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Offline ZawadxTopic starter

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  • Awards: Slice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeWeekly Tournament WinnerCompetition - Won War as a Worthless WarriorWeekly Tournament WinnerSlice of Elements 6th Birthday CakeWar #8 Winner - Team FireBrawl #3 Winner - Divine LightSlice of Elements 5th Birthday Cake
10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1231958#msg1231958
« on: April 30, 2016, 03:59:42 pm »
TIME TO ENTER THE TRIALS
HAS RUN OUT

:timebig

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 Bonus:
-Evidence of participation last war
-If you were a General, and were in the same War team as the element you are trialing for, evidence of your General-ship

Spoiler for Brawl Bonus:
-Evidence of participation last brawl
-If you were a Boss, evidence of your 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:

  • 30,000+ 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.)
Spamming the forums to get those 200 posts is not allowed, and you have to provide a screen shot of your score.

A player may participate in Trials without meeting the 200 post and 30,000 score requirements if they are able to provide evidence of a significant PVP achievement. Examples of sufficient achievements are:
  • Winning a Weekly Tournament
  • A top 3 finish in either of the PVP Leagues
  • A top 3 finish in a PVP event
  • Finishing on 1 of the top 3 War teams
  • Becoming a Master of any Element

Note: In the event more there are more than four challengers 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 SpikeSpiegel of :time has his decision pending.
« Last Edit: May 13, 2016, 12:34:08 pm by Physsion »
When you play the game of thrones, you win or you die. There is no middle ground.

Offline DoubleCapitals

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1232123#msg1232123
« Reply #1 on: May 02, 2016, 03:29:53 pm »
The tallest mountain started as a stone.

Let's do this again.


Spoiler for Phase 1:


Spoiler for Task 2:
Shard Revolution (Trials IV)
NAME:
Shard of Longevity
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
0 | 6
TEXT:
Enters the game poisoned. Upon death, gain X :time and X Max HP (X: Number of turns this creature survives)
NAME:
Shard of Longevity
ELEMENT:
Time
COST:
2 :time
TYPE:
Creature
ATK|HP:
0 | 6
TEXT:
Enters the game poisoned. Upon death, gain 2X :time and 2X Max HP (X: Number of turns this creature survives)

ART:
None
IDEA:
DoubleCapitals
NOTES:
Trials #10 Submission -

Symbolism (ie. why it would be a fit for the element): The :time elementals rarely use brute force to defeat their foes; while alone they tend to be limited in effectiveness, their cards has been used in many other famous decks, for example in slow but steady damage (dune scorpions), board control (pharaohs) or simply avoiding the conflict altogether (Eternity-based deckouts). Simply put, they alter the flow of the game to their advantage. This card rewards patience; used in the right hands it demonstrates the resilience of :time as everything else mortal fades away.....

Balance: So initially I was looking on how OP this might be when I realize my problem would be largely of the exact opposite - the quanta and Hp gain would be well, obtained at a very late stage and it would take 12 turns (of survival!) to beat SoD in terms of effectiveness. Hence I threw in a really low quanta cost. Semi-high Hp so it doesn't get one shot but not so high that you wouldn't be able to kill it when you actually want to. 6 was a nice number since it does prevent SoL/RagePot exploits to an extent. Probably the most OP combination would be to pair it with Fractal, but even then its effects would be erm, delayed. Pairs well with Miracle, nice cheap fodder for immo (albeit not so much better), and good for decks with some :time splash.

Sample deck (SoRs as SoLs - Time/Light Stall)
Hover over cards for details, click for permalink
Deck import code : [Select]
7jp 7ju 7ju 7ju 7ju 7k2 7k2 7km 7km 7km 7km 7km 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q8 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7qu 7qu 7qu 7qu 7qu 7qu 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pq

SERIES:

*I might edit the card in the CIA thread, but I'll keep the original submission, flaws and all, here for integrity's sake

Spoiler for Task 3=TBC:
Starting Your Own Little War (Trials VIII)



Spoiler for Brawl Bonus:
None

« Last Edit: May 13, 2016, 08:00:05 am by DoubleCapitals »
L R L R STOP & DASH & UP & TALK B B A B S(tart)

Offline Kuroaitou

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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1232730#msg1232730
« Reply #2 on: May 12, 2016, 12:35:48 pm »
Tick tock?

