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Scaredgirl

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Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg60030#msg60030
« on: April 27, 2010, 07:45:32 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.

PhantomFox

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg60511#msg60511
« Reply #1 on: April 28, 2010, 09:35:17 pm »

PhantomFox

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg63900#msg63900
« Reply #2 on: May 05, 2010, 04:39:25 pm »
Probably should have reposted part 2 in the trial threads themselves.  Almost missed this.

Phase 2-2:
Cards picked:
1) Otyugh
2) Black Hole
3) Momentum

PhantomFox

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg64001#msg64001
« Reply #3 on: May 05, 2010, 07:54:19 pm »
Otyugh:
Devour is one of the most powerful abilities in the game, and the Otyugh is the premier example of its power.  It is a reusable creature control ability for only 1:gravity.  Its only restriction is that you can only kill creatures with HP lower than its own, but since it gains +1/+1 after each devour, this becomes less of a factor over time.  The more it eats, not only is it more powerful, it's harder to get rid of as well.  This card is a must in almost any deck that has a reliable source of :gravity for its excellent creature control.  Most rainbow decks feature it.

If your opponent is playing elements that don't have strong creature control, you will want to get the Otyugh out as soon as possible.  This will set up a defense against their creatures while you work on your own offense.  If you're lucky, this will slow him down long enough to have a commanding lead. 
If you know they have creature control, you'll want to find a way to protect it.  Quintessence is a very popular combo, as this makes the Otyugh twice as deadly and almost unstoppable aside from Thorn Shield and Fire Shield, or just delayed with Permafrost or Turtle Shield.  The Quintessence+Otyugh combo is a key element to most False God Killer Rainbows.  Heavy Armor is also effective, since it gives it 9 HP and the ability to take a few hits.  This increases its killing potential out of the gate and enough survivability to get itself established.  Any other HP buff type cards help in the same manor.  When buffing its HP, doing so right before you eat a card that was (formally) to large to eat is a good surprise tactic.  The Otyugh is vulnerable to other creature control, so always have a backup plan or a way to buff it if things start going wrong.  If you're playing a human and they know what they're doing, it WILL be the first target.

Note: Eating a 1/1 creature of your own is a net gain to your side, or a wash at worst.  More so when bone wall, bone yard, or scavengers are on the field.



Cards to combine with Otyugh
     A) Quintessence - as explained above.  Can substitute with other buffs if necessary.
     B) Bone wall - Continually eating things will set up an almost impenetrable defense
     C) Vulture - Kill things, it gets bigger.

2) Black Hole

Black Hole is a relativly new card on the scene that's focused on denial.  It drains 3 quanta from every pool of your opponent, and heals yourself 1HP for each one drained.  As expected, it can absolutely destroy Rainbow decks, as their quanta generation is spread out and it heals 1/3 of your life.

The card is mainly used in :gravity heavy decks, usually monos, as they are generally best used in numbers.  Only one Black Hole is just a minor speedbump to your opponent, so a gravity mono is the best way to support multiple black holes, though a duo is feasible as well.
Remember that the main draw of this card is quanta denial, so don't be afraid to use it at full health.  But is better to use them when maximum quanta can be drained, especially early in the game when quanta production is slow.  With monos and duos this is easy as you only have one pool to watch, but with rainbows you can don't have to wait for all the pools to reach 3.

Cards to combine with Black Hole
     A) Pests - A Dark/Gravity duo might be odd, but BH plus Pests will help shut down quanta well
     B) Pulverizer - Target their pillars to cement the quanta denial.  Pulv uses :gravity already, so that's an added bonus
     C) Earthquake - Same as above, but three times as effective.  Earth/Grav is an effective duo.


3) Momentum

Momentum is a great card, as its cheep and a great form of offense.  Not only does it give a small stat boost, in completely ignores shields - a primary form of defense.  It can be used practically anywhere that can use :gravity, but mostly in decks that feature high power creatures, or creatures with crucial abilities, as these are hit hard by most shields. 

In general, this is an offensive defense card.  Momentum should be played on key creatures that you don't want shut down or killed by a shield.  That's pretty much all there is to say on the matter.  However, remember that Momentum bypasses everything, including Gravity Pull, so be careful.  Be careful against :time decks, as buffs do not get refunded when rewound.  Though for only 1 :gravity, it's not that bad a loss.

