lots of anti-creature cards.
With 5-6 Immolations/Cremations in the Deck, it is possible to only use a low amount of Pillars/Towers (about 6) or fully pillarless, and youll have the advantage to splash your deck with low-quantum-cards (1-2) of other elements. Weapons (Arsenic/Arsenic or Vampire Stiletto/Vampire Dagger), shields (Reflective Shield/Mirror Shield or Fog/Improved Fog), spells (Lightning/Thunderbolt or Momentum/Unstoppable) and even creatures (Lycanthrope/Werewolf or Chrysaora/Physalia) are possible, they all fit great to the deck idea of fast damage.
Pro Tips
  • Use Immolation/Cremation on cheap or no-cost creatures, like Photon/Ray of Light and Spark/Ball Lightning.
  • Use it to get strong creatures out like Lava Golem/Lava Destroyer or Phoenix.
  • Splash cheap cards, which suit to the deck-idea, of other elements in Immolation/Cremation-based decks, like Arsenic or Lightning/Thunderbolt.

Phoenix/MinorPhoenix
Phoenix/Minor Phoenix is the newest card of the fire element. The great ability of rebirth makes it extremly hard to kill, the Phoenix is a true survivor. You can choose of higher damage and higher cost or cheap cost and lower damage.
Deck-Examples:
Fire-Rush (http://elementscommunity.org/forum/index.php/topic,5939.0.html)
Die Phoenix, DIE! (http://elementscommunity.org/forum/index.php/topic,4098.0.html)
Its hard to get rid of these critters, with their rebirth ability. That makes them a nice choice as "only" creatures in your decks (but then pretty almost ever 6 of them). Worst counter is a Mind Flayer/Ulitharid and also a Fire Shield/Fire Buckler is bad, but with the element of fire you have the possibilities to destroy creatures and permanents with ease, and all cards have advantages and disadvantages.
First of all, we have to differ from the unupgraded Phoenix and the upgraded Minor Phoenix:
ad Phoenix: Very good combo with Immolations to get Phoenix fast out or to play again without "losing" a creature. Most of the time used in pillarless/low-pillar fire decks, also nice in addition with Lava Golem/Lava Destroyer in such decks with earth marks, to get more creatures in such decks and also have "hard-to-kill-creatures". Also Crimson Dragons are a nice addition to such decks, if you use a Mark of Fire or Burning Pillars/Burning Towers.
ad Minor Phoenix: Very good combo with Cremations, but not to get out fast but to use Minor Phoenix to sacrifice for Cremation. That way you dont lose a card. I also like Minor Phoenix in combo with Fractal, cause it is cheap enough to play all the Phoenix' you get that way at hand. A deck with Minor Phoenix', Cremations and Ruby Dragons could also be very effective.
Pro Tips
  • Use Immolation/Cremation to get out early Phoenix' or use the Phoenix to sacrifice for it and rebirth it a turn later.
  • Use Phoenix/Minor Phoenix in decks as only creatures, cause you will have more space for other cards that way and Phoenix' are hard to kill.
  • Get sure your deck can deal with "Anti-Phoenix cards" like Mind Flayer/Ulitharid or Fire Shield/Fire Buckler

CrimsonDragon/RubyDragon
The fire Dragon is the Dragon with the strongest attack, but also the one with the lowest defense. That makes him look like a glass cannon, and yes, he is. But, which fire deck needs defense?
Deck-Examples:
All Offense Fire (http://elementscommunity.org/forum/index.php/topic,5869.0.html)
Die Phoenix, DIE! (http://elementscommunity.org/forum/index.php/topic,4098.0.html)
With 12/3 or 15/2 upgraded the dragon with the most attack and the weakest defense. Perfectly in "traditional" fire decks, which use 2-4 of the Dragons as their only creatures. They often play with many Pillars/Towers so you should have the required fire-quantum fast. At the lategame you can use Dragons as additional "surprise", for example playing 2-3 Fire Bolts/Fire Lances on your opponent followed by a Dragon or two. Dragons high attack make them perfect for fast damage and damage-reducing shields do not work very well, exspecially Hope is not that useful, it is against most other creatures.
You need 10/12 fire quanta for playing the Dragon, so it can be a nice combo with Immolation/Cremation (and Minor Phoenix) and Brimstone Eaters. And it is very nice in a deck with Fire Bolts/Fire Lances and Fahrenheits, cause you need many Pillars/Towers in suchs decks to make them efficient, so you can play Dragons fast and still have an use for the Quantum in the late game. Against decks with Antimatters save Dragon(s) at hand for the "final shot" at your opponent or if you are sure, your opponent don't hold an Antimatter.
That is the huge advantage of this dragon, the high attack makes him good as "final shot" and the quantum, you save before, works fine with general fire-idea.
Pro Tips
  • Use Dragons against Mono-Entropy only as final shot, Antimatters are are a strong counter.
  • Use 2-4 Dragons in "traditional" heavy-pillar fire-decks, or 5-6 in decks with Immolation/Cremation.
  • Save quantum for 2-3 Fire Bolts/Fire Lances and shot them at your opponent before you play the Dragon(s) for the final hit.

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5856.msg68554#msg68554
« Reply #5 on: May 14, 2010, 09:00:24 am »
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