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Old 08-21-2009, 10:45 AM   #31 (permalink)
Fattyfat
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i'm destroying people with a boring ass deck

6x black dragon
6x devourer
3x steal
2x nightfall
3x drain life
1x vamipirc stilleto
10x obsidian pillar...

just get devourers out and start pumping dragons. steal any stupid shit they put out and collect your coins. I beat an elite firefly queen deck with this already (top 50)

draegan lets pvp duel i am "tranvv"
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Old 08-21-2009, 01:40 PM   #32 (permalink)
Screamfeeder
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Originally Posted by Fattyfat View Post
i'm destroying people with a boring ass deck

6x black dragon
6x devourer
3x steal
2x nightfall
3x drain life
1x vamipirc stilleto
10x obsidian pillar...
Get rid of the stilleto, 1 nightfall and 2 dragons. Add in either 3 more Drain lifes or 3 novas.

You can steal their weapon(and the stilleto is the weakest elite) The extra 3 dragons can save your quantums for a big life tap at the end to get you Elemental Mastery.

The novas are there so that...
A) Get lucky and get a Devourer out on turn 1
B) Use the Earth quantum to burrow at least a few Devourers
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Old 08-21-2009, 02:36 PM   #33 (permalink)
Aulirophile
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I'm using

The ULTIMATE False God killing deck!!!

now. I'm totally broke after building it, but I've won 2/5 Fake God games with it. Two losses were to poison and I didn't stick a purify in there, he notes it as optional.

It takes longer then the FFQ I was using to make money though, harder to guaruntee full health at the end of a match.

The grindiness is incredible. I want to bot my way to a couple grand so I can upgrade some cards and just fuck around.

Last edited by Aulirophile; 08-21-2009 at 02:47 PM..
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Old 08-21-2009, 03:02 PM   #34 (permalink)
Screamfeeder
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Yeah if someone has figured out a way to bot Level 3 that would be handy. I am winning like 90% of my games and getting Elemental Master on most of them, but even doing that I only get around 1200 an hour of straight grinding.
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Old 08-22-2009, 01:22 PM   #35 (permalink)
Aulirophile
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So I'm still playing with that deck I linked. I've lost probably ~30 games and won ~9 against False Gods with it. Those wins got me 7 upgraded cards from the Spins. I sold 6 of them and upgraded 2 lands and an hourglass, one of them was an upgrade to something I was using unupgraded.

So, the absolute best way to make money is find a deck that can reliably beat False Gods. Pick that deck early, grind out level 3 till you've upgraded the key cards, and then False Gods it up.

I'm having huge Quanta issues with the deck though. It seems like upgrading lands first would fix the issue, but 15x1,500 is a lot of level 3 games.
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Old 08-22-2009, 05:33 PM   #36 (permalink)
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Originally Posted by Aulirophile View Post
So I'm still playing with that deck I linked. I've lost probably ~30 games and won ~9 against False Gods with it. Those wins got me 7 upgraded cards from the Spins. I sold 6 of them and upgraded 2 lands and an hourglass, one of them was an upgrade to something I was using unupgraded.

So, the absolute best way to make money is find a deck that can reliably beat False Gods. Pick that deck early, grind out level 3 till you've upgraded the key cards, and then False Gods it up.

I'm having huge Quanta issues with the deck though. It seems like upgrading lands first would fix the issue, but 15x1,500 is a lot of level 3 games.
That is well past the point where I say "Fuck this". When they have to hide glaring imbalances behind painful grind instead of letting players create their own strategies, I could've been playing MMO with prettier graphics.
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Old 08-22-2009, 08:58 PM   #37 (permalink)
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Originally Posted by Aulirophile View Post
So I'm still playing with that deck I linked. I've lost probably ~30 games and won ~9 against False Gods with it. Those wins got me 7 upgraded cards from the Spins. I sold 6 of them and upgraded 2 lands and an hourglass, one of them was an upgrade to something I was using unupgraded.

So, the absolute best way to make money is find a deck that can reliably beat False Gods. Pick that deck early, grind out level 3 till you've upgraded the key cards, and then False Gods it up.

