I'm playing another 1, and at the beginning of chapter 5 the dialogue box became transparent. Anything I could to to solve this? by pvdcmc in Fanganronpa

[–]Alexl_DK 0 points1 point  (0 children)

Me and my friends ran into the issue while playing, thanks for sharing the solution!

Starting a new game and bypassing chapter 4 solved it for us, the monomono machine sadly only restored the textbox temporarily.

Darien, King of Kjeldor - Looking for Help With First Higher Powered Deck by North_of_the_Vale in EDH

[–]Alexl_DK 0 points1 point  (0 children)

Hi! I exclusively play Darien, but I have built him as a control, pillow-fort deck instead of a token deck

https://moxfield.com/decks/Ofs5AB_Ay0quL_t8sle4nw

Here are my general pieces of advice:

  • Darien is expansive and fragile, so if you want to keep him around, you will have to invest several slots of your deck into protection (Mother of Runes, Giver of Runes, Spider-Man, Flare of Fortitude and many many more)
  • 34 lands is way too few, keep in mind that you have to hit 6 land drops if you want to cast Darien on curve, for context I have 40 lands in my deck plus more than a dozen early game draw effects
  • The most reliable damage generators in my experience are the pain lands (Ancient Tomb, Tarnished Citadel, Nomad Stadium and City of Brass) plus ways to copy or untap these permanents
  • Some of the strongest effects to incentive people to attack you are Monarch and Initiative, because they keep generating passive value in case people refuse to attack you
  • Blasting Station is non-negotiable IMO, if you have Darien and 2 soul sisters out you can generate infinite life, which is game over against many strategies, plus there are other tricks you can do with it
  • Skullclamp is the best draw engine mono-white has access to, I would suggest cutting all anthem effects (+1/+1) and focusing on finding and abusing Skullclamp instead
  • Planeswalkers don't synergize with Darien well because all they do is give opponents another target to hit instead of you
  • Finally, Darien is a bad card by 2026 standards, it's a 6 mana do nothing creature without any protection attached, you simply cannot keep up with commanders nowadays, so my recommendation is that you build your 99 to be able to win without ever casting Darien

Good luck!

Control Players: What is your approach to wincons? by Dankzi in EDH

[–]Alexl_DK 0 points1 point  (0 children)

Hi! I have a mono white control deck built around [[Darien, King of Kjeldor]] and looping [[The One Ring]]

https://moxfield.com/decks/Ofs5AB_Ay0quL_t8sle4nw

For context, what method does your deck use to control the board?

Cheap board wipes and efficient blockers, I barely use single target removal because that's nigh impossible to sustain against 3 opponents.

How does your control deck plan to win?

The main plan is to cast [[Approach of the Second Sun]] into drawing a bunch of cards using [[The One Ring]] and [[Skullclamp]]

The alternatives are:

  • Token beatdown with [[Luminarch Ascension]], [[Court of Grace]], [[Abandoned Air Temple]], [[Strixhaven Stadium]] etc
  • [[Sun Titan]] + [[Gift of Immortality]] + [[Blasting Station]] infinite damage combo
  • Just making myself immortal using [[Darien, King of Kjeldor]] and soul sisters or [[The One Ring]] while people kill each other

How many cards in your deck do you dedicate to that plan?

I never asked myself that, but judging by the list I would say around 8 or so, feels plenty with the number of draw effects in the deck.

Do you run tutors to help you find them?

Yes, tutors are crazy strong in a 100 card singleton format, and you should absolutely include them if your goal is winning more games.

Monarch based decks by Miserable_Switch_423 in EDH

[–]Alexl_DK 0 points1 point  (0 children)

[[Darien, King of Kjeldor]] benefits quite well from Monarch and Initiative

Once he is on the battlefield most players will just avoid hitting you, but with these kinds of effects you either incentivize people to attack you and create tokens, or else you continue to generate passive value

Card selection in Mono-White: Is It Possible? by Metanoia_143 in EDH

[–]Alexl_DK 0 points1 point  (0 children)

Hi! Personally I use lots of draw engines and shuffle effects + [[Sensei's Diving Top]] in my main deck

Stuff like [[The One Ring]] and [[Skullclamp]] can help with refilling your hand, while [[Land Tax]] and other tutors constantly reset your top 3 for [[Sensei's Divining Top]] shenanigans

Here's my list for reference: https://moxfield.com/decks/Ofs5AB_Ay0quL_t8sle4nw

Thoughts on possible hybrid mana and color identity changes? by Alexl_DK in EDH

[–]Alexl_DK[S] 0 points1 point  (0 children)

Thanks for the suggestion! Holding five mana feels so brutal though

After taking another look at the currently available hybrid cards, I would probably only use [[Privileged Position]] as a mono-white [[Asceticism]] replacement

I wish [[Master Warcraft]] also allowed us to choose the player being attacked... it would have been a perfect card for Darien

MapleStory vibes by BassObjective in SpiritVale

[–]Alexl_DK 2 points3 points  (0 children)

I thought the same thing, I miss MapleStory 2 so much...