Cards to combine with Momentum
     A) Otyugh - the extra 1 HP can be all the difference sometimes, as well as shield defense
     B) Growth Creatures - The sky is the limit with their attack, so don't let a bone wall or permafrost stop them in their tracks
     C) Blessing - Buff up your creature and make sure the buff doesn't go to waste...

Jumbalumba

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg66291#msg66291
« Reply #4 on: May 10, 2010, 12:20:47 pm »
For Phase 2-2:
The cards I will write about are:
Armagio/Elite Armagio
Titan
Graviton Fire Eater/FireMaster

Armagio/Elite Armagio

In the current (and probably forever) metagame where offence is a lot more fancied than defence it is understandable why Armagio gets few admirers. However, that does not mean that Armagio is not a useful and interesting card. While Armagio comes with some attacking power, it is but a mere distraction. The main attraction is its massive 25 (or 30 when upgraded) HP. It also comes with an ability to put all that HP to good use in Gravity Pull. The Gravity Pull effect means the creature with the effect will act as a shield and take the damage dealt from your opponents creatures instead. (Note: it does not block creatures with momentum and weapons that are not flying.) This means Armagios effectively provide you with more HP and may take the burden of spells from your other creatures who will actually be doing most of the damage.

Special caution should be taken with the Gravity Pull/Force effect. The effect can only exist on one creature on your side of the field. New uses of the effect or creatures with the effect will take over the effect from prior ones. Also of note is that Quintessence does not protect a creature with the Gravity Pull/Force effect from being damaged because of the effect.

The Gravity Pull effect cannot be removed by your opponent apart from destroying the creature with the effect or using Gravity Pull on another of your creatures. Due to the phenomenon that Gravity Pull can effect only one creature, if you have several Armagio or a number of other creatures with some Gravity Pulls/Forces in your hand, you can manipulate which creatures take damage at which time to best deny your opponent from damaging you.

Cards that work well with Armagio:
1) Reverse Time/Rewind - Just when your opponent thinks he or she will destroy your annoying meat shield for good, you Rewind your Armagio and let it loose again with full HP!
2) Parallel/Twin Universe – What is better than a meat shield? Two meat shields of course! (Note: only one Gravity Pull effect at a time.)
3) Basilisk Blood - Armagio's attacking power is not renowned for a reason: it is pants! However, the ability to put the Gravity Pull effect means it can be a self-sufficient meat shield and the addition of 20 HP aids a lot in its purpose. The loss of the ability to attack is hardly a problem.

Titan

What Armagio can do, a Titan can potentially do better. Titan is the most offensively potent weapon in the game by dealing 7 or 8 damage per turn and by having the Momentum ability to ignore any nasty shield effects that would reduce its beautiful offensive power.

However, what you may not know of is the existence of an extremely potent defensive ability as well. When Flying Weapon is used on Titan what you get is a monstrous 7/70 or 8/70 creature. You may question the usefulness of such a large HP but you need not look further than the card directly below Titan, namely Gravity Pull/Force. When Gravity Pull/Force is used on a Flying Titan what you get is a massive 70 HP shield that can also deal 7 or 8 damage of unblockable damage per turn.

As mentioned with Armagio, the Gravity Pull effect cannot be removed by your opponent easily. However, what works well against Flying Titan is Reverse Time/Rewind/Eternity's ability as it cannot be as easily put back into play with a Gravity Pull effect.

As also mentioned with Armagio, special caution should be taken with the Gravity Pull effect. The effect can only exist on one creature on your side of the field. New uses of the effect or creatures with the effect will take over the effect from prior ones. Also of note is that Quintessence does not protect a creature with the Gravity Pull effect from being damaged because of the effect. What Quintessence does do is protect your Titan from Reverse Time/Rewind/Eternity's ability.

(Other) Cards that work well with Titan
1) Rage Potion/Elixir - Gravity already enjoys good synergy with Fire but using Rage Potion/Elixir on a Flying Titan gives your Titan a great attack boost while still hardly making a dent in its HP.
2) Parallel/Twin Universe – Gravity also enjoys good synergy with Aether because Gravity provides potent and valuable creatures to copy. Flying Titans are no exception.
3) Liquid Shadow – A creature with momentum and the vampire ability with the HP to make sure that you get as much use of the ability as possible…. What more can you ask for?

