Recent posts by Chipotly on Kongregate

Topic: Elements / Anybody need a good deck? Post your great deck here!

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Topic: Elements / Elements forums

hey all you non-members out here! join the forums now! http://elementsforum.co.cc/ <edited> Here’s a more useful link.

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

ALL HAIL THE ZANZTRIDENT!

Um…yeah. Divine element sounds good, and so does restructuring all the Avatars. Divine Towers will be Rare, correct?

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

It was sort of weak beforehand, also. After all, we just got Quintessence, which allowed us to Momentum+Quint a Ruby Dragon and get something even stronger than an Avatar card :P

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

@ Gnikdoolb:

Distraction can easily be Quinted so it can’t die. Then, you have a 100 HP creature with grav pull. :P
Rampage is nice, Shame is very expensive. Choke is basically Poison that doesn’t affect certain creatures. String theory is way too costly.

@KorabanVII:

Robotic Implant is good, although a bit costly. I like your “Land” cards, and the reason there will be confusion is that “quanta” is generated through “land” rather than “pillars” in MtG. Imagination is good, and Amorphous Edge is interesting even though it’s quite weak.

Perhaps there should be non-rare weapons corresponding to each element? I’ll make them.

Amorphous Edge (Idea from Koraban): Costs 1 Entropy Quanta. Deal 1-5 damage every turn (randomly). Every turn, it has a 25 % chance to attack twice.
upgrades into
Amorphous Blade Costs 1 Entropy Quanta. Deal 1-7 damage every turn (randomly). Every turn, it has a 25 % chance to attack twice.

Bone Edge Costs 1 Death Quanta. Deal 3 damage every turn. Has a 25 % chance of applying 1 poison damage every turn if the hit connects (cumulative).
upgrades into
Bone Blade Costs 1 Death Quanta. Deal 3 damage every turn. Has a 50 % chance of applying 1 poison dmage every turn if the hit connects (cumulative).

Magnetic Edge Costs 1 Gravity Quanta. Deal 3 damage every turn. Has a 30 % chance of being a momentum attack.
upgrades into
Magnetic Blade Costs 1 Gravity Quanta. Deal 4 damage every turn. Has a 50 % chance of being a momentum attack.

Huge Edge Costs 1 Earth Quanta. Deal 3 damage every turn. Ability: Massive Blow (Free). On your next turn, deal twice as much damage. You have a 50 % chance of missing.
upgrades into
Huge Blade Costs 1 Earth Quanta. Deal 4 damage every turn. Ability: Epic Blow (Free). On your next turn, deal twice as much damage. You have a 50 % chance of missing.

Forest Edge Costs 1 Life Quanta. Deal 2 damage every turn. Has a 25 % chance to heal you for 5 health that turn.
Forest Blade Costs 1 Life Quanta. Deal 2 damage every turn. Has a 50 % chance to heal you for 5 health that turn.

Blazing Edge Costs 1 Fire Quanta. Deal 3 damage every turn. Has a 20 % chance to permanently increase its attack power by 1 this turn.
upgrades into
Blazing Blade Costs 1 Fire Quanta. Deal 3 damage every turn. Has a 40 % chance to permanently increase its attack power by 1 this turn.

Flowing Edge Costs 1 Water Quanta. Deal 3 damage every turn. Has a 10 % chance of permanently increasing its attack power by 2 this turn.
upgrades into
Flowing Blade Costs 1 Water Quanta. Deal 3 damage every turn. Has a 20 % chance of permanently increasing its attack power by 2 his turn.

Radiance Edge Costs 1 Light Quanta. Deal 3 damage every turn. When it is targeted, the effect has a 30 % chance of missing.
upgrades into
Radiance Blade Costs 1 Light Quanta. Deal 4 damage every turn. When it is targeted, the effect has a 50 % chance of missing.

Quick Edge Costs 1 Air Quanta. Deal 4 damage every turn. Ability: Double Slash (free). You deal 2 hits of damage, the first of 1/4 of your normal attack power (rounded down) and the second of 1/2 of your normal attack power (rounded up).
upgrades into
Quick Blade Costs 1 Air Quanta. Deal 4 damage every turn. Ability: Double Slash (free). You deal 2 hits of damage, the first of 1/2 of your normal attack power (rounded down) and the second of 1/2 of your normal attack power (rounded up).

Temporal Edge Costs 1 Time Quanta. Deal 3 damage every turn. Every turn, there is a 15 % chance of (deja vu) generating a 3/4 Flying Temporal Edge.
upgrades into
Temporal Blade Costs 1 Time Quanta. Deal 4 damage every turn. Every turn, there is a 15 % chance of (deja vu) generating a 4/5 Flying Temporal Edge.

