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Offline xdudeTopic starter

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3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242303#msg242303
« on: January 07, 2011, 09:28:20 am »
Phase 1 - Proving of Worthiness
Phase 1 has ended

Post your decks/screenshots/links/card ideas/articles here.

When you post more than one, please use "modify" and add them to your first post instead of posting on two different places. Thanks.
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Offline RavingRabbid

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242449#msg242449
« Reply #1 on: January 07, 2011, 03:46:42 pm »
My name is part one, click me. (http://elementscommunity.org/forum/index.php/topic,19244.new.html#new)




Mark of Water: It’s an useful starting ability. It gets you a mark. More seriously, there’s nothing that should be balanced about this. Looking deeper, it’s not well combined with starter deck, since water is one of the elements that likes most off-mark quanta. (Chrysaora, Mind Flayer, Toadfish).
Treasure Hunting: The 100 electrum is far more useful than the relic, because you can trade 100 electrum with 2 relics, and also because there’s no relic-consuming skill in water. You lose the rest of your turn (unless you have more APs) and this makes me think that a small buff for this ability could be used.
Ship Navigator: In 4 rounds, you travel almost the whole map. A fairly balanced skill. (Quick notice: Hex Travel per round is going to be nerfed to 3.)
Bane of Fire: Again, there’s nothing that should be re-balanced about this. The usefulness of this skill depends highly on the amount of fire players, and your fire countering tactics.
Alchemy: This is fairly good. Another pretty balanced skill. Water is the only element that can produce some strong cards like Rage Potion, Antimatter, Adrenaline, Unstable Gas. This is probably the most powerful tier 1 skill in water’s skill tree.
Shiver: It may look nothing, but it “reduces” discards to 10, giving you some cards that you could be not able to use. You should plan on taking this skill only when you plan on losing lots, could use a small buff, like one more card saved from your opponent.
Trade Routes: Gives enough revenue each round. It gives enough electrum to buy a card in about 4 turns at initial situation. This skill, also, gets better in a winning team, but it’s pretty obvious to say so. There’s nothing that should be rebalanced about this skill.
Build a Water Mill: I searched anywhere, and I couldn’t find anything about what does a Water Mill improvement do. I can suppose it increases team revenue and harvesting results. It is an expensive (in AP ways) skill, so I think (and hope) that it is worth it.
Icy Tomb: Mixed with Shiver, it is definitely worth using. If you win, you cripple for longer the opponent. If you lose, you lighten the discards. Also, lasting only a turn does not make this any overpowered.
Blizzard: I can see how it would work, I can’t see if it would be a good skill or not. I guess that it actually is a good skill.
Steam Pirate: This gets on well with Alchemy, since Water can produce Unstable Gases. It has a not so small AP cost, but it should be worth it. I wonder if this skill is going to get changed after the “Catapult Revolution” in Siege Weapons. I can’t think how much would it be balanced using past weapons, since I couldn’t find a definition of what did cannon do.
Hypotermia: Incredibly strong skill against stronger players. I wonder how it works against skills like Champion of Air, that increase the number of upgraded cards. Limiting the opponent’s upgraded cards number, while wiping him out with your upgrades is a great advantage. If Steam Pirate is unclear, this is perfectly clear, and it is the first in line in Water’s Skill Tree if it ever needs a nerf.
Champion of Water: My first thought was “Incredibly OP”. Then, I remembered about other Champion Skills, I had a good laugh and gave up on my thought. It is almost in line with other champion skills (this means all of them are OP.) It is devastating against elements like Life and Fire, but also it is weak against massive elements like Gravity and Earth.
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Offline nilsieboy

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242538#msg242538
« Reply #2 on: January 07, 2011, 06:48:20 pm »
and i'm done ;)
option 1:
Code: [Select]
6rn 6rn 6rn 6rn 6rn 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gr 7gr 7gr 7gr 7gr 7gr 7gu 7gu 7gu 7gu 7gu 7gu 7i6 7i6 7i6 7i6 7i6 7i6 7i6TTW: 16.125
link to deck: http://elementscommunity.org/forum/index.php/topic,19162.msg260466#msg260466

