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Messages - eaglgenes101

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1
Life / Re: Buff Elf
« on: December 22, 2022, 01:38:55 pm »
Would it make sense to bump the stats to 4|2? I get it's inefficient to not be highly spammable, but I think 5 :life for 2|2 is overdoing it in this respect.

2
New Card Suggestions / Sacred Relic
« on: December 20, 2022, 03:06:05 pm »
Element: :light
Cost: 1 :light
Type: Spell

Effect: Spawn Sacred Relic in target empty permanent slot. As a shield, it has damage reduction of 0, and as a weapon, it deals no damage (0|1 when flown). Remains in your hand when played. 
Skill: 1 :light : Give Sacred Relic to the opponent, returning permanents it displaces to the opponent's hand. Replace this skill with "Lasts for 1 more turn".
Passive (unupped): When destroyed, adds Sacred Relic to its owner's hand if it is not full. When discarded, lose 4 :chroma, draw 1 card, destroy a random card in your deck, and add Sacred Relic to the bottom of your deck.
Passive (upped): When destroyed, adds Sacred Relic to its owner's hand if it is not full, and shuffles a copy of Sacred Relic into their deck. When discarded, lose 4 :chroma, draw 1 card, and replace a random card in your deck with Sacred Relic.

A :light denial card in the form of a white elephant gift, inspired by the original Elements the Game's relic. By itself, play on your side, then use its skill to hand it off to the opponent, for good but slow-burning denial. This usage is best accompanied with stalling.

Potential combos and synergies:
  • Sacred Relic + Give: Give Sacred Relic from hand to skip straight to the hand-filling part. Or use Give on Sacred Relic after playing it to get rid of pesky equipment rather than just displacing it.
  • Sacred Relic + PC: Spawn on opponent's side, then destroy to expedite the denial. Or clear a permanent slot before using Sacred Relic's skill. If you have a repeatable source of PC, you can use upped Sacred Relic to prevent deckout, but this will clash with use of Sacred Relic as denial.
  • Sacred Relic + Flying Weapon + Nightmare: Fill all the opponent's hand slots with Sacred Relic, not just one.
  • Sacred Relic + Burn Card: Instead of letting the opponent choose whether they want to rid of useful cards or deny themselves of cards, make the choice for them.

3
Decks / Re: High-load SNBow
« on: December 13, 2022, 04:52:27 pm »
Created a v2 of this deck that focuses more on using Georesonators and the quanta they generate more effectively. See the original post for it.

4
New Card Suggestions / Re: Decayed patch
« on: November 25, 2022, 04:02:53 pm »
Hell, it might make sense to push out the break-even point further. After 2 turns, it's at a surplus of 22 HP, which isn't much better than heal (20 HP, without the long-term HP drain)

5
New Card Suggestions / Re: Decayed patch
« on: November 22, 2022, 05:06:56 pm »
Alright fair, tapped it with a berf (max HP increase 10 HP -> 8 HP, given poison counters 6 -> 4).

When I first thought of this idea, I was trying to limit its applicability as a long-term heal. Thinking about it now, its initial break-even time of 5 turns limited its applicability as a self-heal too much even over the course of short games. Pushing it out to 8 turns should make it better for self-healing, while still letting its long-term effects play out in practice.

6
Cards / Re: Elemental themes & completeness
« on: November 21, 2022, 05:53:48 pm »
Missing entries for PC for elements  :time :darkness :aether

7
New Card Suggestions / Decayed patch
« on: November 21, 2022, 05:36:16 pm »
Element: :death
Cost (unupped): 3 :death
Cost (upped): 2 :death
Type: Spell

Effect: Target player or creature gains 8 max HP, is healed 30 HP, and given 4 poison counters.

Patch yourself or a creature up temporarily at the cost of dooming long-term survivability, or poison a target (at raw, best done at full HP to minimize the healing effect, but synergies can work around this). Natural synergies are with purify and other poison removal when patching yourself up, with stalling to let poison keep ticking down, and with catapult, epidemic, and voodoo doll to transfer poison counters to your opponent without also healing them.

8
Decks / Lifelight Ramp
« on: October 11, 2019, 03:39:37 pm »
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Because of the preponderance of permanent control in demigods relative to that of creature control, I decided to try crafting a demigod deck that didn't rely too much on destructible permanents to get going. This is what I got after experimentation with using creatures for purposes other demigod decks would use permanents for. To my surprise, I was able to dispense with creature control mitigation, as demigods don't pack that much CC. Only permanents in this deck are Light Tower, which serve mostly to jumpstart the deck with a small amount of light quanta, and Hope, which is immune to permanent control.

