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Messages - BigDieck

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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
Events / Re: Community Deckbuilding challenge: Demigods face-off
« on: March 27, 2024, 08:24:40 pm »


Boar Horde
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Definitely an on time submission for an on time event :^)
This deck can win vs all DGs, just don't brick or get combo'd into oblivion. With the extra quanta and draws from DG stats, its not uncommon to get enough repulsors to fully lock them down and hoard chargers to unleash everything back to back.


btw, steals dont trigger any inertias if they target inertias/lockets, so don't expect the extra quanta from that.



3
Decks / Re: More Inertia Decks
« on: March 15, 2024, 05:30:53 am »
Time for more Catapult spam. Using mitosis tends to lead towards stall until you can combo. Mitosis is great for shamans as well, and you can clear them with catapults if shaman healing opponents gets in the way. If you have excess armagios, you can have them take damage while you heal.
Mitosis Catapult
0556a055610455m065bs025c5025cv035cu045c9066r0037ee018pl

Septima's Tweaks
0556a055610355m075bs035cu045c9025c3066r0018pl

Thorn Carapace is really nice, but slime shield is pretty good as well, and I like to run 1 or 2 druidic staves since its cheap efficient healing. The shards of bravery can be quite nice since you are building up to a combo, and upgraded shards only take 1 turn from the locket, in which changing frequently is incentivized. Not needed though.

4
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
0556a055610455m0261o0361t04622066r004808018pl
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
0656a066r0057450374k0681q0480i018pl



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.

5
Decks / Re: Inertia Whims
« on: March 02, 2024, 04:31:46 am »
I don't think I've used repulsors before. Ill have to keep that in mind.


I think Inertia in that waterfall deck is better replace with Grav pillars/pends since it's the only thing in the deck that uses  :gravity  and its one per use. But its a neat thing to keep in mind.


I've made a post of a lot of inertia interactions. Aoe and things targeting players don't seem to trigger inertias.

6
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
045610455m025oc025pu045ot045os0574q037ms027oe018pr

Inertia Whim Charger
0155s03569045oc045pu035ot055os0574q05745018pr

Inertia Whim Dragons
025690555o025oc035pu055os035p20574q037ms027oe018pr

Inertia Whim "Sturdy"
0355m03565015oc025pu045ot045os035p20574q037ms027oe018pr

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
0656a045610455m045ot045os087ms018pl
Inertia Whim Charger
0556a085oc035ot045os0174c067450374k018pl
Serprex's Tweaking
0456a0655o045oc015pa055os0674k047oe018pl
Inertia Whim "Sturdy"
0556a0355m03565045ot045os035p2087ms018pl

7
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

8
Decks / Re: Viral Cats w/ Stall Replay
« on: February 19, 2024, 02:33:43 am »
I didn't realize until it was pointed out to me by pimpollo that infected + corpse explosion is so much better for poison spreading than what I was running with virus + aflatoxin stacking. Infected spreads 4 poison (5 if upgraded) with corpse explosion so its much easier to beat opponents in 1 or 2 turn bursts.
Infected Cats
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Fun fact: max poison on creatures/opponent is 2^15 - 1 = 32767 :^)

9
Decks / Viral Cats w/ Stall Replay
« on: February 15, 2024, 12:45:35 am »

Viral Cats
0152g01542045320352i045330352s045vj027100272i067um018pk
Spoiler for Big number makes BigDieck Happy:
Things only really start happening when I have 1 card left in my deck.
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10
I could be wrong, but from previous turns, it looks like when you use Dispersion + anything, the ricochets will cast dispersion on any random card in yours or the opponents hand. So what i would guess that happened is that you had 2 dispersions in hand, used up 1 so you have one remaining, and then one of the ricochets casted dispersion on your dispersion, which i believe casts dispersion randomly on every card in yours and opponents hand. The opponent had a ton of rocks in hand which disappeared.
That or each ricochet that casted dispersion used it on a rock in the opponents hand, which could cast like 4 sets of rocks on all creatures, killing any nymphs

11
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.
0356203598045ci035ct035c9035if065j1065lr035uu035vl035v80361u036270361r018pi


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).

12
Events / Re: 3-leg Team PVP - Round 4
« on: February 05, 2024, 02:18:06 am »
BigPollo vs Lucky7 : Leg1 ( :fire :air :light    vs  :entropy :aether :light    )
BigDieck 3 - 2 Septima
Spoiler for :fire :air :
Air Nymph Spam L
025f1035f6055oc015oh025oo015ol065p00a7ms018po
Spoiler for :fire :light   :
Give Recoil W
065f1025f7065f4025lg045lq047e7067jp018po
Spoiler for :air :light :
Give Storm W
065l9045lq015oc025pu035ot015ov035os067mt047nm018pr
Spoiler for :air :light :
Give Storm L
065l9045lq015oc025pu035ot015ov035os067mt047nm018pr
Spoiler for :fire :air :
Mid Lava Golem W
094te015f7055fa035os025oo086ru027e2018po

Only replay I saved.
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13
Events / Re: 3-leg Team PVP - Round 3
« on: January 28, 2024, 02:13:59 am »
BigPollo vs TBA : Leg1 ( :fire :air :light   vs :death :aether :light   )
BigDieck 3 - 0 serprex
Spoiler for :air :light   :
Give Storm
065l9045lq025ov035os055oh067mt047nm018pr
Spoiler for :fire :light  :
Jack Recoil
065f1015f7045fo025mq025lg035lq025m0047e7067jp018po
Spoiler for :air :light   :
Give Storm
065l9045lq025ov035os055oh067mt047nm018pr

14
In the main menu when you log in, click "Custom" on the bottom. In that menu, at the top right there is space to paste the whole replay text you have. Click replay and youre there. The arrows that move the game along im not sure how they work exactly, but you should be able to see most of what you want from there.

15
Events / Re: 3-leg Team PVP - Round 2
« on: January 18, 2024, 06:39:25 pm »
BigPollo vs Lucky Seven: Leg1 ( :fire :air :earth  vs :entropy :aether :earth  )
BigDieck 3 - 0 Hitei
We played 2 extra games right after, and was 3 - 2 after that.

Edit: Decks


These are all the decks I used for BigPollo Round 2 (was leg 1  :fire :air :earth  )
Spoiler for :fire :air :earth  :
Wings Stall
0d4te0159903593045fu035f7045f4025f6065oo025om025p0076ru037e2018po
Spoiler for :air :earth  :
Orochi Fenghuang
0258u0659b035pu065ot025oo015ol0477e067mt018pm
Spoiler for :fire :air  :
Air Nymph Spam
025f1025f6025fb055oc025oo015ol065p00a7ms018po

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