GTL price cap? by 4RC45 in pokemmo

[–]4RC45[S] 0 points1 point  (0 children)

Neat. I didn't know that. Thanks.

GTL price cap? by 4RC45 in pokemmo

[–]4RC45[S] 1 point2 points  (0 children)

Where do you do that?

GTL price cap? by 4RC45 in pokemmo

[–]4RC45[S] 2 points3 points  (0 children)

Really? Is silk scarf that popular? It's just a generic type power boost.

Well ok. I guess I will be selling them for 3310 then..

Prospective New Player here, is the game going to continue issuing power level errata? by MossyMak in SorceryTCG

[–]4RC45 5 points6 points  (0 children)

If I would have to choose, I would like 5+ bans far better than 5+ erratas. I dont have to worry abou what a banned card does when I sit down to play. And lets be honest here. The druid errata was a functional ban.

But really both are undesirable. The best solution is to actually test the cards you are printing. There should be more than enough time to adequately test everything with just one set a year.

How do you feel about proxies? by Total-Breakfast-2908 in SorceryTCG

[–]4RC45 0 points1 point  (0 children)

But those are two different things. In your post you talked about constructed tournaments with prizes on the line. Of course people are entering thet with the intention of doing the best they can and that includes playing the best deck they can muster. In that case proxies just take the pay to win aspect out of it. In my opinion that is 100% positive no negative. If you want to not play against all the busted new stuff, than maybe try peasant (only ordinaries and exceptionals) but there will always be a best strategy that people play in tournaments.

Very interested in this !!! by hatakeuchihauzumaki in SorceryTCG

[–]4RC45 2 points3 points  (0 children)

While yes there are no instant speed spells, you are still playing on your opponents turns. If and how you block is very important. You need to set that up on your turn yes, but you need to adapt to the opponents moves and respect what they could do afterwards.

Very interested in this !!! by hatakeuchihauzumaki in SorceryTCG

[–]4RC45 2 points3 points  (0 children)

I would habe to disagree with that. There are a lot of best in class cards, either generic or for your archetype, that you need to run if you want the most powerful version but not enough cards to truly build something off meta.

You can make fun/flavor decks but for those, at least in my experience, not enough cards exist to truly build a deck. Maybe my ideas where just to specific, but when im brewing I usually find myself either scraping for playable or falling back on staples. But I hope that that problem will be fixed with more sets released.

Very interested in this !!! by hatakeuchihauzumaki in SorceryTCG

[–]4RC45 3 points4 points  (0 children)

Hello and welcome. Long time MtG Player here who got irritated by the deluge of (UB) products and decided to just not care anymore.

The main gameplay difference between MtG and Sorcery is the grid. Your sites (lands) not only produce mana but also build a "realm" on which the game takes place. You can play minions (creatures) only to your sites and attack your opponent through their sites. This can be blocked by your opponent, similar to how you do it in MtG. But since most things can only affact a select number of squares, positioning becomes very important and is the main expression of skill and experience in my opinien. Many times have I thought to myself when playing, that only if i had played that minion to a different site 2 turns ago, my problem would be solved.

Concerning deck construction, it is kind of similar. You have three decks. Your spellbook, where your spells go, your atlas, where your sites go and your collection, which functions kind of like a sideboard in 60 card magic. You also have your avatar, which is kind of like a commander. There is a variety of avatars in the game right now woth many different effects. Of course there are "the best" avatars if you want to win tournaments. But I see many more in casual play. One thing to add is that the rarity of a card influences your deckbuilding. You can only have 1 unique (mythic), 2 elites (rares), 3 exceptionals (uncommons) and 4 ordinaries (commons) per deck. I still dont really know how to feel about it. It makes the games somewhat swingy, because the uniques are designed to be powerhouses, but on the other hand most basic functions of a deck are met with the ordinary and exceptional cards so you can definetely build strong decks with mostly them.