option 3:
659 words, water skills from WoE.
Mark of water: the basic water skill and the basic for some water decks, I’m not a great fan of the mark as starter because a lot of water creatures use other elements for their skill wich is the mark most of the time (mind flayer, toadfish).
Treasure hunting: a really nice skill, 100 money is nice and relics are just awesome to gain for such a low price. The only thing wich is annoying with the skill is that you have to use it on a water hexx.
Ship navigator: an expensive but strong skill, you can travel over the entire map in a few turns with this skill. One of the best travel skills but you can only use it along the river wich limits the use of it sometimes.
Bane of fire: I’m not a great fan of this skill, it is just a really unbalanced skill. It gives +2xp for every fire member you defeat but that might take some time. There is just a really big chance that you won’t meet fire members.
Alchemy: one of my favorite water skills, for only one AP you can create 6 alchemy cards wich is very cheap and very effective. Very effective early in the game and you can use it together with steam pirate later.
Shiver: maybe not the strongest, but a really funny skill. Your opponent can be happy he won but you can still salvage some cards. More fun than useful but I won’t call it UP. The best to use with icy tomb.
Trade routes: again another awesome skill from wich I’m a big fan. At the start maybe not the strongest but especialy if your element’s getting stronger, a great skill. The more you conquer, the more money you gain in a turn.
Build a water mill: another interesting and strong economic skill, sure the skill is pretty expensive but it’s still really nice. Especialy if you use it on multiple hexxes you’ll gain more money from it.
Icy tomb: after some various economic skills, another pvp skill here. a nice skill that slows the opponent after you defeat him and a great combo together with shiver, if you win the opponent has to win a turn more and if you lose you can still salvage something from his deck.
Blizzard: a nice slowing skill, I’d use it in the hexxes from an opponent because there’s a big chance there’ll be a lot of enemies  in the hexxes around then. I think it’s very balanced to. There might be turns when you use it and you freeze almost no one but you’ll have turns to where you can slow a lot of opponents for only 3 AP.
Steam pirate: I didn’t like it first but now I’m a big fan of it, it creates a cannon out of unstable gas and a burning pillar. The good part comes now,  you can make these things trough alchemy wich is a very cheap skill to! This skill will make the siege lots easier then it was before.
Artic mage: a VERY strong pvp skill if used right, limit your opponent his upgrades will hurt him a lot especialy if you are going to take more upgrades. It’s easier to counter on this way and it will give you a great advantage in a pvp battle.
Champion of water: strong like all champion skills but still devasting, the opponent can use only creatures with 5 or more hp wich is deadly against some specefic elements like fire who have creatures with low hp. With this skill it is easier to find out what the opponent will use and how to counter it. This skill can be a great combo together with gravity shield to because the opponent has no creatures wich pass it (except if they go for momentum/perm control/weapon based).
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Offline xdudeTopic starter

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242541#msg242541
« Reply #3 on: January 07, 2011, 06:54:03 pm »
What exactly is the logic in reserving posts?...
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Offline thatnewguy

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242546#msg242546
« Reply #4 on: January 07, 2011, 07:05:05 pm »
What is the logic in you being a pony? :P
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Offline xdudeTopic starter

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242550#msg242550
« Reply #5 on: January 07, 2011, 07:10:32 pm »
What is the logic in you being a pony? :P
Don't even get me started on your picture mrnotblondegirl.
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When I first started elements I was a noob. Now I'm a noob in only 11 parts of it. The unimportant ones.
Saying Elements cards are just pixels is like saying Dollars are just paper.

Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242606#msg242606
« Reply #6 on: January 07, 2011, 08:21:30 pm »
oooo
RavingRabbid created a fire/water duo!!!
(if you are wondering why I am excited, <<<<<)

posting to follow the thread

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg242623#msg242623
« Reply #7 on: January 07, 2011, 08:35:14 pm »
What is the logic in you being a pony? :P
Don't even get me started on your picture mrnotblondegirl.
That made me lol.

Offline 5pla5h

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg243066#msg243066
« Reply #8 on: January 08, 2011, 12:29:55 pm »
Option I

Murky Water (http://elementscommunity.org/forum/index.php/topic,19462.new.html#new)

I'm still not finished Option II :(
looks like I only get 4 points...

Offline Essence

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg244917#msg244917
« Reply #9 on: January 11, 2011, 04:28:39 am »
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gr 7gr 7gr 7gr 7gr 7i6 7i6 7i6 7i6 7i6 7i6 80e 80h 80h 80h 80i 80i
Avg TTW after 40 games: 16.74 (http://elementscommunity.org/forum/index.php/topic,19276)
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Offline nilsieboy

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg244965#msg244965
« Reply #10 on: January 11, 2011, 06:08:38 am »
Code: [Select]
6rn 6rn 6rn 6rn 6rn 6rn 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gr 7gr 7gr 7gr 7gr 7i6 7i6 7i6 7i6 7i6 7i6 80e 80h 80h 80h 80i 80i
Avg TTW after 40 games: 16.74 (http://elementscommunity.org/forum/index.php/topic,19276)
fractal is banned, i'm srry man :(
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Offline Essence

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Re: 3rd Trials - Phase 1 - Proving of Worthiness https://elementscommunity.org/forum/index.php?topic=19003.msg244970#msg244970
« Reply #11 on: January 11, 2011, 06:25:34 am »
Oh, I thought the bans were only for the relevant element.

KK.  Thanx, nils.
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anything
blarg: