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Scaredgirl

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Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg60033#msg60033
« on: April 27, 2010, 07:45:42 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.

Kael Hate

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg60174#msg60174
« Reply #1 on: April 28, 2010, 12:58:54 am »
Regarding the deck design:

What is the objective for these decks, PVP, AI3, newguy intro deck, up to us?

Is there any restriction on upgraded cards?

Is this to be posted in the Mono-deck and other deck sections?


Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg60281#msg60281
« Reply #2 on: April 28, 2010, 12:37:10 pm »
Mono :time
http://elementscommunity.org/forum/index.php/topic,5897.0.html

Duo :time :light
http://elementscommunity.org/forum/index.php/topic,5893.0.html

I hope these are original ideas, but if anything needs to be changed or added, I'll try to find some :time to develop these ideas.
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=5860.msg60322#msg60322
« Reply #3 on: April 28, 2010, 03:43:45 pm »
Regarding the deck design:

What is the objective for these decks, PVP, AI3, newguy intro deck, up to us?

Is there any restriction on upgraded cards?

Is this to be posted in the Mono-deck and other deck sections?
No restrictions. It's up to you.

You post the deck where it belongs.

Kael Hate

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg60765#msg60765
« Reply #4 on: April 29, 2010, 02:46:06 pm »

Offline Kuroaitou

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg62548#msg62548
« Reply #5 on: May 03, 2010, 02:12:38 am »

Kael Hate

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg63778#msg63778
« Reply #6 on: May 05, 2010, 11:05:20 am »
:timebig
Eternity

Eternity is the Prime Weapon of the Time Element. Its ability is a repetitive use of the Reverse Time Card allowing you to target a Creature that is then returned to the top of its controller’s deck. It is Renowned for its ability to prevent deck out. It does a comparable 4 damage for a cost of 6 Time making it slightly weak in its damage potential for its cost but the variance is more than made up by its Ability.

What can we do with this?
1.   Deny an opponent the ability to draw anything new
2.   Prevent your own deck out by returning a cheap creature to your own deck
3.   Refresh a creature by removing it from play so you can cast it again.
4.   Deny a creature a Buff by returning the creature to the deck.

What Deck would use this?
1.   Any deck that requires prevention from decking out.
2.   Any deck that has an abundance of Time Quanta and could use a control element.

What Eternity Combos With?
1.   Deja Vu – Use the Deja Vu to Split, then return one of the split copies back to the deck so you can play it and perform the whole process again. It’s not strong that it will win games on its own but it is a good tool for generating creatures and preventing deck out.
2.   Mummy – Mummy requires a Reverse Time effect to turn into Pharaoh. Eternity can supply that effect for you.
3.   Any Creature – Eternity is a strong independent card in such a way that it has no need for a specific card to be effective. It can refresh any creature you need to save from debuff or poison.


:timebig
Deja Vu | Elite Deja Vu

Deja Vu, something contra to the memory you recall. Deja Vu performs the role of the staple weenie for the element of Time. Its Ability allows you to replicate itself giving you two for the price of one. Deja Vu is the primary creature in the False God Paradox’s arsenal. The Deja Vu is reasonably priced at 1 :time for a 1|1 creature but becomes even better when upgraded to Elite Deja Vu possibly generating 4 potential attack for the low investment of 2 :time.

What can we do with this?
1.   We can use the Deja Vu ability to replicate it to gain a card advantage.
2.   We can Buff it and replicate it to double our bonus
3.   We can reverse time a replicate Deja Vu so we can play it again and replicate it again.

What Deck would use this?
1.   The False God Paradox.
2.   Light/Time combinations that can benefit from the combo of Blessing on Deja Vu.
3.   Entropy/Time combinations that can benefit from the combo of Chaos Power and Deja Vu or Mutation and Deja Vu
4.   Any dedicated Time deck that needs a creature to use with Eternity to prevent deck out.

What Deja Vu Combos with?
1.   Any Buff – After casting the Buff on the primary Deja Vu you can then use its ability to replicate and have 2 creatures with the benefit effectively doubling your bonus. The False God Paradox does this with great effect using Blessing.
2.   Eternity – After replicating a Deja Vu return one of them to your deck so you draw it again and replicate again giving you a tool for generating infinite creatures. The same effect also has the secondary effect of preventing you from decking out.
3.   Anything that needs a sacrificial Creature – Cremation, Mutation and some others all benefit from a creature to use their effect. Deja Vu provides 2 creatures for this from a single card.


:timebig
Anubis | Elite Anubis

Anubis the Jackal Headed is the guardian of the Immortal souls and in elements his role is quite similar. Using Aether quanta you can use his Immortality power to make a creature Immaterial and untargetable. This gift cannot be revoked tho so be careful in its use. Anubis is quite expensive to deploy for his attack power alone but he can still do a good amount of damage if he needs to be your attacker too. None of the False Gods yet use Anubis.

What can we do with Anubis?
1.   Immortalise your creatures to protect them from your opponent’s effects.