General strategy is to start by pushing out rays of light and rustlers, then some shamans, then hope, and finally as many jade dragons as possible. Some care should be taken to have plenty of room for the endgame wave of jade dragons, so don't spawn too many more shamans and rays of light than you have to. There are three jade dragons so that this endgame push can usually be started fairly soon after lockdown is achieved.

9
General Game Discussion / Re: Mulligan
« on: August 01, 2019, 03:47:50 pm »
In the original etg, I was partial to a tunable automulligan where as part of deckbuilding, you indicate the number of zero cost cards you want in your initial hand, below which automulligan kicks in and causes a redraw.

Is such an idea still applicable to this game?

10
Game Suggestions / Re: New demigod decks
« on: July 16, 2019, 05:55:36 am »
Cantor
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The lovehatechild of I've GotP Time and Lionheart. Main idea is that this demigod draws like crazy, then locks the board with multiple Eternities.

Bashe
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Based on ragequit decks. Shares their strategy of using antimatter, aflatoxin, and flooding to lock the board. A rainbow control with a permanent control stick should be able to consistently beat it.

Dissyncretic
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Keeps clashing with itself in many ways. Holds the keys to trouncing a wide variety of player decks; its worst enemy is itself.

Sigma
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A homage to ScaredGirl, the original community leader of the original Elements the Game. This deck is based on her famous False God rainbow, and relies on being able to CC opponent creatures to thrive.

11
Game Suggestions / Re: New demigod decks
« on: July 12, 2019, 02:59:11 am »
Vesta
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A firestall with empathic bond and a bunch of small creatures. Holds numerous sources of CC, and packs a couple of Burn Cards just to be more annoying to OTKs, which would otherwise be able to tear through it. Fire bolts also work as endgame spell finishers if needed.

12
Time / Re: Nerf Sundial
« on: July 06, 2019, 05:56:04 pm »
Example of a deck that's overtuned becase sundial is too cheap? You've said before that you strongly prefer evidence before you make a balanching change  so I'm curious on what deck you've found is dominant which led to this idea.

13
Life / Re: Shaman
« on: July 01, 2019, 10:36:49 pm »
Single-target CC can take out the key shaman generators, but the problem still remains of the multitudes of shamans still healing.

I think this sounds like an upkeep cost would be an appropriate nerf.

14
Decks / High-load SNBow
« on: June 30, 2019, 09:24:24 pm »
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Now reloaded. Cards have been chosen to more effectively sink the huge amounts of quanta you will have after it gets set up, the most prominent of which is Water Nymph replacing Nymph's tears. Shards of bravery and Whim also supplement Midas's touches to more effectively search the deck for what you need. The basic strategy and feel of the deck remains the same.

Spoiler for v1:
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A slight variant of a deck whose code I passed around a bit in chat. The deck's quantum foundation consists of three georesonators in addition to a standard chroma-mark PSNbow setup, which the rest of the deck takes advantage of.

For offense, the deck has four efficient offense creatures, an unstable gas, a utility jackknife in Nymph's tears, and grab bags in shards of serendipity and a mindgate. Four permanent control cards means that shields shouldn't give you too much of an issue.

For defense, there are two debris barricades, the aforementioned four permanent control cards, Nymph's tears, and unstable gas and desert which can be self-sacrificed for extra permanent destruction events. The desert can also help clamp down on the opponent's creatures if combined with pillar destruction.

Though not an original design goal of the deck, the grab bag cards in the deck mean that games will vary quite a bit, so the deck is quite fun and effective.

15
New Card Suggestions / Re: Rectifier
« on: June 21, 2019, 07:09:43 pm »
Rectiifier is the one-shot targeting spell. It targets a creature/permanent, and the player affected is taken to be the owner of that target.

Rectifier bridge is an unobtainable permanent with an each-turn active effect, generated using rectifier.

Previous experience with effect amplifier type cards indicate that they should be costed much less than what they typically give back. Having to dig all parts of the combo up from the deck and play them is surprisingly expensive. And here, the combo is rather fragile, as it suffers greatly from quantum denial, permanent control, or just moderately lopsided draws which most other decks can just shrug off at just a tempo loss.

Similarly, denial should cost much less than what it typically denies the opponent. Here, the denial is useless if the opponent runs a mono deck, and cannot be used for denial hardlocks, as rectifier bridges will stop working permanently if they try to convert when the opponent's quanta is already monoized. Besides, the effect is to funnel quanta towards an element which in most cases is one that the opponent can spend, even if just a bit.

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