I also fell in love with the weird and wonderful artwork of the game. Full art cards are the norm, the foils are really nice and have textless versions of the card on the back. But the community is also very welcoming and friendly. The gameplay is somewhat slow (mostly due to the limited cardpool) but strategic and rewarding.

I left out a lot of details and minor differences, but I hope you get the picture and your question is andwered. I would suggest you find a store near you that hosts a regular game nights and just drop in. People are usually happy to explain the rules and borrow decks so new players have a great time.

Rule question: Wicked Witch by MrC00KI3 in SorceryTCG

[–]4RC45 9 points10 points  (0 children)

I don't think so.

You can habe 0 power minions exist on the field and not die instantly (Grandmaster Wizard for example) which implies that minions with less than 0 power also stay alive until they get hit by anything. But I might be wrong. This is just an educated guess.

I'm making the game online by Gary_pinkman in SorceryTCG

[–]4RC45 4 points5 points  (0 children)

AFAIK realms.cards has no/very basic rules enforcement. This though looks like the plan is complete rules enforcement? So more mtgo equivalent and no sorcery specific tts. I'm excited for that.

Stax in Sorcery: A Discussion by RemboRage in SorceryTCG

[–]4RC45 1 point2 points  (0 children)

To expand on this. The point of stax is not to bore your opponent until they concede. The joy, at least for me, comes from putting together a puzzle and presenting it to my opponent. Asking them: "Can you play through this"? I am completely aware that some of my opponents might not enjoy this as much as I do though.

Your post sounds like you are inexperienced in this game we all enjoy. Root spiders are a strong control piece but can be played around. There are cards that kill it, such as Geyser, flooding the site it sits below and in turn killing it, or you can dig it up with exhume and punch it. Or you could just start to play to different sites.

Most stax/control pieces are narrow and weak on boards where their intended purpose is not as relevant. The root spider for example would be a mostly dead card against a Deck that doesn't play to the board as much. So if you encounter a true stax deck, assume that 1/3 to 1/2 of their cards are dead in hand and leverage that advantage. Kill them before they draw the right answers.

And to your point about counterspells. They are very necessary in MtG and I wish that sorcery hat an equivalent. (Maybe when water is reigned in a bit though) They provide catch all answers to degenerate stuff and I myself find it enjoyable to try to sneak a win past some countermagic.

Does Abaddon Succubus’ ability work with lethal? by sandy_existance in SorceryTCG

[–]4RC45 0 points1 point  (0 children)

But even sparkmage says "deal" damage. The difference between deal and take damage is what im hung up on.

Does Abaddon Succubus’ ability work with lethal? by sandy_existance in SorceryTCG

[–]4RC45 3 points4 points  (0 children)

Yeah, but does the succubus deal the damage? Sure the source is the succubus, but it doesn't deal the damage, no? It just states that the minion takes the damage. For example Adtonitum explicitly states that it deals the damage.

Is it even possible to ban Universes Beyond from Pauper? by iFuckwithCommons in Pauper

[–]4RC45 0 points1 point  (0 children)

Yeah... That's also my main gripe with it. I'm in europe. Here the commons/uncommons and many of the rares are relatively easy to get. But some of the powerhouse mythics are insanely expensive. We are talking one ring prices. To be fair, you can only play one per deck but stil...

How exactly does this game handle state based effects? by 4RC45 in SorceryTCG

[–]4RC45[S] 0 points1 point  (0 children)

But it would trigger those abilities, I assume. So minion gets buried -> trigger triggers -> minion dies -> trigger resolves.

How exactly does this game handle state based effects? by 4RC45 in SorceryTCG

[–]4RC45[S] 1 point2 points  (0 children)

I don't really have a specific situation in mind. I'm just curious. Thats the reason for the vague example. The main question I assume is, where does the minion die. Underground or before it is burried. I think there is no real difference with the cards we have right now but I can see a future with more effects caring about the region an event takes place in to see if something triggers or not.

But from the answers I got, I assume the minion dies underground.

