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08-30-2007, 01:54 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
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Re: The actual game.
Quote:
Originally Posted by Ladred
I don't care who starts first. You're not going to kill me, nor are you going to complete the 5 or six level quests before me. The deck I built was designed to cause stasis. I'm blocking your power to do anything useful. The deck does have to mature though, so it is intended to sit back and wait, encouraging the other player to complete two quests. If I can make it to that point I'm fairly confident that I can get a lockdown. My deck is still being tuned, but so far its been decently successful. If anyone needs help in understanding dynamics or fundamantals then just send me a tell in game and we'll hook up a game and I'll try to get you up to speed on how some mechanics work. 
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If you are waiting for your deck to mature, then there is decks that can kill youn w 3 power. If not and you somehow get to 2 quests completed because of a bad starting hand then you will still be dead becuase there is no defense in this game for direct non-combat damage on your avatar. At this point there is no need to cast a single creature 1 card will kill you.
I am designing a deck solely on preventing people from completing ANY quest. limiting both players to 3 power as long as possible and burning thier avatar down w retardedly overpower damage bonuses using just 3 power and direct damage. Supported w cards that heal my troops and deal direct damage or adds power.
If it gets to a point where 2 quests are completed your dead in 1-2 turns there is no defense to sunstrike. You cant prevent it or counter it you just eat the damage and die.
Last edited by gungo; 08-30-2007 at 02:09 PM.
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08-30-2007, 01:59 PM
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Druids Grove
Character: Ladred
Guild: Immaculate Misconception
Server: Kithicor
Posts: 618
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Re: The actual game.
Quote:
Originally Posted by gungo
If you are waiting for your deck to mature, then there is decks that can kill youn w 3 power. If not and you somehow get to 2 quests completed because of a bad starting hand then you will still be dead becuase there is no defense in this game for direct non-combat damage on your avatar. At this point there is no need to cast a single creature 1 card will kill you.
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Really, cause I haven't seemed to have any problems with that so far.
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08-30-2007, 02:08 PM
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Gimp SK
Character: Dogmae
Guild: Aftermath
Server: Butcherblock
Posts: 276
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Re: The actual game.
Quote:
Originally Posted by gungo
there is no defense in this game for direct non-combat damage on your avatar.
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Healing cards? Eat the damage then heal up full. A healer deck can have lots of items to heal you up for very little power.
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08-30-2007, 02:09 PM
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Druids Grove
Character: Ladred
Guild: Immaculate Misconception
Server: Kithicor
Posts: 618
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Re: The actual game.
Quote:
Originally Posted by Dogmae
Quote:
Originally Posted by gungo
If you are waiting for your deck to mature, then there is decks that can kill youn w 3 power. If not and you somehow get to 2 quests completed because of a bad starting hand then you will still be dead becuase there is no defense in this game for direct non-combat damage on your avatar. At this point there is no need to cast a single creature 1 card will kill you. If we get to 5 power you need to kill me in 1-2 turns.
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Healing cards? Eat the damage then heal up full. A healer deck can have lots of items to heal you up for very little power.
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SHOOOSH YOU!!!!! 
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08-30-2007, 02:11 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
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Re: The actual game.
Quote:
Originally Posted by Dogmae
Healing cards? Eat the damage then heal up full. A healer deck can have lots of items to heal you up for very little power.
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Nothing heals an avatar up for full and you need power to cast those items. Object is to not complete quests so they stay at 3 power.
It is hard to heal +12 damage bonus castable on only 3 power.
Last edited by gungo; 08-30-2007 at 02:22 PM.
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08-30-2007, 02:22 PM
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Druids Grove
Character: Ladred
Guild: Immaculate Misconception
Server: Kithicor
Posts: 618
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Re: The actual game.
So how do you prevent your opponent from completing quests? If you're not going to complete them I sure as hell am, and I can heal 2 points per ability applied to a quest. I nail your level 2 quest, and my level 2 quest and I'm sitting at 5 power per turn, plus with the fippy item thats 6 power. Now I can bring out D'Lere and start sacrificing my low cost shadow creatures to prevent you from getting caught up. Not to mention poison rain, and several other cards that are tailored around keeping you from getting creatures to me. The problems I have are the direct attacks thanks to assault and other cards like that. Its not a big problem though because of the item that allows me to unexert an ability, so I can double tap any ability I have to get double the protection from a direct attack. My main point is that if you're concentrating on creature zerg, I can hold off your zerg long enough to get both of the level two quests out of the way. My level four quest is the paw of oppolla, which you don't want me to sit with three tokens on because I'll camp that quest as long as I can and roll in the creatures and control thanks to the extra power.
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08-30-2007, 02:47 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
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Re: The actual game.
Quote:
Originally Posted by Ladred
So how do you prevent your opponent from completing quests? If you're not going to complete them I sure as hell am, and I can heal 2 points per ability applied to a quest. I nail your level 2 quest, and my level 2 quest and I'm sitting at 5 power per turn, plus with the fippy item thats 6 power. Now I can bring out D'Lere and start sacrificing my low cost shadow creatures to prevent you from getting caught up. Not to mention poison rain, and several other cards that are tailored around keeping you from getting creatures to me. The problems I have are the direct attacks thanks to assault and other cards like that. Its not a big problem though because of the item that allows me to unexert an ability, so I can double tap any ability I have to get double the protection from a direct attack. My main point is that if you're concentrating on creature zerg, I can hold off your zerg long enough to get both of the level two quests out of the way. My level four quest is the paw of oppolla, which you don't want me to sit with three tokens on because I'll camp that quest as long as I can and roll in the creatures and control thanks to the extra power.
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There are cards that outright destroy abilitys cast and cost 3 power or less to cast. if you bring out a power item which everyone has and I atk your avatar, i can destroy the item. When you run out of abilites and cast creatures. Destroy them w overpower creatures that cost 3 or less power and gain +1 dam bonus for every fire based item, creature, and ability i have on the table. Also cast a 1 power cost creature that heals my creatures everytime he atks and those creatures dont die. If the creatures dont kill you with its 8+ damage bonus. Then direct damage cards will.
Object is to use those 8 cards that prevent abilites from ever being cast and killing you not with a swarm but 1 overpowered damage bonus. If for some reason we get to 5 power and i didnt destroy your items i can still deal 4 direct damage a turn (No rune or protection prevents it) and then a direct assault for an additonal 4 damage by this point while eating my played abilites for additional damage bonus.
You can only double tap an ability if you have them, this deck can destroy 8 abilities before you can use them. O and its an anti-shadow deck.
We will see how it goes when tourneys go live, but yeah i don't liek completing quests becuase it gives my opponent more power.
Lets say you are able to get out lucan, using all 5 power the next turn all i need to do is atk w 1 creature that does ~4 damage bonus to kill him. Every card i have played at this point adds a damage bonus my creatures. lucan then goes back in your hand. You cast him again. ext, ext. while i have 5+ power as well i can continue to summon 3 power cost creatures that add to my damage bonus and use my additional power to destroy any additional abilites you cast or direct assault ya.
Last edited by gungo; 08-30-2007 at 02:57 PM.
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08-30-2007, 02:57 PM
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Druids Grove
Character: Ladred
Guild: Immaculate Misconception
Server: Kithicor
Posts: 618
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Re: The actual game.
Quote:
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Lets say you are able to get out lucan, using all 5 power the next turn all i need to do is atk w 1 creature that does ~4 damage bonus to kill him. Every card i have played at this point adds a damage bonus my creatures. lucan then goes back in your hand. You cast him again. ext, ext. while i have 5+ power as well i can continue to summon 3 power cost creatures that add to my damage bonus and use my additional power to destroy any additional abilites you cast or direct assault ya.
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Point is to not let you kill D'Lere, and some preparation is always in order before he makes an entrance. Like moving all of your creatures to the other quest, and so forth. One of the big considerations I make is to ensure that I'll have enough defense to survive most attacks, and if your attack isn't equal to or greater than my defense, then your damage bonus won't mean squat.
I won't say my deck is perfect, or that it will defeat any deck it comes up against, I'm fine tuning how it performs now and once I get it to flow right, meaning increasing the chance of a choice draw first hand, then I'll be better fit to take on a wide variety of decks.
Look for me spectating your games so I can see your strategy at work. I've seen people try to use it and after five rounds they either run out of cards or are sitting on cards they can't really make use of offensively. If you can kill me in five rounds, then you'll win. If not, then it'll probably be a great challenge for you.
Last edited by Ladred; 08-30-2007 at 03:00 PM.
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08-30-2007, 03:17 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
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Re: The actual game.
Quote:
Originally Posted by Ladred
Point is to not let you kill D'Lere, and some preparation is always in order before he makes an entrance. Like moving all of your creatures to the other quest, and so forth. One of the big considerations I make is to ensure that I'll have enough defense to survive most attacks, and if your attack isn't equal to or greater than my defense, then your damage bonus won't mean squat.
I won't say my deck is perfect, or that it will defeat any deck it comes up against, I'm fine tuning how it performs now and once I get it to flow right, meaning increasing the chance of a choice draw first hand, then I'll be better fit to take on a wide variety of decks.
Look for me spectating your games so I can see your strategy at work. I've seen people try to use it and after five rounds they either run out of cards or are sitting on cards they can't really make use of offensively. If you can kill me in five rounds, then you'll win. If not, then it'll probably be a great challenge for you.
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Np i don't expect my deck to be perfect but so far its been retarded over the top wins. I need some real strong theme decks to play against. Heck even my quests don't give my opponents anything. Got to love quests that give you 4 light faction it actually hurts you to complete it or damages you when you attempt them.
I was actually thinking of tweaking it a bit myself and adding in a discard portion to it. So i can destroy abilites cast and force my opponent to discard and try to keep them at 3 power as long as i can, sack my own played abilites for damage. If it gets to a point where i fall behind and i can not prevent the quests. I will have to resort to direct damage.
Last edited by gungo; 08-30-2007 at 03:26 PM.
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08-30-2007, 03:58 PM
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Druids Grove
Character: Ladred
Guild: Immaculate Misconception
Server: Kithicor
Posts: 618
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Re: The actual game.
Can you sack 3 abilities per turn. I was just thinking that I can load more 1 power costing abilities to get around your sack-assault. Like that ability that cost 1 power, and when you apply it to a quest you get one power. I can trade out some of the heavier abilities like conviction which really don't come in handy until later in the game for something more useful against the sack-assault.
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