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Topics - OdinVanguard

Pages: 1 2 3 ... 13
1
Fixed Bugs / Can't Login to my old account or start new one
« on: October 26, 2017, 10:11:48 pm »
Hey all, I recently (as in just a few minutes ago) tried to log into my original openEtG account but nothing happens when I click the login button.

I haven't played in some time so I figured maybe it went inactive or got deleted or something, but...

Even if I try to start a new account by giving a new name and new password I have the same problem. Hit login and nothing happens.

I can get into sandbox just fine, but cant access my old account or start a new one.

Anyone know what is going on?

2
Decks / FerroFlux
« on: August 15, 2015, 11:42:37 pm »
FerroFlux
066s0056r001mr0016u50274q02n4q0474s0474k057e9037n2017q80180e018po


3
Decks / Queen Bobbit
« on: August 11, 2015, 09:00:29 pm »
Queen Bobbit
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A basic FFQ deck with Bobbit Worms worked in to protect the vulnerable fireflies, and eventually, the queen as well.

The bobbit worms will grow larger each time they protect each creature and tunneling ensures that they will be able to punch through any shields your opponent throws out.

Sadly, the startup time is still a bit too slow.

4
Decks / Fungal Reaper
« on: August 11, 2015, 02:05:17 am »
Fungal Reaper
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Yet another strange twist on fungus decks.

Interesting note, the fungus will actually "gain" stats from nightfall when converted into a skeleton, so you effectively grow 8|5 skeletons each turn.
Save the two command skeletons for something that needs a heavy punch.

5
Decks / FloodWorms
« on: August 11, 2015, 12:58:19 am »
Flood Worms
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Stall'o-licious.

A stall that really is practically 100% cc proof... no Aether needed.

Bobit worms are actually there as a means to protect your own creatures, not as CC. The wardens, squid, and toadfish are the main CC force.

6
Decks / Matter Wardens
« on: August 10, 2015, 06:43:38 pm »
Matter Wardens
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Remix of classic warden + sopa combo.
Thanks to diving bell spider, it can all be powered by matter pillars.

Still working on stats but winrate vs champ is pretty decent for a fully unupgraded deck.

7
Decks / Tessapult
« on: August 04, 2015, 05:22:40 pm »
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Another seemingly obvious yet tricky to balance combo... still needs tweaking

Seems able to handle champs at least.

I've tried 30 card variants but they seem to run out of ammunition too fast when fighting champs or arena. There is a delicate balance between damage output threshold, deck size, and speed / reliability.
I think this deck could be as potent as titanapult (or even more better) when it is fine tuned all the way.

My best win so far was an 11 ply win vs champ.

P.s. Unless there is a reason to keep them around, don't hesitate to fling frozen Massive dragons. They will probably do more damage that way since it will take many turns for them to equal the catapult output.

After about 20 games of testing... This thing is vicious, it seems to have well over 50% winrate vs arena2.
Played about 20 games. Only lost 6... although I had a lot of practice on the mulliganing strategy when testing vs champs.

8
Decks / Space Hog
« on: August 04, 2015, 02:23:45 am »
Someday I'll find a good use for tesseract... but "In the Meantime"
Space Hog
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9
Decks / Light Jelly
« on: August 04, 2015, 01:52:02 am »
Light Jelly
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Lets spread a little jelly on that hope-tal...
Be careful... there really is not always room for more jelly...

Save jelly for a finishing blow at the end. Once you have enough light, you can simply convert the entire field in one turn with a single Jelly. At 7 damage, they will punch through most shields so its a pretty fair finisher.

10
Decks / Hoperact
« on: August 03, 2015, 11:44:54 pm »
Hoperact
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Use teseract and reinforce to build up hope shield and stall until you have a bunch of light quanta, then use jelly and mass transform your RoLs into Jellys for a coupe-de-gras.
Disco-nymph is there to help keep the opponent in check and provide healing.
SoPa provides an alternative to Jelly in case a heavier stall break is needed.

Tried with smaller deck size, but had deckout problems, so this is probably a good case for a moderate deck size.

11
Fixed Bugs / Odd Ferrogolem behavior
« on: August 03, 2015, 11:26:34 pm »
Ferro golem seems to be adding cards to owner's hand rather than actually drawing them from the deck.
I built this deck:
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And drew an entire hand worth of lobotomizers (of which you can see there is only one).

Is this intentional or is there a bug?
If it is intentional, the wording should probably be changed to reflect that the card is not actually being removed from the deck.

12
Fixed Bugs / Warden (guard ability) buggy
« on: August 03, 2015, 10:52:53 pm »
The warden is getting hit by the targeted creature rather than the creature getting hit by the warden.

13
Decks / Toxic Bone Jelly
« on: August 03, 2015, 06:11:22 pm »
Toxic Bone Jelly
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A twist on schrodingers cat + boneyard.
With all that extra :death quanta you get rolling around, its easy to make an army of jellies... and if one dies, it just grows more skelly... which turns into jelly ;)
Then there's the defense kicker, envenomed bonewalls.
And for any pesky enemy creatures, just jelly them then take them out with the demon when you get it.

Probably needs a lot of fine tuning but the main combos are there.

14
Decks / Hungry Dolphins
« on: August 02, 2015, 06:50:13 pm »
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Seemed like an obvious synnergy to me...

15
New Card Suggestions / Tourmaline Portal | Tourmaline Portal
« on: July 23, 2015, 05:25:32 pm »
--Optional--

-------------

Tourmaline Portal / Tourmaline Portal
Cost: 6 :life / 5 :life
Stats (if creature or weapon): -NA-
Ability(ies):
  • unupgraded: " :time :time :time :time : Draw 2 cards if either is non-creature, shuffle it to your deck, reready this ability, and gain 2 :time quanta."
  • upgraded: " :time :time :time : Draw 2 cards if either is non-creature, shuffle it to your deck, reready this ability, and gain 2 :time quanta."

See this thread: http://elementscommunity.org/forum/card-ideas-and-art/tourmaline-portal-tourmaline-portal/msg1198269/#new

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