Shadow Edge Costs 1 Darkness Quanta. Deal 3 damage every turn. 25 % chance to drain 2 random quanta from your opponent and return 2 darkness quanta to you.
upgrades into
Shadow Blade Costs 1 Darkness Quanta. Deal 3 damage every turn. 50 % chance to drain 2 random quanta from your opponent and return 2 darkness quanta to you.

Lightning Edge Cost 1 Aether Quanta. Deal 3 damage every turn. 20 % chance of generating a Spark every turn.
upgrades into
Lightning Blade Costs 1 Aether Quanta. Deal 3 damage every turn. 20 % chance of generating a Ball Lightning every turn.

The unupgraded versions of these will be available at the bazaar for reasonable prices. :P

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

& Koraban: What if the creature’s stats WERE 1/1? :P But good idea, though it costs too little.
Does Forced Vengeance also copy over abilities? If so, it’s next to pointless. Costs too little.
Catastrophe is already the name of a Relic, I don’t like the destroying tower thing or the cap on the total damage (90). Otherwise good. Flying Titans + catastrophe }:)
Charred Land is good.
Dragons Rage is too cheap for such a good boost. It’s unneccesary, too, with Blessing around.

Want dragon-oriented cards? Sure.

Dragon’s Hoard: Permanent Costs 5 Random Quanta. [UNIQUE] (Limit 1 per deck)
Winning a game with this card on your side of the field gives you 25 % more Electrum than you normally do.
Dragon’s Motivation: Costs 2 Fire Quanta. Target dragon gains + 2/2.

upgrades into
Lair’s Hoard: Permanent Costs 5 Random Quanta. [UNIQUE] (Limit 1 per deck)
Winning a game with this card on your side of the field gives you 40 % more Electrum than you normally do.
Dragon’s Stimulant: Costs 3 Random Quanta. Target dragon gains + 2/2.

Dragon’s Breath: Costs 4 Fire Quanta.
Target dragon gains Dragon’s Breath skill. The skill costs 2 of the dragon’s corresponding quanta, and it does 1, 2, or 3 damages to the target creature (Chosen randomly).

upgrades into
Dragon’s Rage: Costs 4 Random Quanta.
Target dragon gains Dragon’s Rage skill. The skill costs 2 of the dragon’s corresponding quanta, and it does either 2 or 3 damages to the target creature (chosen randomly).

Dragon’s Breath can also create status effects, negative or positive. Blood_Shadow suggested some. :P

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

If you already have all the upgraded cards for your farming deck, just sell it. If you can implement it into the elder farming deck, do so.

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

Yep, all abilities are taken into effect. On Armagios it just increases damage by 1, so it’s no biggie.
The point of this is to give a slight damage increase to creatures as well as allowing to break down bonewalls faster and not be killed by Paradox as easily.

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

I like Magnifier and Lab Mirror a lot. Photons will actually be of use. :P

More status effects?
Nimble: Costs 1 Air Quanta (upgrades to cost 1 Generic Quanta).
Target creature becomes a/b, where a was half his original attack (rounded up) and b was his original defense. Target creature now attacks twice per turn.

 
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Topic: Elements / Just started: suggestions

Using any element can yield a very powerful mono deck. Literally.

For speed farming, I suggest starting with either Fire or Earth. Water-Poison makes a beautiful poison set, also, as well as making an early Firefly deck or a mono-Aether.

 
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Topic: Elements / [DATA]: Names and information about the Level 5 Halfbloods

Pyrofuze sounds… like an energy drink. :D And caloric just sounded like a cake.

Lumiel sounds like some sort of skin cream. Lum-inate or Sol-aris would be better.

The rest are nice. Massa is a bit off, but everything else is nicely balanced.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Meh. Depends how many cards you have. 1 hourglass to 15 cards sounds about right. In a 40 card deck, having 2 or 3 is fine.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Once you start mutating, Gemini is a cinch. Dealing massive damage and having a Pulverizer help against it. Miracle you just have to tough through with Eternity.

For Graviton, use a Mind Flayer-Otyugh-Rain of Fire combo. Your Mind Flayer stops ablaze and momentum in their tracks as your Rain of Fire weakens them and Otyugh eats them. For Seism, play 1 pillar at a time until you’ve lured out a couple of Quicksands until his hand only has 3 cards. Then, rush all your pillars. Otyugh helps here.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Scorpio is probably the hardest god for me right next to Rainbow. I can get him down to 50; that’s about it. I almost won against Rainbow just now, but he stupid stole my Eternity and made me deck out. :P

Hermes is evil if you don’t have a perfect hand to start with. I beat Seism once- and only once. He was unlucky. I beat Graviton a couple times; if you get a good starting hand you can take him.

