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Offline ZawadxTopic starter

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9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58330.msg1188951#msg1188951
« on: May 07, 2015, 12:49:03 pm »
TIME TO ENTER THE TRIALS
HAS RUN OUT

:lifebig

Please make sure you've read the Rules very carefully. Also, here are the Phase 1 Rules.
To join these Trials, post in this thread a single post containing the following information:

Spoiler for Requirements:
-Evidence of Score Requirement
-Evidence of Established Account Requirement

Spoiler for Phase 1:
Spoiler for Task 1:
-Name of Task
-Evidence of completion

Spoiler for Task 2:
-Name of Task
-Evidence of completion

Spoiler for Task 3:
-Name of Task
-Evidence of completion

Spoiler for War/Brawl Bonus:
-Evidence of participation in the last war/brawl with the element you were a member of.
-If you were a General/Boss, evidence of your General-ship/Boss-ship

Spoiler for Loyalty Bonus:
-Tell us how many times you have participated in Trials for this element before
-Give us evidence of your participation in each of those trials


Remember, the Requirements to Challenge are:

  • 50,000+ score in Elements
  • 200+ forum posts
  • Joined the forums no less than 3 months ago (at the time of signing up)
  • Participation in at least three separate PVP Events (Leagues, War, Weekly Tournaments, etc.)
A player may participate in Trials without meeting the 200 post and 50,000 score requirements if they are able to provide evidence of a significant PVP achievement. Examples of sufficient achievements include:
  • Winning a Weekly Tournament
  • Finishing in the Top 3 in Leagues or other forum PVP Events
  • Finishing on the winning War team

Note: In the event more there are more than four applicants (including the defending master) for one element, priority will be given first to players with the higher Phase 1 scores and second to a combination of score/post count.


Challengers:

Master dawn to dusk of :life is defending.
« Last Edit: May 14, 2015, 03:24:03 pm by Zawadx »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline mathman101

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58330.msg1188966#msg1188966
« Reply #1 on: May 07, 2015, 02:06:22 pm »
Spoiler for Requirements:
Score, Date Registered, and Post Requirements



PvP Event Participations:
War 8
12 Lives
Leagues 2/2015
Multiple Tournaments
*If more is needed, I can find more examples and links*
Spoiler for Phase 1:
Spoiler for Task 1:
-Developing War Tactics
Spoiler for Evidence of completion:
Event Card


If a soldier switches to General status to use the additional 6 upgrades, then a win will result in half the salvages(3 salvage) and a loss will result in double the discards(48 discard). Only one soldier per team may switch to the General status for this round. This is not mandatory, but an optional switch.


If our team was in first place when this event card was revealed it could really aid us in keeping the lead but would have to be used depending on the amount of lead on the other teams. If we had a great lead, then there would be more wiggle room to get out of a jam if a mistake was made. When looking at our opponents for the round mindgating is a big key to success, both with proper deck predictions and with a proper soldier transformation.


If our team was at risk for elimination, poor mindgating could result in a tragic outcome for us as double the discards could eliminate us from only the one match loss. We would have to have some exceptional mindgating, and the best way for that to happen is to communicate with the whole team. Good communication from the team could ensure a better mindgating, as well as a more precise use of this event card and to whom we would use it against.



Spoiler for Task 2:
-Waging War (Against the False Gods)
Spoiler for Evidence of completion:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c4 5c4 5c4 5c4 5de 5de 5de 5de 5de 5de 5de 5de 624 624 624 62m 62m 62m 62m 62m 62m 8pu


VS.

Divine Glory
Hover over cards for details, click for permalink
Deck import code : [Select]
7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 7dm 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 8pq


I used an SoW reflection deck to counter Divine Glory. SoW adds spell damage onto quinted creatures, and DG's flown Glory's are already quinted so that helps save deck space. Spell damage redirects the damage off of a reflective shield like emerald shield. DG has miracle and can heal himself completely when at low health, so silences are in the deck to prevent the miracle. The heals are added in the deck in case of a bad draw with a late shield or an early rush of Flying Glory's, also the heals can be used if the weapons are left in their slot and not flown right away.

The way I was playing this deck is to start by getting out your shield as quick as possible, then SoW any and all of the Flying Glory's that are played. If the pends are exploded, you may need to watch your :aether quanta and damage dealt to save enough quanta to be able to silence at the right time. Play silence to stop a miracle form happening the turn before he would kill himself.

I managed to go 5-0 in the trainer with this deck against DG.