Spoiler for Requirements:
Score:


Forum Posts/Join date:
Kuroaitou
4k+ posts, over 5 years since joining

Participation in 3 other events:
Devil's Gate (PvP Event)
War #8
Trials #8


Spoiler for Phase 1:
Spoiler for Task 1 - Mastering the Cards:
Mastering the Cards


Ghost of the Past
-Generally speaking, Ghost of the Past is the main 'mid-hitter' for Time, although its price can be somewhat expensive compared to other creatures found in the alternate elements.

The major attribute of this card is from its passive, 'Obsession', which deals 10 (or 13 if upgraded) damage to its owner upon being discarded from the hand. In this case, a player should work their decks to have sufficient quanta in order to play Ghosts rather than discard them, or at least ensure that they aren't forced to discard any if their hand is full with vital card combinations.

The most obvious combination card to pair up with Ghost of the Past is Nightmare; by playing a Ghost of the Past and immediately targeting it with a 2 (or 1) :darkness quanta cost Nightmare, the opponent's hand will be filled with Ghosts, which will deny their next draw as well as potentially forcing them to discard a card if they still don't have enough quanta to play their other spells, creatures, or permanents. In addition, depending on many Ghosts enter your opponent's hand, you'll be healed a significant amount due to Nightmare's healing effect.

Of course, expert players who see a Darkness mark and time quanta on your board may withhold from playing cards in order to avoid a forced discard. Additionally, Ghost of the Past has only 4 HP for both versions, making it susceptible to hard CC such as Shockwave and Lightning, and can be killed or stopped by several enemy CC effects depending on the element being faced.

Ghostmare is a fairly popular denial deck that many Time players use against non-Time users, due to its efficiency. Other cards, such as Fractal and Dimensional shield, can create a 'Ghostal' deck that utilizes stalling tactics and massive amounts of time and aether quanta to overwhelm an enemy with sheer numbers, while Precognition and Golden Nymph allow for a more focused build when mixed together in a mono-Time.



Reverse Time
-Given its cheap cost and simply efficiency at what it does, removing creatures off of either player's field (mainly the enemy's though), can be better than doing straight up damage.

Unlike other creature control cards, Time's spell simply removes a creature and places it back on the top of the owner's deck, essentially 'killing' it, while also reviving it for its owner to play again if possible. As a player must spend the same amount of quanta again in order to replay a creature that is Rewound, this can force opponents into deciding whether or not a creature is worth replaying again, especially if they need other cards in their deck to draw and play.

While Eternity, the rare weapon for Time, uses Reverse Time as an ability, most players do not mix the two. In spell form, Reverse Time is more effective with other spells, such as Earthquake, which can topple pillars and pendulums, causing a shortage of essential quanta to an enemy. Mixing the two can make it extremely frustrating to foes who are pressured into deciding whether to play the creature again for damage/utility, or hold it off in the hopes that they can draw additional pillars/pendulums to stabilize their quanta sources, alongside drawing other cards to adapt to the denial tactics.

Immortal (and Burrowed) creatures can often laugh at Reverse Time as a whole due to its inability to effect untargetable creatures; Cloak in particular, can make it impossible for a Time player to use many denial tactics and combos unless they also have Permanent control. Because of this, players who often expect Reverse Time will either hold off cards repeatedly in order to play them all at once (thus, making it hard to Rewind them all unless you have multiple spells), or use specific combinations to stop the instant removal, such as Quintessence to prevent creature targeting.

Reverse Time is also found in Ghostmare decks due to its simple elegance with Nightmare, and can be snuck into several other decks due to its cheap cost. Several Supernova-based speedbows often have this deck as quick CC if fast-damaging cards such as Lightning can't kill the creature, or if Freeze can't prevent a creature's potential efficacy on the field.




Pharaoh
-Despite the rarity, Pharaohs are an awesome stall breaker (in most cases) and long-term investment for building up a formidable army of scarabs - not just for damage, but also for creature control if you can spare the gravity quanta.

Similar to Firefly Queen, Pharaohs are a pure mono-Time quanta-loving creature that can summon a plethora of Scarabs, acting (and looking) as a leader of a oncoming army. Scarabs have 2 (or 3 if upped) ATK and have variable HP levels depending on the number of Scarabs in play, alongside whether or not any Scarab was boosted or damaged in the health department. Pharaohs are costly creatures (9 :time quanta with a 2 :time ability cost), making them very expensive, but well worthwhile if a player has the required resources.