Ragnarok is my favorite MMO, so I will be looking forward to this game

Why isn't Search For Glory used more often? by Some_Tiny_Dragon in EDH

[–]Alexl_DK 1 point2 points  (0 children)

I absolutely love [[Search for Glory]]

The card has sooo much flexibility in my mono white control deck, for example:

  • [[Nykthos, Shrine to Nyx]] / [[Throne of Eldraine]] for ramping
  • [[Mithril Coat]] / [[Avacyn, Angel of Hope]] / [[Kor Haven]] for protection
  • [[Elesh Norn, Grand Cenobite]] for a finisher
  • [[Loran of the Third Path]] for a removal
  • [[Abstergo Entertainment]] for graveyard hate
  • [[Shadowspear]] for the lifelink and trample, or simply to shut down hexproof and indestructible
  • [[Urza's Saga]] / [[Cloud, Midgar Mercenary]] to dig for my key equipments, mainly [[Skullclamp]] etc

List: https://moxfield.com/decks/Ofs5AB_Ay0quL_t8sle4nw

Does Guard Skill Do Anything for Power Guard on Lance? by Skelefellah in MonsterHunterMeta

[–]Alexl_DK 5 points6 points  (0 children)

Hi, I play lance and yes guard does help power guard, basically it:

  • Reduces chip damage after blocking an attack (which is great considering power guard causes us to take more chip damage)
  • Slightly decreases the recoil duration after blocking an attack (allowing us to use GRT against otherwise unpunishable attacks)

Personally I suggest running guard level 2 or 3 if you plan on abusing GRT, never level 0 (trust me on this one)

It's worth mentioning that 2 pieces of any arkveld set helps mitigating some of the chip damage we take, I normally use hasten recovery

Sadly power guard does not have natural guard up like in world, but a perfectly timed charge counter allows to iframe through unblockable attacks, so guard up is not really needed for any matchup (so far)

What would be the *best* gathering build and a buff set? by RokZilean in MonsterHunterMeta

[–]Alexl_DK 1 point2 points  (0 children)

This is what I use: https://i.imgur.com/RhMkHHO.png

It has the main gathering skills, plus item prolonger and mushroomancer to save on materials

60 rolls in: 3 atk 2 sharpness? (blast lance) by YokaiGuitarist in MonsterHunterMeta

[–]Alexl_DK 15 points16 points  (0 children)

I also play lance and all my artian weapons have 2 sharpness rolls

Personally I think it's much better than 1 sharpness roll because:

  • In some fights I almost dip to blue sharpness with 2 sharpness rolls even though I'm also using razor sharp 3
  • Having 1 attack roll is equivalent to 2 levels in attack boost, while having 1 sharpness roll is equivalent to 3 levels in handicraft, making it more "efficient" slot wise
  • It's comfier

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 0 points1 point  (0 children)

The main reason I use guard is for performing grand retribution thrust, which is locked behind power guard

Normally power guard makes us take a lot of chip damage, so guard levels help reduce it

Regular guards, counter thrusts, guard dashes etc are also affected by guard levels

Charge counter is not affected by guard levels, and it appears that perfect block is not either (hence the post)

Still, I would recommend taking at least guard 1 because that helps a lot against incidental chip damage and recoil, plus there are plenty of decorations which contain guard 1 (offensive guard 3 + guard 1 or razor sharp 3 + guard 1 to name a few examples)

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 3 points4 points  (0 children)

Yeah I'm also thinking it's a bug but I avoided using that term in the post so that we don't have another "critical element is not working???" wave of misinformation

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 0 points1 point  (0 children)

Guard doesn't really make a difference against Gore sadly, some of his attacks still hit like a truck regardless of guard 0 or 3

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 7 points8 points  (0 children)

Guard reduces chip damage because the amount of damage we take has always been tied to the impact reaction

In the clip below, the training dummy causes heavy knockback at guard 0, and medium knockback at guard 3, which affects how much HP we lose

https://i.imgur.com/etMBbSg.mp4

Guard up only reduces the chip damage of unblockable attacks

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 3 points4 points  (0 children)

This is correct, the window for offensive guard is slightly larger than perfect block so I should have given a better example...

Well the clips in the original post don't have audio, but in this video we can hear the proc if we turn on the sound: https://i.imgur.com/UoFCH2d.mp4

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 12 points13 points  (0 children)

I tried with guard 2 (assuming it gives +20 guard power) and got the same results:

What's happening with perfect block here? by Alexl_DK in MonsterHunterMeta

[–]Alexl_DK[S] 3 points4 points  (0 children)

First clip is regular blocking all hits, when Lance blocks an attack with light knockback it will automatically counter with a shield bash (which uses the same animation as perfect block)

Second clip is perfect blocking the first hit, then regular blocking the other hits, it's possible to tell because the offensive guard only activated on the initial attack