What deck would use Anubis?
2.   Any deck running primarily on Time quanta but with access to Aether quanta too.
3.   Any deck that needs to protect multiple creatures

What Anubis Combos with:
1.   Key Creatures –Pharaoh, Firefly Queen, Otyugh and anything else that your opponent needs to clear from the table to win.
2.   Antimatter – An odd option but the AI will try to remove or negate an antimatter affected creature on his own side. Prevent him from doing so and keep him healing you by using Anubis on the creature. He will be unable to fix the situation.
3.   Otyugh –The big mouth needs protection from that ever present lightning bolt or various other creature removal.

Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg63785#msg63785
« Reply #7 on: May 05, 2010, 11:18:16 am »
I see Eternity is already taken... :|

So, I'll go for
-Pharaoh
-Scarab
-hourglass
May the force of the D4HK side be with U ^_^
:time samurai

Offline Kuroaitou

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg63804#msg63804
« Reply #8 on: May 05, 2010, 11:49:38 am »
Ouch. Looks like I was too slow. :(

I'll be taking Sundial, Precognition Procrastination/Turtle Shield, and Fate Egg.

Edit: NINJAED BY PUPPY!  >:( But it's okay, since his explanation is godly, and I figure I'd do better with somewhat easier cards...  :P

Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg64846#msg64846
« Reply #9 on: May 07, 2010, 12:18:41 pm »
Pharaoh | Pharaoh

Pharaoh is a rare card that you can win from spins. His ability to produce scarabs is extremely useful in a number of situations because it offers both wonderful creature control, a swarm of creatures that can heal you with an empathic bond and a growing source of damage. The disadvantage is that it requires a lot of :time quanta to work, so using him in a trio/rainbow deck requires a decent number of :time pillars.

Strategies:
  • mono :time with a :gravity mark and 6 pharaohs - a fast control deck able to fill the field with scarabs really quickly while devouring all enemy creatures. Support cards might include eternity, procrastination, shards, momentum, gravity shield, hourglasses, precognitions.
  • rainbows with 1 or 2 pharaohs and additional :time towers - a simple combo of pharaoh+quintessence is enough to form a strong offensive and creature control, but it needs time to set up, so an arsenal of healing and stalling cards are needed. Support cards: quintessence, feral bond, eternity, sundials, hourglasses, anubis, any shield
  • :time :death :gravity - a bit inconsistent trio, but you can use mummies and rewind them or use bone walls which have a great synergy with devour.
  • :time :aether :gravity - also can be inconsistent, but offers phase shields, quintessence, parallel universe or fractal and you could use anubises too. If you choose this path fractal scarabs is probably better than using a pharaoh, but both decks have their advantages.
Pro tips:
  • The fastest way to get a pharaoh is to ask for a pharaoh farm in top50, but you can also win them easily from the false god Osiris, a :time :earth AI3 deck, or from AI5
  • Pharaoh is quite tough with 8 hp, so in many cases he can work without quintessence, though against lobotomy and heavy creature control (most of False Gods) you will need to play a number of pharaohs at once or immortalize them. If you have a lot of :time quanta you might consider rewinding a damaged or lobotomized pharaoh to play him once again with full hp and his ability.
  • Against some creature control cards like Eagle Eye or Otyugh you will have to rewind scarabs as you produce them, gather them in your hand than play a number of them all at once. Remember to use Pharaohs ability the turn you play those scarabs too.
  • When you have your field full of scarabs you can eat some scarabs with other scarabs to free space and increase your damage output even further. Rewinding also works to free some space.
  • The best way to counter pharaoh is with lobotomy. Lobotomize a pharaoh if he is not quinted, if he is quinted, lobotomize scarabs, if he plays an anubis with intent to immortalize everything, lobo anubis. If he quints the anubis the turn he plays him - it gets harder from now on, but you can use another counter card - gravity shield - able to block both pharaohs and overgrown scarabs.
Synergy with:
  • Quintessence - an invulnerable creature generator is often enough to form a strong offensive.
  • Anubis - an army of immortal scarabs is something even False Gods fear.
  • Empathic Bond - healing for 23 hp each turn is nice, isn't it?







Scarab | Scarab

Scarab... it's a very interesting yet strange and mysterious card. At first glance it seems much weaker than Otyughs, unable to devour anything with it's mere 1 hp. The truth is that a deck designed around scarabs can make them much more powerful. First of all scarabs are much cheaper then otyughs so using a card like fractal or a pharaoh you can easily produce a bunch of these little bugs. Second advantage is that swarm allows scarabs to grow faster than otyughs, as long as you can produce them or replicate them with fractal or parallel universe. A well designed scarab deck can clear opponents field of all creatures while healing through empathic bond or shards for an easy EM.