As Scarabs themselves are powerful due to their swarming tactics alongside their ability to devour other creatures (their Devour ability), many players will often seek a relationship between Time and Gravity in order to maximize the profit of a Pharaoh-based deck. The amount of Scarabs produced is reliant not only the amount of quanta, but also whether or not a Pharaoh can use its ability to the fullest in a match. Thus, cards such as Shard of Readiness can be used to quickly summon Scarabs onto the field if applied to a Pharaoh (while also removing the cost of the ability for future uses). Alternatively, Quintessence can be used to protect the Pharaoh from being killed or targeted by nasty creature control effects, and Chimera (utilizing Gravity quanta again) can serve as a last-ditch attempt kill the enemy if there are annoying shields blocking your Scarabs from consuming your prey.

Pharaoh decks are for the most part slow, making them easy to recognize and combat if an experienced player foresees them coming in battle. Control cards, such as Freeze and Basilisk Blood can stop a Pharaoh for several turns from making an army, while denial cards, such as Discord and Devourer can be equally annoying if you don't have the sufficient quanta to play the rare card (or summon Scarabs). Of course, most players will simply have faster decks or ways of dealing alternate damage to ignore Pharaohs from affecting them at all.


Spoiler for Task 2 - Building the Game:
Building the Game


GENERAL:
  • New Challenge modes/daily quests implemented! These include 'Play as a False God', Gambler mode (double your potential winnings or lose it all for a consecutive match using the same deck against certain AI), and 6 types of dailies that rotate weekly (Sunday's daily quest is randomized).
  • World map now fully updated. Players are allowed to opt out of the map mode, but may not gain reputation or mark experience from daily quests or challenges while in the original mode.


New general passives introduced:
  • Aquatic: Creatures with this passive will survive Flooding/Inundation spots. Aquatic creatures include: all water creatures (and the flown Trident), Horned Frog, Forest Spirit, Virus, and Malignant Cell. (Flying 'Other' weapons will not survive).
  • Dragon: All of the main dragons will have this new passive. It will be used for a future patch.
  • Attacking weapons are now affected by shield effects, such as: freeze, poison, and delay.

Bug Fixes:
  • If two Reflective/Emerald Shields are on opposite side of play, and a player casts a spell or using a spell effect on a shield, instead of the shield reflecting, it will instead read ‘nullify’; the spell will not deal damage to either player. Reflective shields will work normally when only one is in play and spell damage is done towards the player with it.
  • All healing-targeted effects and spells (Mend skill, Heal, Miracle, Purify, Holy Flash, and creatures with negative ATK + Wisdom) will not be reflected by any reflective shields.
  • Relic may no longer be placed in decks.
  • The Wisdom :aether icon should display as its own icon separate from the Immaterial :time icon.
  • If Deja Vu is targeted with Web, its copy will no longer have Airborne after using its skill.



Aether
  • Immortal: Now has ‘Momentum’. Upgraded stats changed to 6/3. Upgraded cost reduced to 6 :aether.
  • Psion’s skill now renamed to ‘Wisdom’, and is a status effect (but it can still be lobotomized, similar to Momentum).
  • Mind Gate skill cost reduced by 1 :aether for both versions.
  • Added cards:
    • Mesmer
    • Doppelganger
    • Dampening Shield

Air
  • Wyrm: Attack increased to 4 for the non-upped version; both Wyrm and Elite Wyrm’s skill cost reduced to 1 :air.
  • Blue Nymph/Air Nymph now has airborne.
  • Added cards:
    • Falcon Lancer
    • Cloud
    • Dust Devil
    • Fly

Darkness
  • Parasite/Bloodsucker gains the passive, “Feeder”: upon using infect, it will also receive +1/+2.
  • Shard of Void buffed to 3 (4) max HP reduction (with Darkness mark).
  • Added cards:
    • Intimidation
    • Harpy
    • Witherbeast
    • Paranoia

