what would you say is the top 3 elements to duo fire with and why?
p.s. .. fire/fire is not a duo
Death, Darkness, and Earth. I know my opinions vary some from my other Fire-mates but for good reason indeed.
Death: Fire is a powerful element. No one can rightfully deny that. But it is dangerous in a reckless manner. Sacrificing the potential to strive long periods of time, it focuses on quick and precise offense. Death only accentuates the destructive power. While Fire burns away at your body, Death does its damage from the inside slowly poisoning you away until there is nothing left. With cheap poison costs, it easily makes up for any terrible luck of the draw. It wittles down your opponents health until you can bring out the real guns and blow them away. No to mention, combining Fire with one of the games most effectively rage inducing shields, Bone Wall, helps keep you alive long.
Darkness: Darkness piles on to the destructive potential that is Fire. But it also gives Fire what it needs most to stay alive long, health. Utilizing Vampires and Stilettos while stealing your opponents best permanents helps keep you alive and them struggling to get ahead. Combined with Deflags, Fire Bolt, Drain Life, Firestorm, it would be hard for your opponent to keep any damage on the field.
Earth: Earth is the most obvious choice, already a wonderful duo with Fire. But thanks to more recent additions, Earth is even stronger of an accent to Fire. With Earthquakes, Iridium Warriors, and Basilisk Bloods you can keep your opponent from doing much of anything. That's when you send out your powerful Fire creatures and burn them to a crisp. Immolate some of your creatures to give yourself some Time to evolve those powerful Graboids and what your opponent helplessly try anything to get by.
Fire bolt is widely recognized as one of the most powerful cards in the game. A big part of this is its versatility - it can be used early to take out a cheap creature that's vital to your opponent's strategy, or late to take out dragons or even Titans if multiples are used. It can even be used to deal the final blow to your opponent, or OTK them with five or six. If you had to nerf Fire Bolt and/or Fire Lance, how would you do it?
A quick and easy way to help balance the power of Fire Bolt is to add more to its cost. But there is a large downside to this. It might take an extra turn or two for a mostly Fire deck to bring it out(which admittedly could make the entire duel), but for most other elements this hurts it more. The cheap cost for it makes it very versatile in any deck willing to splash a little Fire for it. Making Fire have a few more quanta before being able to play isn't too much of an impact. So my final decision would be to lower the damage output to 2 damage per 10 fire quanta. This would make it a little underpowered then compared to the others so I would add a poison-like effect to it. Fire bolt would burn the target creature/elemental. Burn would be a status similar to poison except that it wears off in 2-5 turns. This way the damage output is similar to how it used to be but spread out across multiple turns.
To Kami and furball: Why u no post in red.
To differentiate myself from my challengers. Also out of respect. Napalm is the one whom always uses red when most, or even least, necessary. Drenching my text in red would feel as if I were trying to copy her and be someone I am not.
Ok, I think it's time to ask my questions, but you've allready kind of started talking about one of them.
I personally love that Seraph was added into fire, and I see it as a lot more than just a glass cannon (in upped play). What are your opinions on it?
Build me the most versatile fire duo you can in unupped play (upped play is a lot of RPS). It should be able to stallbreak, rush, or stall.
I enjoy Seraph. Though its ability and low HP can make it more of a liability than an asset at first, since you have to wait a full turn before you can use the ability, it is also almost as powerful attack wise as a dragon but cheaper. This makes it an obvious choice for some quick Immo fed destruction in place of a Dragon Rush. I do feel Seraph could benefit a lot more if its ability could target other creatures though. Then it could be offensive and defensive, such as battling an opponent that relies on beefing up his creatures. You could simple protect one of his creatures until you have the ability to get rid of it with a nicely placed Fire bolt.
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This deck helps protect your hand and quanta as well as keeps you alive long enough to out heal a fair amount of damage. By the time your opponent can outdamage your healing you should have a good amount of damage to hit back with. Once you have most of your Sancs out you can save up for a Miracle and keep your Seraphs protected. Or you can just say "To Hell with it" And start bringing out your Phoenixes ASAP.
Going to say it openly; among these candidates, i think furballdn would be the best master of fire.
Not because i like/know her but because she will most likely be a more active general, has good pvp xp, seems to be more eager to take the job. Also she seems to be more stable & solid than other candidates in competitional leadership properties.
Can others convince me otherwise ?
Yes, my single vote isn't much but your reply may change others' votes as well as people preferring to be in your team in the future. Plus, i'll like you
No, I cannot and will not try to convince you otherwise. That will be up to you to decide as all of the facts are being laid out on the table. There will be no wrong choice, and no incorrect victor of these trials. If I lose I will know I lost to the best and I can sleep happily at night.