Spoiler for Screenshots:


Spoiler for Task 3:
-Being a War Reporter
Spoiler for Evidence of completion:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bs 5bs 5bs 5de 5de 5de 5de 5de 5de 5c3 5c7 5c7 5c7 5c9 5c9 5c5 5c5 5c5 5l8 5l8 5mq 5mq 5lm 5lm 5lm 7n2 7n2 7n2 7k5 7k5 7k5 8pq

The Sader-Staff-Semi-Stall
say that 5 times fast

This deck won the most Life matches in War 4 (3 wins), and a variation of this deck was considered the most exquisite deck of all of War 4.
Win 1
Win 2
Win 3.

This deck is a  :life/ :light duo with some Animate Weapons ( :air) splahed into the mix. The deck utilizes the healing powers of Sanctuary and Drudic Staff. Adrenaline and Mitosis are used to gain extra attacks with the Crusader. Crusader is used for both attacks (with mitosis or adrenaline), or for healing (using it's ability on Druidic Staff). Thorn Carapace is thrown in there to damage the opposing creatures and kill them off while healing and stalling.

The Cards:

Sanctuary - Healing is essential to stay alive with a semi-stall, as decking out is usually one of the key ways to win with this style, and the need to heal any damage and last until the end is essential. Also having Sanctuaries can help in the event of facing devourers, discord, black hole, or other quanta and hand altering cards.
Crusader - Crusaders are creatures that are able to use the ability of the targeted weapon. Crusaders are used here to gain the Druidic staff ability and gain extra healing. They can also be used in the rare case of a need for damage by targeting the opponents weapon and potentially gaining more damage.

Animate Weapon - This spells allows the weapon to become a creature, and then another weapon may be played. This helps this deck because multiple Drudic Staves may be in play at the same time, thus giving even more healing to the player.

Druidic Staff - A weapon that heals the owner with every attack. In this deck Druidic Staff is used to heal the owner and combo with the Crusader to add extra healing. When combo-ing the Druidic Staves healing with Animate Weapon and Adrenaline, extra healing can be obtained in a shorter time.
Adrenaline - A spell that increases the amount of attacks of a creature on each turn. It can be used on flown Staves to gain up to 8 damage and 20 healing, or can be used on Crusaders with the Staff ability to gain up to 11 damage and 15 healing. Another use for Adrenaline is to be used on opposing creatures with threatening abilities(lobo, BE,devour) while thorn carapace is up, this will cause them to attack more and possibly die sooner while you continue to heal yourself.
Mitosis - A spell that generates a daughter creature of the first. This spell is used to create multiple copies of Crusader, and with more copies of the creature comes the possibility of more healing and more attack damage.
Thorn Carapace - A shield that has a chance to poison the attacking creatures. This is used here to damage and kill off the opposing creatures whil the player heals themselves and outlasts the attacking creatures. By having large amounts of healing available(Staves, Sanctuary, Crusader+Staves), a larger amount of damage can be taken while waiting for the opposing creatures to take enough poison counters to die off.

Spoiler for Phase 2 Unlocks:
Task 1: Developing War Tactics
  • Unlocks Elements  :light :death :fire :gravity for deckbuilding
  • Allows the use of up to 4 upgraded creature cards in each of your Round 2 decks.

Task 2: Waging War (Against False Gods)
  • Unlocks Elements  :aether :air :earth :life for deckbuilding
  • Allows the use of up to 4 upgraded spell cards in each of your Round 2 decks.

Task 3: Being a War Reporter
  • Unlocks Elements  :light :earth :water :time for deckbuilding
  • Allows the use of up to 5 upgraded pillar/pendulum cards in each of your Round 2 decks.
Spoiler for War/Brawl Bonus:
War 8 Team Life    +1 Point
Spoiler for Loyalty Bonus:
Life Trials 7   +1 Point

*All 3 Tasks are now complete*
*Tasks are subject to small modifications and edits up to the deadline*
« Last Edit: May 15, 2015, 04:24:45 am by mathman101 »
something....something....something.....

Offline dawn to dusk

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Re: 9th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=58330.msg1188989#msg1188989
« Reply #2 on: May 07, 2015, 09:32:55 pm »
i intend to defend
Spoiler for Phase 1 Super Difficult Task That I'm Not Even Sure If Its Worth It:
Requirements: See left
War Bonus: War 8 general team life (see awards) (+1)
Brawl Bonus: Right Here (+1)
Loyalty Bonus: Only done the previous trials but blegh (+1?)
« Last Edit: May 15, 2015, 05:32:57 am by dawn to dusk »

 

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