Death
  • Soul Catchers now also generate 3/4 random quanta in addition to generating :death quanta.
  • Vulture and Condor has its Scavenger skill augmented: it gains +2/+2 instead if a Death creature dies. Mutant creatures with Scavenger also gain this bonus.
  • Plague unupped cost reduced by 1 :death.
  • Unupgraded Aflatoxin cost reduced by 1 :death. Aflatoxin can now target players and deals 3 (4 upgraded) poison damage (Malignant Cell will not spawn if Aflatoxin is applied on a player).
  • Added cards:
    • Outbreak
    • Sludge
    • Lich -> Phylactery

Earth
  • Antlion now enters play burrowed. Cost for both versions reduced by 1. Stats changed from 2/3 (4/4) to 1/3 (2/4) – note that upon unburrowing, Antlion will have the same ATK as before.
  • Plate Armor will remove Airborne from any creature.
  • Shard of Integrity now states it will combine all cards (not just shards) in the player’s hand to form a shard golem. However, normal cards will offer lower stat bonuses in comparison to shards when Shard of Integrity consumes them.
  • Earthquake and Quicksand now work on any stacked permanent; this includes Shards and Bonewall stacks.
  • Added cards:
    • Ostrich
    • Ogre Worker
    • Clay Shield
    • Antlion's Den

Entropy
  • Chaos Seed and Pandemonium now include ‘Purge’ and several other CC skills in their list of possible effects.
  • Butterfly Effect cost for both versions is reduced by 1 :entropy. In addition, the 'Destroy' skill gained by Butterfly Effect has had its cost reduced by 1 :entropy.
  • Added cards:
    • Ricochet
    • Arcane Barrier
    • Ogre Magi

Fire
  • Fire Spirit/Fire Specter cost reduced by 1 :fire.
  • Upgraded Fire Nymph skill cost reduced by 1 :fire.
  • Fire Shield/Fire Buckler now affects players: players that have a weapon equipped will take 1 damage every time they attack a player using this shield.
  • Added cards:
    • (Ogre) Berserker
    • Furnace
    • Overheat
    • Cauterizing Shield

Gravity
  • Sapphire charger cost reduced by 1 :gravity.
  • Colossal Dragon/Massive Dragon now have Momentum. Cost reduced by 1 :gravity for both.
  • Gravity Shield cost reduced by 1 :gravity for both versions.
  • Shard of Focus will turn into a Black Hole if its HP > 31. In addition, upon using Accretion, all allied creatures in play (or that enter play) that turn will be delayed.
  • Gravity Pull now affects spell damage; damaging spells and poison used against a player will instead be redirected towards the creature afflicted with Gravity Pull.
  • Graviton Fire Eater/Graviton Firemaster both gain 2 HP - 0/5 (0/6) -> 0/7 (0/8).
  • Added cards:
    • Meteor
    • Ogre Giant
    • Orbital Shield
    • Pylon

Life
  • Cockatrice/Elite Cockatrice gains the passive, “Glare”: Creatures or players that target it will be delayed for a turn (affects weapons as well).
  • Heal can now both target creatures and players alike (including the enemy's).
  • Thorn Carapace/Spine Carapace cost reduced by 1 :life. In addition, this shield now affects players - players that have a weapon equipped may now be poisoned every time they attack a player using this shield.
  • Emerald Shield/Jade Shield cost reduced by 1 :life.
  • Rustler/Leaf Dragon stats changed from 1/1 (1/3) to 1/3 (1/6).
  • Added cards:
    • Omniplant –> Omniseed
    • Rejuvenation
    • Entanglement
    • Treant
    • Worg

Light
  • Miracle can now target either player.
  • Pegasus/Elite Pegasus cost reduced by 1 :light.
  • Guardian Angel’s “Heal” ability renamed “Mend”, and may now target players in addition. Cost of both creatures increased by 1. Skill cost of “Mend” requires 2 :light to use. Mutant creatures will gain “Mend” instead of “Heal”.
  • Added cards:
    • Purge
    • White Stag
    • Invoke
    • Cosmopolitan

Time
  • Fate Egg now costs 2 :time. “Hatch” requires 2 :time to use. In addition, Scarabs, Devonian Dragon, and Immortal can now be properly hatched from a Fate Egg.
  • Déjà vu’s skill now specifically states it will lose its ability on use.
  • Procrastination/Turtle Shield now affects players: players that have a weapon equipped may have their weapon delayed every time they attack a player using this shield.
  • Shard of Readiness can now target permanents.
  • Precognition will also allow you to see the opponent's next drawn card unless they have a full hand.
  • Added cards:
    • Amnesia
    • Horus
    • Recall

