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Topics - BigDieck

Pages: 1
1
General Game Discussion / Pink Jelly Traits
« on: March 28, 2024, 11:22:50 pm »
Noticed that broken mirror + pink jelly gives you psionic jelly, so here's some things that do and don't carry through when it gets the jelly.
Does carry:
  • psionic
  • momentum
  • delay
  • frozen
  • adrenaline
  • poison
  • dive boosts stack onto the jelly, but disappear the following turn. [Example: 5 attack wyrm dives -> +5 attack. Jelly it same turn gives 7 + 5 = 12 attack jelly. After your turn, reverts back to 7 attack jelly.]
Doesn't carry:
  • traits such as airborne, nocturnal, golem, etc
  • fenghuang's return to hand after death
  • unstable shapeshifter's ability (Spawning a pink jelly doesn't not trigger any unstable shapeshifter)
Other small interactions:
  • A creature with bubble from bubble shield or atlantis' protection will evade an opponents jelly attempt. However, with the shield up, your own jelly on said creature will turn to a jelly without a bubble shield.

2
Decks / More Inertia Decks
« on: March 06, 2024, 05:30:36 pm »
More inertia decks. I need more. Ill start with these using fractal, but I have more coming eventually. Also, I found this post by Manuel also using fractals with chargers. https://etg.dek.im/forum/index.php?topic=1229.0
Armagio Catapult
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I rarely use Armagio for defense, but you can as long as you have more than 1.


Chimera Dragons
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The chimeras I found really help longevity and are a win con vs shields like gravity shield which otherwise win by default. Remember to try and save at least 1 dragon for more fractal targets after chimera is played.


Chargers
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You can mess with a bunch of different shields here. Upgraded repulsors and phase shield are really nice cause they buy time to get combos, but static shield might also be nice to lower damage threshold. Upgraded precognitions might also work nicely to try shortening the decks.

3
Decks / Inertia Whims
« on: March 01, 2024, 06:19:10 pm »
Been messing with Inertia way too much. Struggling to find "The" gravity cards to add to a deck when coming up with ideas. Here's some ideas I had with using Whim to continuously trigger inertia, and then letting me fickle gravity cards to my hand when I have enough quanta. The best ones to me are the Catapult and Charger versions.
Spoiler for "Initial deck builds":
Inertia Whim Catapult
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Inertia Whim Charger
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Inertia Whim Dragons
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Inertia Whim "Sturdy"
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Edit (March 6th, 2024): Looking at Serprex's version, I think gravity mark + unupgraded inertia is better than what I was running. Here are the slightly updated versions which still can be tweaked.
Inertia Whim Catapult
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Inertia Whim Charger
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Serprex's Tweaking
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Inertia Whim "Sturdy"
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4
General Game Discussion / Inertia Interactions
« on: February 28, 2024, 05:24:01 am »

I've been recommended to share interactions I learn on cards here. Here was my last post mostly on Artic Dolphins ability removal jank I messed with. https://etg.dek.im/forum/index.php?topic=1501.msg6809#msg6809

I did all my testing in custom games for ease. Many of these tests were with an AI using inertia, and I was testing what triggered it for them.

In general (but not always), inertia seems to be triggered by a card or creature's skill when it is able to single out a target (creatures, permanents, or hand), and chooses to do so. Aoe spells like dry spell and rain of fire, or cards like Chaos seed 2.0 which has the option to be aoe or single target and chooses to go aoe (targeting player) will not trigger Inertia.

Interesting cards I found that triggered Inertia:
  • Whim on your own cards in hand
  • Scattering winds on an individual card in hand
  • Stormshield's draw a copy of a card in hand
  • Catapult
  • Artic Dolphin on permanents (good amount of them still do their effect when frozen I believe. Inertia still triggers when frozen)
  • Equalize either on cards in hand or creatures played
  • Corpse explosion (Triggers once) and cremation
  • Siren Sing (does cause sing causes damage immediately, unlike beguile)
  • Frailty, Earthquake, and Trident triggers once per stack effect
  • Burn card targetting Hand
  • Deflagration (if targeting an inertia, the one destroyed will not trigger)
  • Nymph Tear/Queen
  • Dispersion (triggers on each individual cast on targets)
  • Give on cards you own triggers opponent's inertia
  • Steal targeting specifically stackable permanents such as pillars, pendulums, mist mantle, etc
Interesting things that don't trigger Inertia
  • Burn card targeting Deck
  • Beguile on a controlled creature does not trigger your inertia, even if it is targeted by anything else while beguiled to the other side. HOWEVER, beguiling creatures onto your side will trigger inertia, including beguiling the same creature twice. Similar to Give
  • Yoink and Clepsydra on hand or deck
  • Steal specifically on nonstackable permanents like inertia, weapons, most shields, and inertia itself avoids ALL inertia activations.
  • Chaos seed 2.0 targeting player as opposed to individual cards
  • Any effects that are on hit, such as with shields, graviton defender, etc
  • Brawl with creatures attacking each other
  • Minotaur deleting a card
  • Lode stone increasing skill costs
  • Flooding kill effect
  • Monk returning weapons to hand
  • Stormspike's draw
  • Mill pillar on Thunderbird
  • Tornado seems to not trigger inertias at all
  • MindGate copying cards

2 more interactions I found interesting: Null Mantis's Deny and Evade ability and Shard of Freedom's Evade ability will not trigger inertia when dodges are successful from spells like fire bolt or Red Nymph's rage potion which normally trigger Inertia.

Feel free to correct me or bring up other strange interactions.