I'm having huge Quanta issues with the deck though. It seems like upgrading lands first would fix the issue, but 15x1,500 is a lot of level 3 games.
I'm surprised to hear you're having trouble beating false gods. I'm pulling something like a 50-70% win rate with the deck (plus Miracle and Purify) with only 1 upgraded card and most wins are elemental mastery. The deck is supposedly very strategy oriented so maybe you're playing it wrong. Couple suggestions just based off what I've deduced thus far:
- Regular Sundials, regardless of what they say in their text, only prevent attacks for 1 turn. Elite sundials might actually be 2 turns, which would make sense as without that caveat, they're considerably worse than their regular versions.
- Maximize card drawing almost at any cost. Most false gods don't use any Momentum effects so you can get down to 1 life before you start abusing sundials and phase shifts and still generally win pretty easily. The one exception is since sundial plays as both defense and card drawing, don't drop them right away just for cards.
- Draw all the cards you're going to for the turn (unless already at 8) before making any plays. Couple times I've fucked this up, drawn after I use Otyugh/Rain of Fire/Bow and pick up a Boneyard.
- There is virtually no overlap in your quantum usage so if you can afford to use a spell or ability, generally use it. Only major exception would be the flayer's ability uses phase shift quantum and my towers have a habit of being cheap on aether quantums so I hardly ever use it.
- Make sure you maindeck a Purify and include a Miracle should you be lucky enough to get one. I'm thinking 1 Vulture would be a good addition too since so many creatures die during a game.
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Old 08-23-2009, 02:24 AM   #38 (permalink)
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Originally Posted by Rusty Dagger View Post
I'm surprised to hear you're having trouble beating false gods. I'm pulling something like a 50-70% win rate with the deck (plus Miracle and Purify) with only 1 upgraded card and most wins are elemental mastery. The deck is supposedly very strategy oriented so maybe you're playing it wrong. Couple suggestions just based off what I've deduced thus far:
- Regular Sundials, regardless of what they say in their text, only prevent attacks for 1 turn. Elite sundials might actually be 2 turns, which would make sense as without that caveat, they're considerably worse than their regular versions.
- Maximize card drawing almost at any cost. Most false gods don't use any Momentum effects so you can get down to 1 life before you start abusing sundials and phase shifts and still generally win pretty easily. The one exception is since sundial plays as both defense and card drawing, don't drop them right away just for cards.
- Draw all the cards you're going to for the turn (unless already at 8) before making any plays. Couple times I've fucked this up, drawn after I use Otyugh/Rain of Fire/Bow and pick up a Boneyard.
- There is virtually no overlap in your quantum usage so if you can afford to use a spell or ability, generally use it. Only major exception would be the flayer's ability uses phase shift quantum and my towers have a habit of being cheap on aether quantums so I hardly ever use it.
- Make sure you maindeck a Purify and include a Miracle should you be lucky enough to get one. I'm thinking 1 Vulture would be a good addition too since so many creatures die during a game.
No, that is basically what I do. I've been set up to win in one more turn half a dozen times, and the other deck has so many creatures that one Steal on my Phase Shield brings me from 100 to 0. I've zeroed out my deck in 8 games against the white/green deck because it cast 2-4 upgraded Miracles. In three games I got no quanta of any kind before I died minus time, because my towers were constantly Earthquaked.

I might be using Sundials early I suppose.
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Old 08-23-2009, 01:58 PM   #39 (permalink)
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Yea my luck the past day and a half seems to mirror yours and I guess I can see how you lost. I went 3-2 my first 5 games and won 2 elite rolls, shame that didn't last. I'm thinking of trimming the fat on some of his card choices such as bone wall. It's great in theory but basically requires alot of creatures to die and not many to remain on board and if that's the case well you've basically won anyway so it's not really helping. I'm also thinking of going against his advice and upgrading my Otyugh's next. So, so, so, so many times the difference between 3 and 5 would very likely have won me the game. If nothing else against the gravity god if he drops his Otyugh early, I essentially cannot win without owl's or rain of fire. 1 or 2 of the destroy a permanent card might be nice too since oftentimes they have a shield I don't want to replace mine but don't want them to keep it either.

Lastly, if you want to make sure you can't be decked, get the time weapon. Might require you to reset your account to do so but it is an option. Just keep reverse timing yourself and you can't lose. It might also lead to another deck type, since if you enchant artifact it (and assuming the opp doesn't do literally the same thing) you can just play pure defense and let him deck out. Boring, boring, boring game but I'd imagine you'd be more likely to win.
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Old 08-23-2009, 10:06 PM   #40 (permalink)
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I love this game, thanks for the link.
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Old 08-24-2009, 09:07 AM   #41 (permalink)
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I played this game a bit at first going for the queen + heal combo to easily beat most lvl 3 games and then tried the "false god deck" too after realising that my current concept for the queen deck would never be able to beat any of the strong decks.

Like others have mentionned the queen deck was a 30 cards with around 4-5 green towers and I think 8 blue towers. The only game I would lose to lvl 3 were the games I was either flooded in green or the games I was unable to get any green at all. So basically to me a 3 colors deck felt very bad, in fact even a 2 color deck felt pretty bad at times.

But then after playing the false god deck I see that it's actually possible to play a rainbow deck and totally disregarding the colors of whatever card you put in there and it still functions pretty well. It's "slower" probably then a mono deck but after a few turns basically once you get going you can play whatever is needed pretty much. Overall this mecanism seem broken but anyway. If you want a balanced game this is probably not for you.

Like the above poster mentionned I think the deck could be trimmed. I also don't see how the deck can reasonably win some of the games without extreme luck. For example if they get out something that lobotomize or worse an elite Otyugh early, well there is not much you can do with that version of the deck. Your best bet, which probably mean your best card, is to get the bow out so you can actually kill stuff. Once the threat is gone you can then get your own stuff out and start thinking about winning.