Strategies:
  • Fractal scarabs - :time :aether :gravity - you can quickly fill your field with fractaled scarabs, play phase shields and momentums, devour everything. A fast deck that's hard to counter.
  • Buff scarabs - :time :light :gravity, :time :earth :gravity, :time :entropy :gravity, rainbow - there are numerous ways to buff scarabs, blessings, plate armors, chaos powers. Either choose one of these and build a deck around it, or take novas and quantum pillars to make a rainbow scarab deck. Light works great with an angel and miracles, Earth with graboids or earthquakes, Entropy with supernovas, antimatter and butterfly effect (if you use unupgraded scarabs). Each of these decks needs gravity (usually mark-powered), so you can add some momentums and a gravity shield.
  • PU Scarabs - usually a rainbow deck aiming to buff scarabs a little, then parallel universe the strongest one a number of times. Bone walls, deflags, steals and sundials are often used to support such decks.
Pro tips:
  • Scarabs are cheap, so they are great for rewinding with eternity both to prevent a deck out or to remove poison, freeze or debuffs.
  • Use a rain of fire or a plague to get bigger creatures into devouring range.
  • Scarabs' hp changes at the end of your turn, so playing a bunch of scarabs won't allow the ones already in play to devour anything bigger this turn, but also losing a number of scarabs during your opponents turn won't harm the remaining ones until you end your turn.
  • It is possible to kill a damaged scarab by killing or rewinding other scarabs so that his hp drops to 0 at the end of turn.
  • If you parallel universe a scarab, the copy will have it's hp recalculated. This usually leads to huge scarabs if you already have a number of scarabs in play, but if you PU an opposing scarab while you have no scarabs in play, it will have less hp than the opposing one. On the other hand if you PU a number of scarabs at once, usually the first one will end with little hp, while the next ones will have a lot of hp.
Synergy with:
  • Parallel Universe - the more scarabs, the better, especially if they end up with huge HP.
  • Fractal - does not copy buffs, but makes your army even larger.
  • Bone Wall - every time your opponent plays a creature, you devour it and it only strengthens your shield.






Golden Hourglass | Electrum Hourglass

A favorite card of many :time players, a heart of many rainbows, pumping their blood (speeds up drawing towers) and keeping them alive (you can draw defensive cards faster). Many consider it overpowered, or demand similar cards in other elements. It's all for a reason. It's the only card that makes huge 50-60 card decks playable, when it's possible that a card you need is at the bottom of your deck. It saved hundreds... no, thousands of players from a bad draw. It counters eternity-creature-denial and helps a lot against permanent destruction, if you can draw permanents faster than your opponent can destroy them. The advantage of drawing both pillars and creatures/spells at an increased rate is undeniable. It's THE Electrum Hourglass!

Strategies:
  • Any deck with over 40 cards should include these, but even 30-40 card decks can benefit from it.
  • Mono :time - usually hourglasses help you mostly in mid-game, when you have already emptied your hand and have some spare :time quanta. Most of the time 2-3 hourglasses in a 30 card deck, 4-5 in a 40 card deck, 6 in any bigger deck.
  • Rainbow - depending on your quanta production (:time rainbows should include more than :entropy rainbows), you should include 1-2 in a small rainbow, 3-4 in an average one, 6 in anything bigger than 50 cards.
  • Duo decks - the amount of hourglasses really depends on how much :time you produce. A :time mark can fuel a single hourglass and a few sundials, rewinds or precognitions (eg. 6 cost 1 cards). Do not try it unupgraded though.
Pro tips:
  • AI tries to destroy hourglasses before any other permanents except weapons. If your weapon is indestructible or protected, as long as you have hourglasses in play your bonds, graveyards, shards and shields are safe.
  • If you plan to hasten this turn, do so before playing anything else.
  • Be extremely careful when you are close to decking out, accidentally clicking an hourglass can cause a very frustrating defeat.
  • Use hourglasses in decks that want to draw 6 copies of some card (firebolter decks), or phase shield/fractal decks so that you can draw pillars and necessary cards faster. In fact it can help with many combos that need a number of different cards to work.
Synergy with:
  • Sundial - allows you to gain much more advantage while you stall.
  • Phase Shield - an hourglass helps to draw new phase shields in time, and also you benefit more from the stall.
  • Fire Bolt/Ice Bolt/Drain Life/Unstable Gas - helps to gather 5-6 of these quickly.
May the force of the D4HK side be with U ^_^
:time samurai

Kael Hate

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg64855#msg64855
« Reply #10 on: May 07, 2010, 12:46:32 pm »
Nice Xinef

Thought for a bit, I might have been the only effort.

Offline Xinef

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Re: Phase 2 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=5860.msg64870#msg64870
« Reply #11 on: May 07, 2010, 01:34:52 pm »
I was just a little busy... let's just say I was two weeks late with some ASP.net/LINQ/WebService project and I finally managed to catch up :D
Arghh... I hate don't like C#... It's hard to work on Java3D games, real-time raytracing and similar interesting topics while my studies include some obligatory things I don't plan to use like ASP.net, microcontrollers programming etc...
I heard universities in Poland are famous for 'producing' highly skilled workers with a great understanding of the subject and great theoretical knowledge, but much less specialized than graduates of eg. British or American universities.
Maybe it's a good thing, but I'd love to study 'Game Development' rather than 'Informatics' if you know what I mean ;)


I guess Kuroaitou will do his part too eventually, maybe he is just busy too.

EDIT:
Also, I guess you could add a note about flying eternities and maybe about deja vus synergy with feral bond+adrenaline
May the force of the D4HK side be with U ^_^
:time samurai

 

anything
blarg: