* Kuroaitou plays Procrastination.
Dear candidates,
What time is it?
I could state that the time you want is the same as mine technically, as we live in the same time zone (PST WEST COAST YA'LL
!), but the more appropriate answer is:
It's
always a good time to reflect.
To all Time trialists
What was the time of your life
I think it was about 7 years ago when I entered my original college, but then again, I could also say it was 3 years ago that I really got into this game and met all of you lovely people (well, minus a few crazy ones). However, I guess all in all, the time of my life is actually right now.
Kinda scary, when I think about it too much.
What is your favorite way to tell time?
Practically: With my cell-phone or any accurate analog clock.
Metaphorically: With a story about how I failed {insert real-life or game-based event here}...
Childishly: [Insert even worse joke about watches]
Rudely: YOU CAN ALREADY TELL BY THE FORUM'S TIME POST STAMP.
Pick a number between 1 and 100000
Or: if I feel you're all worthy, should I vote "None Worthy"?
I can't answer the top question correctly without you giving me the base of the numbering system. Is it decimal? Binary? Octal? ^^;
Otherwise, I would say you shouldn't vote at all, since not voting for anyone = basically voting for everyone, as one vote on every candidate isn't decreasing nor increasing the gap between participants for Phase 3.
To all challengers: What is the most common mistake new players make? What does your experience help you do instead? (Clarification: Assume you're time master, and a brand new player who just chose as their starter deck comes to you for help. What's the biggest advice you give them?)
In your opinion, is the element's nymph the most valuable of the 12 nymphs (here talking specifically about the nymph card)? Why or why not?
I think that the majority of extremely 'fresh' Time players try to use Golden Hourglasses and Sundials as ways of speeding up their deck instead of simply
shrinking their deck to an actual rush deck (30 cards). Others would probably become jaded by Time's cards that they switch to another element without appreciating the nuances of the element also.
My initial advice would be if they were sure they wanted to start with the Time element, because lets face it - there are plenty of others decks from other elements (Mono life, immorush, Graboids, Devourer/Darkness, Mono-Aether Dim spam, and Speed Poison [Water and/or death builds]) that seem much more elementary in their functions in regards to playing creatures and basic spells to win as quickly as possible against AI3.
If they were adamant, I would advise them to create this deck as shown below, by selling off some of the awkward cards Time starts off with (quantum pillars, parasites, fate eggs, anubis, etc.) to create the MOST BASIC time-synergy that I can think of: Ghostmare (unupped and beginning phase). This way, they can learn to appreciate Time's main damage dealer (Ghosts), while also learning the concept of passives (Obsession), and the denial/slowing effect of Time's main cards/this type of deck (Reverse Time for creature control, Procrastination to slow damage, Nightmare to prevent card drawing).
Hover over cards for details, click for permalink
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As for the Nymph question, I don't think any nymph is more valuable than any other; every Nymph has its strengths and weaknesses, and given good stats, our 'Golden' is probably one of the better attacking Nymph cards with a wonderful skill. It also has a great combo with Shard of Readiness if you want to do double-drawing. Otherwise, many other nymphs have far more miraculous or tactical alchemy effects, from healing and creature control, to mass creature generation and huge damage boosts.
...
How would you respond to my statement that time has the best nymph yet the worst alchemy spell?
As I said before, the phrase 'best nymph' is still debatable, since each nymph is designed (or perhaps balanced?) around their stats and skills. However, I would say that the most inefficient (not
"worst") alchemy spell is probably Aflatoxin, followed by Luciferin. The former suffers from (I feel) an inadequate quanta requirement for infecting a creature (which can be killed twice, mutated, rewound, cured, healed or buffed periodically, etc., to avoid Cell infestation), while the latter suffers from a lack of mechanical usage in general due to creature requirements (if you want to take advantage of the light quanta generation, rather than the healing).
Precognition I think is somewhere in the middle in my opinion: it doesn't prevent your death directly nor place your opponent at a disadvantage by removing their creatures or whatnot. But that knowledge of the opponent's hand and drawing another card can be wonderful in many situations (it was the reason why I was able to bid my time accordingly with the Golden Nymph's use of Precognition in my trial battles).
To all chalengers:
You can get immediately one of those skills for War.
Which one you will chose:
1) Abillity to see future (not the games itself, but for example - standings of future matches)
2) Abillity to remember all past wars matches, standings, used decks and other.
The 2nd option. The first has no real informative use to me whatsoever, and might possibly be our downfall:
'
Oh, Time finishes in fourth place because we bomb in the 6th round of war by going 0-5? WELL LET ME PROVE YOU OTHERWISE? {*gets 0-5 anyway because of decks*}'
You can't prevent things you can't predict, and if the prediction is vague as all hell in regards to how you got there to begin with, then it's even more absurd. Knowing the past AT LEAST allows you to acknowledge patterns within certain elements and war teams, and gives you deck archetypes to create new decks to counter, mitigate, or shut down completely. In addition, you can also see the reactions to certain matches and then go from there instead (that deck was awesome because he used it THAT way! - "I can't believe [person] lost, they totally should have []" - that is the craziest deck that shouldn't have worked, but BLEZ DA RNG, etc.).
Realistically, do you think you can topple aether? Whats so new/not new this time (more important part)?
As long as deuce is leading, no.
(*cheers that deuce22 has stepped down... hopefully T.T *)Jokes aside, I think that Time can win war, but might need the help of other elements to bring down Aether instead. In addition, my Mindgating skills may not be perfect, but I've definitely gotten a lot better at meta-gaming and believe that anyone who is willing to be on Time [no pun intended] (including all of the Time trial participants), will also assist in trying to predict what team will play what. Of course, I still kind of wish we had a few mid-ranged attacks and spells that could change Time's gameplay... (*coughs haughtily at Fractal and Psion*). >.<
To all, I ask the Eternal Question: Why?
Desire, I guess? Although really, it's more of a 'redemption/closure' ordeal, since I still feel like I need to prove myself for the 8th time...
Dear time triallists:
What do you think time, as an element, is missing?
Is time missing anything? Does time have everything it wants in some form?
A mid-ranged attacker that doesn't cost over 5
quanta that deals decent damage? (Think about the Spiders, or Lava Golem, or even Toadfish).
Spells?
Cards that more accurately reflect an elemental's ability to affect time either directly or indirectly (removing permanents with timers, cards that slow the amount of damage being dealt in a turn or by damaging spells, cards that cause consequences if you fail to react to etc.)
Another shield?
...it's missing quite a bit to be honest. :X But I still love it.
Question to Kuroaitou:
What emotion could describe you the best?
Nostalgically whimsical.
...
If I apply to participate in War, would you bid on me, and max how many cards ?
I would bid 1 card on you if you wanted in, probably 3 or more (since I like prime numbers), but not even close to 24 - that one is reserved for one player only, even though they hate Time anyway. DX