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

Accident costs a lot. 7 entropy to kill a creature, very slowly, over time is very inefficient.
Ninjato is very powerful. You drain 5 damage every turn, and it costs very cheap That can totally kill any deck very easily.
Bat is likewise very powerful. 5 damage for 2 gravity? Owl’s Eye deals only 3 for 2, and it’s rare.
I don’t get clock or C4, dog pack is useful but don’t know if it can be coded, and did you even read my comment about the ice pick? :P

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

& Bloodshadow’s Icebreaker: you may have had the idea first, but I beat you to post it. I made a water weapon on this thread a while ago called Icepick that had the same ability }:)

Swapper will lead to lots of interesting strategies, and should be reserved only for the biggest creatures because it’s quite powerful in itself. If your opponent has 2 entropy to spare, though, he’ll just take it back :P

Solar gun is very, very powerful. It can do 4 damage to a creature for free. A creature cannot have 2 active skills, so interesting idea but impossible

Massive Head Trauma is… massive. I don’t know how balancing will go without the actual cards, but it sounds really interesting. Why is it light-based, though?

Warlord’s Shield basically shields for 2 HP except that creatures with 1 attack heal you. Not very powerful, cheap, or interesting.

Introducing a couple of stasis items:
Rooted: Costs 3 Life Quanta.
Target creature gains + 1/1 every turn. Target creature is in stasis (does not attack, may use abilities). Stasis ends when target creature is damaged.

Precision Striker: Costs 3 Air Quanta.
Target creature will be stuck in a time bubble for 1 turn every time it attacks. Target creature gains + 2a to its attack, where a was its original attack.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Ferox is definitely the easiest. Next is Miracle and, at least for me, Destiny. Then Gemini, Fire Queen, everyone else. For some reason, I find Incarnate to be quite difficult. He’s usually regarded as the easiest. :P First FG i beat was Morte.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

:D It’s hilarious how easy it is to make FG’s deck out, even though they have a whole ton of cards.

I usually beat Destiny using an Elite Otyugh and a Ulitharid. Immortalizing them helps and then total domination of all the eggs. It’s a free win, and you almost definetly get rewards of Chaos Power and Eggs which you can sell. :D

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Nice. Put it in; it’s useful.

Later on I’d suggest actually switching it out for 2 Quintessences, but that’s just me. I like Immortalizing my Otyughs. :D

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Hmm. Nice. How many Aether items do you currently have?

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

Fate eggs are too risky to use. You can just as easily get a Ball Lightning as a dragon on it; unneccesary in a Rainbow deck. Sell.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

If you find you’re seeing too much of a card, by all means take it out. Decks are mostly up to personal taste; after all, less Hourglasses mean more Time quanta for your Eternity.

Replace with a Mind Flayer for control, or if you want to deal more damage with your deck, take a Graboid or a Lava Golem. Against poison decks a Purify would be a good idea, or perhaps an Earthquake for denial. Or you don’t even have to replace it – in Elements, less cards mean more.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

No, they also turn into Shards of Divinity which you use to increase your max HP by 20 points. It’s basically a 20 point heal; not nearly as useful as a 5 point heal every turn. I don’t use em, but it’s a very fast and cheap healing item you might consider.

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

There’s an “edit” button. Use it. :D

Your score doesn’t matter right now as much as your electrum and cards. Once you got a fully upgraded and awesome deck, then your score will go up. If you find you’re losing ELECTRUM on average, though, that’s a Problem. 3 solutions:

1) Aim for Masteries; these give you 120 Electrum. Use a Miracle if you have one, then Empathic Bond your way back up.

2) Play Half-Bloods. Half-Blood Masteries give you 80 Electrum and a slim chance of getting an upgraded card; farming them, although slow, can give you the upgrades needed to verse False Gods.

3) Better strategy. Every player has more to learn. Read the forums, wiki, and gain experience. :P

 
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Topic: Elements / How to go from bankrupt to God Farmer in 2 hours

If you can take something out, put Mind Flayer in. Try to keep your deck the same size. If you find yourself never using a card, take it out. Or if a card appears too often, take out a duplicate.

Upgrade your Shards whenever you feel like it. After you’ve upgraded those three you can implement them, or if you feel like playing straightforwardly, just upgrade pillars and novas afterwards. SoG’s are a big help though.