Water
  • Blue Crawler/Abyss Crawler gains the passive, “Lurker”: If Flooding or Nightfall is in play, the Crawler will gain +1/+2.
  • Ulitharid cost reduced by 1 :water.
  • Flooding now states it will only kill creatures without the ‘Aquatic’ passive.
  • Trident’s skill cost reduced by 1 :earth for both versions. In addition, it now affects any stacked permanent (including shards and Bonewall).
  • Nymph's Tears now works on any permanent, not just pillars and pendulums. Description made more concise.
  • Ice Shield/Permafrost Shield now affects players: players that have a weapon equipped may have their weapon frozen every time they attack a player using this shield.
  • Added cards:
    • Infuse
    • Coral Shield
    • Dark Kraken
    • Winter's Kiss

Other
  • Added cards:
    • Spear
    • Metamorphosis
    • Harmonic Pillar







Spoiler for Task 3 - Starting Your Own Little War:
Starting Your Own Little War

"IRON CHEF" Tournament!
-Use creature cards that fit into one of the following categories: 'Poultry/Beef', 'Seafood/Vegetarian', and 'Bugs/Exotic'. You may mix creatures of any category into a deck.
-Use spell cards that provide a form of 'cooking'/prep for your creatures:
  • Frying/Grilling/Boiling/Microwaving: Immolation, Deflagration, Dry Spell, Holy Light
  • Marinating/mixing: All alchemy spells except for Unstable Gas and Nymph's Tears
  • Prepping (rinsing/cooling/confectionery/spices): Purify, Freeze, Butterfly Effect, Blessing-Momentum-Chaos Seed
-All upgrades are banned (potentially).
-All shards are banned (potentially).
-Any mark allowed.
-Most non-pillar/pendulum permanent cards are banned, except for cooking utensils (Dagger/Morning Star [for cutting], and Hammer/Pulverizer [for tenderizing]) and resources (Flooding [soaking/washing], and Sundial [timing]).

Allowed cards:
Hover over cards for details, click for permalink
Deck import code : [Select]
4t3 4t5 4vi 4vn 4vo 52j 52k 52s 55l 55q 55r 55v 58v 590 591 595 5bu 5bv 5c0 5c1 5c7 5f6 5f9 5fb 5fc 5i5 5i6 5ia 5ib 5ie 5ih 5ij 5lb 5lc 5lf 5lh 5lj 5od 5oe 5ok 5ri 5rp 5rq 5rr 5um 5ut 5uu 5uv 620 621


Spoiler for Example deck!:
Hover over cards for details, click for permalink
Deck import code : [Select]
4t5 4t5 55l 55l 55l 55l 55l 55l 5rg 5rg 5rg 5rg 5rg 5rq 5rq 5rq 5rq 5rq 5rq 5rr 5rr 5rr 5rr 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8pl



Spoiler for War Bonus - N/A:
-N/A


Spoiler for Brawl Bonus - N/A:
-N/A
« Last Edit: May 13, 2016, 12:21:40 pm by Kuroaitou »

Offline Jenkar

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  • Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.Jenkar is truly a Titan, worthy of respect and acknowledgement.
  • Heart's made of shadows
  • Awards: Slice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeChampionship League 2/2013 WinnerSlice of Elements 4th Birthday Cake6th Trials - Master of AirWinner of Revive the Archive 2!Slice of Elements 3rd Birthday CakeBeginners League 1/2012 WinnerWeekly Tournament Winner5th Trials - Master of AirAvatar of Patience - Winner of the 7 Heavenly Virtues Deck CompetitionBeginners League 3/2011 3rd PlaceC-C-C-Combo Maker Winner!
Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1232786#msg1232786
« Reply #3 on: May 12, 2016, 08:29:46 pm »
The madness is in each of us. Close your eyes, sing, and open your webbed wings to the silent winds.
Beautiful art : http://i.imgur.com/eUhyYCC.png

Offline Kuroaitou

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  • Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Awards: Slice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeMaster of Mafia10th Trials - Master of TimeSlice of Elements 7th Birthday CakeSlice of Elements 6th Birthday CakeSilver DonorSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday CakeSlice of Elements 2nd Birthday CakeWeekly Tournament Winner
Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1232852#msg1232852
« Reply #4 on: May 13, 2016, 12:23:20 pm »
Can I be added to the sign-up list pleasekthx.