Edit: Adding new interactions I find below.
  • Yoinking (Opponents hand, not deck) and stealing opponent's cards while I have inertia triggers it for me.
  • Quantum Locket whenever changing quanta type, since it targets a card you own will trigger inertia
  • Metamorphosis when targeting your own cards will trigger inertia
  • Inverse to stealing from opponents with inertia, stealing while having inertia triggers only on non-stackable permanents

5
Decks / Viral Cats w/ Stall Replay
« on: February 15, 2024, 12:45:35 am »

Viral Cats
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Spoiler for Big number makes BigDieck Happy:
Things only really start happening when I have 1 card left in my deck.
{"date":1707954691460,"seed":-1318465901,"players":[{"idx":1,"name":"BigDieck","user":"BigDieck","deck":"0152g01542045320352i045330352s045vj027100272i067um018pk"},{"idx":2,"ai":1,"name":"Shaman","deck":"065940159l0e5bs015c50659e015cq065cu035c9025c3018pm","hp":125}],"moves":[{"x":"accept"},{"x":"accept","c":0,"t":0},{"x":"cast","c":4},{"x":"cast","c":27},{"x":"cast","c":28},{"x":"cast","c":3},{"x":"end"},{"x":"cast","c":48,"t":0},{"x":"cast","c":51,"t":0},{"x":"cast","c":46,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":22},{"x":"end"},{"x":"end","c":0,"t":0},{"x":"cast","c":15},{"x":"cast","c":25},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":13},{"x":"cast","c":19},{"x":"end"},{"x":"cast","c":62,"t":0},{"x":"cast","c":52,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":20},{"x":"end"},{"x":"cast","c":42,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":21},{"x":"end"},{"x":"cast","c":41,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":30},{"x":"end"},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"end","c":0,"t":0},{"x":"cast","c":26},{"x":"end"},{"x":"end","c":0,"t":55},{"x":"end"},{"x":"cast","c":39,"t":0},{"x":"cast","c":53,"t":0},{"x":"cast","c":67,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":29},{"x":"end"},{"x":"cast","c":66,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":31},{"x":"end"},{"x":"cast","c":68,"t":64},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":12},{"x":"end"},{"x":"cast","c":63,"t":0},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":32},{"x":"end"},{"x":"cast","c":40,"t":0},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":24},{"x":"end"},{"x":"cast","c":43,"t":0},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":65,"t":0},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":0},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":57},{"x":"cast","c":23},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":56},{"x":"cast","c":9},{"x":"cast","c":11},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":60},{"x":"cast","c":14},{"x":"end"},{"x":"cast","c":64,"t":0},{"x":"end","c":0,"t":59},{"x":"cast","c":10},{"x":"cast","c":9,"t":10},{"x":"cast","c":11,"t":10},{"x":"cast","c":17,"t":10},{"x":"cast","c":16,"t":10},{"x":"cast","c":8,"t":10},{"x":"cast","c":7,"t":21},{"x":"cast","c":6,"t":20},{"x":"cast","c":5,"t":19},{"x":"end"}]}

6
Game Bugs / Ability Removal (Artic Dolphin and Martyr)
« on: February 09, 2024, 12:52:59 am »
For Martyr, this might be intentional, but artic dolphin feels less so intentional.

I've been messing with ability/skill removal cards and testing them on both martyr and artic dolphin. These are all the cards I've been testing, could have missed some.
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For Martyr, every interaction from these that I tested, it's strength increase from damage would always persist. Also with blue mage "stealing" martyr's ability, instead both the martyr and blue mage would have that ability.


For artic dolphin, I've been trying to see if I could remove its skill after it burrowed in attempts to prevent it from losing the tripled strength stat. These are my findings for when the artic dolphin has 18/4 and has its 2 :gravity  freeze a permanent ability:

Acceleration, Rejuvenation, Liquid Shadow/Black Nymph, and Embezzle: the artic dolphin would lose all abilities, and it would be replaced by what the card used does. The following turn, artic dolphin will lose the 12 attack from it's base ability, keep the added ability, and then also regain its base ability of 2 :water  burrow -> 2 :gravity  freeze permanent

Nightshade, Lobotimizer/Mind Flayer: It would remove all text from artic dolphin, and the next turn it would lose the 12 attack and relearn its base ability.

Sinkhole: 2 cases since you could immediately unburrow the dolphin for 1 :earth . When you unburrow immediately, it will revert back to 6/4, relearn the abilities, and then also have 1 :water  and 1 :gravity  as the cost for abilities. In the other case, it will stay burrowed, revert from 9/4 to 3/4, relearn its abilities at 1 quanta cost, and when using the 1 :water  ability, it will remain burrowed as a 3/4, and then next turn become a 18/4 with 1 :gravity  freeze a permanent. In both cases, the 1 :earth  burrow/unburrow ability disappears.
Mitosis: Similar to sinkhole, you can spawn a 6/4 artic dolphin that turn, and the 18/5 dolphin will go back to 6/5, and relearn its skills at a cost of 6 :water  and 6 :gravity  with the mitosis ability deleted.
For both these changed costs of the abilities, if you go through the abilities to get the tripled stat buff, and do any of the other ability delete cards, it will relearn the abilities at their changed costs the next turn.


Parallel Universe: The copied artic dolphin will spawn with the 18/4 and the same ability cost as the base dolphin, and then the following turn will revert back to 6/4 and gain base abilities at 1, 2, or 6 quanta cost (even when the base dolphin was lobotimized during that buffed state before casting parallel universe).

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