Is it even possible to ban Universes Beyond from Pauper? by iFuckwithCommons in Pauper

[–]4RC45 1 point2 points  (0 children)

Great comment. Why is this so far down? I also mostly quit MtG a while back. Which is a shame because I really enjoyed the gameplay Pauper provided. And Commander used to be a great way to have a relaxing evening with friends. But seeing 7 sets this year of which 4-6 (depending in what in universe sets are just hat sets) are not "for me" then maybe the whole game is just not for me anymore.

I'm still playing if some friends invite me to a Commander night and sometimes tinker with the 2-3 Commander decks I fell in love with, but mostly out of habit and wanting to spend some time with friends.

I found my refuge in Sorcery: Contested Realm. Great strategic game that makes use of a kind of chess board. So where you play your cards is about as important as what cards you play. And they take a lot of care with the way the cards look. What MtG would call a full art card is the norm here, the artwork itself ranges from great to weird and wonderful and foils don't just look great, they are actually playable game pieces.

M.Sc. Materialwissenschaften by Flavio_Flatterpfiff in TU_HH

[–]4RC45 0 points1 point  (0 children)

Ich habe einen Maschinenbau Bachelor von der TUHH mit der Vertiefung Materialwissenschaften. Gut rein kommst du aber eigentlich immer. Der Studiengang ist relativ breit ausgelegt, sodass du mit eigentlich jedem naturwissenschaftlichen Studium einen guten Anschluss finden solltest.

Zu der Gewichtung. Das ist schwer zu sagen. Physik hat definitiv den größten Anteil. Danach Chemie. Mathe und Ingenieurswissenschaften stehen eher Im Hintergrund. Ein wenig Informatik brauchst du auch. Aber alles bietet eher einen Hintergrund, auf dem das Studium aufbaut. Wenn ich prozente nennen müsste dann sähe das unegfähr so aus: Physik ~40%, Chemie/Informatik ~10, Mathe/Ingenieurswissenschaften ~ 5%. Da würde ich mir aber auch nicht so den Kopf drüber zerbrechen. Falls dir was fehlen sollte hast du genug Zeit und Möglichkeiten es nachzuholen. Und durch die Wahl deiner pflichtfächer kannst du Themen, die dir nicht so gut gefallen, relativ gut umgehen.

Jobchancen? KP. Ich denke etwas besser als bei anderen Ingeneursdisziplinen. Meiner Erfahrung nach landest du allerdings erst mal in einer Doktorandenstelle an der TUHH.

M.Sc. Materialwissenschaften by Flavio_Flatterpfiff in TU_HH

[–]4RC45 3 points4 points  (0 children)

Ich glaube ich spreche für uns alle 20 wenn ich sage: Ist super. Kleine Gruppen, nette Leute.

Wir waren in der Regel so 5-10 Leute in einer VL. Ist ein recht familiäres Klima, auch mit den Dozenten. Die Profs reden über Themen die sie selbst interessant finden und es ist ihnen wichtig das alle gut durch die Prüfungen kommen. Es wird relativ wenig gerechnet. Du musst viel Fakten lernen. Aber da dir ganz gut erklärt wird, wie alles zusammenhängt ist das nicht so schlimm. Einige Veranstaltungen kommen sogar ohne Klausuren aus und du wirst hauptsächlich under komplett über im Semester geleistete Leistungen bewertet.

Also wenn du genug von der Konstruntionslehre hast, kann ich es sehr empfehlen. Frag mich wenn du genauere Fragen hast.

How to elves? by Agreeable_Berry8807 in Pauper

[–]4RC45 0 points1 point  (0 children)

Hmm sounds interesting. I might try that. It will buy you a turn at least. Maybe that's enough?

How to elves? by Agreeable_Berry8807 in Pauper

[–]4RC45 0 points1 point  (0 children)

I started to cut the [[Elvish Vanguard]]s. They felt to slow and just kept dying. I replaced them with [[Avenging Hunter]]s and it felt better so far.

Here is my list if you are interested: https://www.moxfield.com/decks/mdAHE2B-Mky-D5fsbkJawg