The bonewall tend to suck most of the games I found but on the other hand it's hard to destroy/steal since it will only remove 1 charge. When you get the 3 turns invulnerable shield stolen you can pretty much die there if your life total is low enough. The one that takes mana each attack is insane though and could be a better bet. You stall long enough to accumulate ressources and then you cannot die. If they steal it you have to be ready to steal it back cause you in turn won't be able to do any damage with that up.

So in short I think you can remove all the random monsters and keep something like 3 queens as win conditions. If you set up an Otyugh you should do well also. If you can get 2 of the air bows I would recommend since it's probably the best card in the game. I upped the number of steal to 4 and will probably going to go to 5-6. Ideally the weapon that do shatter each turn could replace 1 of the steal since late game it could remove problem shields multiple times.

Then there is the problem of what you do when they have something on the board like a mind flayer (especially the elite version with 4 life) and you cannot play any of your queens or Otyugh. I tried a few games with 4 lightning bolt (does 5 dmg) and this seem to work out. Stall a bit, lightning bolt the lobomizer/Otyugh and get my stuff out then start winning. Ideally I think I would want 4 lightning bolt + 2 bows as "direct removal". Firebolt could be ok since it can do more then 5 but this takes longer to set up. Same thing with drain life.

Anyway, fun game while it last.
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Old 08-24-2009, 10:54 AM   #42 (permalink)
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That deck really doesn't begin to shine till you have a few key cards upgraded. Namely Otugyh / Nova's / maybe even Queens. I played it non upgraded and won a few against gods, but no where near what they are claiming. Partially upgraded I can see how it would move to more in your favor.
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Old 08-24-2009, 01:40 PM   #43 (permalink)
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I'm probably going to try taking the queens out of mine since in all honesty they don't do all that much. They slowly heal you with feral bond and if all else fails let you sac to your Otyughs if you need to get their defense up and trigger bone walls, but since you don't need white mana for anything except sundials and if you use it miracle, it seems a bit pointless to me. Some of the major weaknesses I've noticed are heavy poison, specifically the parasites, 0/2 (2/2 upgraded) blue creatures, and viruses. Against these you need an Otyugh already in play, a bow, or optionally a mind flayer. I'm going to try throwing in a third Otyugh and trimming some of the fluff in the deck that really doesn't help consistently like bone walls, firequeens, and probably some novas. Novas don't seem to do shit for me unless I am exactly 1 mana short of a crucial card. First 1-3 turns there's nothing crucial to get in play except maybe a bow or Otyugh, but they're expensive as fuck anyway (upgraded Otyugh is 4, not 3) so would take lucky quantum towering or 2 super novas anyway. And late game they're dead cards. Swapping the 6 novas for 3 towers is probably going to help more in the long run.

Also is probably worth throwing in the upgraded crab. Reusable 4 turn creature lockouts are insane since many of the gods can end up having 20+ power creatures and constantly having a dial or phase shift up isn't always an option, plus blue is barely used in the deck anyway. I do love maxwell's demon though, him + bow or rain of fire kills off any beef except the 8/30 aether boy loves so much.
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Old 08-24-2009, 03:04 PM   #44 (permalink)
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What's your main win condition if you remove the queens then? It felt to me it was pretty good, it goes fast once you get going, it will destroy bone walls if needed and it heals you with the bond you have or that you steal.

Just the Otyugh seem kinda limited.

Also don't understand why maxwell would not work for the dragons instead of freezing them? Seems to me like a more permanent solution.
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Old 08-24-2009, 04:09 PM   #45 (permalink)
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What's your main win condition if you remove the queens then? It felt to me it was pretty good, it goes fast once you get going, it will destroy bone walls if needed and it heals you with the bond you have or that you steal.
Alot of times I'm up against a -1 or -2 shield which limit the non elite fireflies. Elites might fare better. Other win conditions are 2-3 Otyugh's, boostable 5/1, Vulture (which goes wonderfully with both Otyugh and boneyard(s)) and weapons. Eventually I'm going to want to main deck the reverse time weapon to prevent me from decking myself then as long as you have control it doesn't matter how fast your damage is. My main issues with queens are they are very expensive up front with no supernovas. Also, by the time they become really good, you've essentially already won the game. The only time I see them making the difference between a win and a loss is when the opponent is doing < 100 damage to you a turn but alot and you need all those fireflies + bonds to regenerate the HP to stay in the game. I essentially would rather pack the deck full of cards that let me convert losses to wins not make me win won games faster.

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Also don't understand why maxwell would not work for the dragons instead of freezing them? Seems to me like a more permanent solution.
Maxwell works great too, thought I said as much. :/ I might even throw in a 2nd. But there are plenty of X/X+1 creatures (most +2/+2 boosters) who are going to be out of Otyugh range for most of the game until you can shoot it a bunch of times with your bow. Plus water quantum is barely ever used (I'm thinking of taking out mindflayer anyway) so he's almost be free to play and use.
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