Graviton Fire Eater/Firemaster

At first glance Graviton Fire Eater/Firemaster seems quite useless much like Fire Spirit/Spectre is. It starts with 0 attack and its Ablaze ability doesn't allow it to gain HP unlike those creatures with Growth. However, what I like about Graviton Fire Eater is its flexibility. It can actually take a couple of hits unlike Fire Spirit/Spectre. Unlike the more popular Growth creatures, it can come out without Quintessence against an Otyugh already on the field.

In my Master battles with the Master of Entropy (jmizzle7), I have found the ability to control how much attack my creatures have invaluable in combatting the threats of Destroy from Maxwell's Demon and Antimatter. (Destroy may also come from Butterfly Effect but the card did not exist at the time of our battles.) Creatures with Ablaze and Growth are in a rare position of being able to shrug off Antimatter over a few turns. The threat of Destroy can be counteracted by making sure you don't get attack greater than HP.

Outside of this limited situation, the ability to control attack power does still have use. As you should be well aware of by now, Gravity Pull/Force is a very unique Gravity ability/spell. It can be used against an opponent’s creature so that your creatures (without Momentum) can damage it. A peculiar fact of damaging creatures is that any excess damage in a killing blow is wasted. As there is a set order in which attacks are made, when you have a few Graviton Fire Eaters/Firemasters on the field, you can utilise this knowledge to your advantage so that your Ablazes do not go to waste and are instead used to damage your opponent’s HP.

Cards that work well with Graviton Fire Eater/Firemaster:
1) Momentum/Unstoppable – This is an obvious choice as Momentum/Unstoppable is in the same element and allows you to go through shields which may stop the precious attack power you have accumulated.
2) Gravity Pull/Force – as mention above.
3) Deflagration/Explosion – As Fire is required to power Ablaze, there is good harmony in using Deflagration/Explosion as well. Mainly it would be used to destroy shields as, without momentum, the attacking power of Graviton Fire Eater/Firemaster could be severely dented. However, destroying Eternity is also important as Eternity would put a stop to continued pumping with Ablaze.

Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg66332#msg66332
« Reply #5 on: May 10, 2010, 03:16:30 pm »
I think that one of the best synergies of Graviton Firemaster is with butterfly effect. It's a really versatile combo:
1) Against opponents with destructible permanents you use a 2/6 creature with destroy for mere :gravity :fire and 4 :entropy
2) Against opponents with PAd fire buckler or thorn carapace you can keep him at 0/6 and destroy his other permanents.
3) Against opponents with few permanents worth destroying, but a lot of healing (miracles), you use him as a growing creature.

Thus, in FG killer decks I prefer him as a target for butterfly effect rather than pests, angels or otyughs (or even armagios :P )
May the force of the D4HK side be with U ^_^
:time samurai

Jumbalumba

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg66609#msg66609
« Reply #6 on: May 10, 2010, 10:40:05 pm »
Indeed and I have thought about Butterfly Effect. However, the problem is 4  :entropy is a decent cost and managing at least 3 elements is pretty difficult. It's very possible in a rainbow deck but  :entropy are sometimes at a premium and you wouldn't have many Graviton Fire Eaters/Firemasters and Butterfly Effects in a rainbow deck anyway for the strategy to be used consistently.

Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg66622#msg66622
« Reply #7 on: May 10, 2010, 10:57:30 pm »
With entropy I see three possibilities, either rainbow or :gravity :entropy with supernovas to fuel ablaze, or :fire :entropy with supernovas fueling gravitons. I've only tried the first option so far, but whenever I try to manage 3 elements or more, doing so in a duo + supernovas usually works well too.

On the other hand FG killer decks like Yaladilae's Butterfly Angel, or mine Pharaoh Sails to Orion both use Butterfly + some creature quite consistently, and I personally think that Graviton Firemasters are the best in this role, that's all.
May the force of the D4HK side be with U ^_^
:time samurai

Scaredgirl

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5857.msg68555#msg68555
« Reply #8 on: May 14, 2010, 09:00:26 am »
Topic Locked!

 

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