Offline Vineroz

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  • Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.
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Re: 10th Trials - Challenger's Entrance https://elementscommunity.org/forum/index.php?topic=61870.msg1232857#msg1232857
« Reply #5 on: May 13, 2016, 01:57:53 pm »
Spoiler for Requirements:
Current score
<--- 2 tournament wins to the left, and let's see...yep, War #5 was fun.

Spoiler for Phase 1:
Spoiler for Task 1 - #8: Starting Your Own Little War:
Using limited resources to exceed expectation!

Feeding the Multitude

Special Rules
  • Always read the second post! It contains equally important information most of the time.
  • Upgraded cards are banned.
  • For any card in your deck, the maximum number of copies of that card allowed is 12 divided by its cost.
  • Quantum Pillars are banned.
Card's costMaximum number of copies allowed
0-26
34
43
5-62
7-121
13-150



Spoiler for Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
593 593 593 593 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5um 5um 5um 5um 5um 5um 5uq 5uq 5ut 5ut 5ut 5uv 5uv 5v8 606 606 606 606 606 8pm


Spoiler for Task 2 - #1: Mastering the Cards:

Shard of Readiness

The :time shard is undoubtedly one of the shard that sees less competitive play. Being the 3rd shard implemented in EtG, it was much more stronger when it was costing :rainbow quanta rather than :time quanta (Not even mentioning stronger effects before). The spell effect often find difficulties to justify its cost to be combo'ing in a duo deck. However, it can still combo with certain :time cards to form some strong synergies.

Because of the additional bonus, Golden Nymph / Pharaoh / Scarab often find themselves to be the most usual targets of the shard. In some decks even Anubis and Deja Vu is getting loved because of the shard. The most notable example of a deck would be Silence is Golden, which I like very much. The value for the shard on Nymph is simply gorgeous, you get 2 instant draw when you play the shard, and also the precognition effect which is really useful (and underestimate by many players) in both PvP and PvE games. It almost forces your opponent to remove it from the field if he is trying to play on tempo.

Anubis

The ancient Egytian god of death had found himself as a 5|8 creature that cost 8 :time in EtG. His below-average stats was supported by a rather strong active skill: :aether :aether Quintessence. It is this skill that puts him in some early FG grinder deck list. Since these decks focus on control, players can setup Anubis to protect the creatures while the defense is up.

A prime example is 10 men's version of I've GotP Time. Anubis is included here to protect 2 Flying Eternities, so that the FGs are locked with their draw.

Since the release of the :aether shard, the immortality status is also buffed a little bit. Combining with Shard of Readiness, Anubis can quickly put the swarm on your board to immortals, and deal spell damage if they are consequently buffed with Shard of Wisdom.
Precognition

As an "alchemy" card, it seems to be not having a strong or influencing effect (e.g. compare with Antimatter, Adrenaline etc.). However, this is the main reason that the player actually overlook this card. This card has two effects: first, it draws a card. That means it basically just fill up a space in your deck. It might sound utterly useless, but in a 30-card deck having 1 less card means a better chance to get another specific card for the combo you might be looking for. The second effect is to check your opponent's hand. This effect seems no effect on the board, but it plays a big part when you are planning for the rest of the game. In PvE you can calculate AI's next turn play base on its hand. In PvP you can predict your opponent's next turn play and plan ahead.

Because of the "thinning deck" ability it can be found in rush decks, or sometimes OTK decks.

Spoiler for Task 3 - #7: Waging War against your Enemies:
Prepare for the return of the faithful :time Knight!

Spoiler for War Bonus:
None

Spoiler for Brawl Bonus:
None

Spoiler for Loyalty Bonus:
« Last Edit: May 13, 2016, 02:07:39 pm by Vineroz »
TIME is around us. It flows silently, trying to take everything away from us.
PvP Tournament Organizer (2012 Sep - 2013 Oct, 2016 Nov - 2017 Aug) | Chat Mod (2016 Nov - )  :time

 

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