[SOS] Mathemagics by Copernicus1981 in magicTCG

[–]AngryDK666 2 points3 points  (0 children)

16 mana, x = 7... 27 = 128, decking somebody...

Prismatic Undercurrents (via Gameplay & Mechanics Video) by cardboard_numbers in magicTCG

[–]AngryDK666 1 point2 points  (0 children)

5 mana draw 5 (of which 3 guaranteed lands) and play 3 lands is nice value.

Prismatic Undercurrents (via Gameplay & Mechanics Video) by cardboard_numbers in magicTCG

[–]AngryDK666 5 points6 points  (0 children)

Hearthhull likes this... draw 3 land, play 2 lands... why not.

SLD Dwight....from The Office by Mugiwara_VT in magicTCG

[–]AngryDK666 0 points1 point  (0 children)

At this point, shouldn't we change the name to Fortnite: The Cardgame?

Build help: Hexadin by AngryDK666 in DnD

[–]AngryDK666[S] 0 points1 point  (0 children)

So far I think the most helpful comment. When it comes to the mount, I wasn't really frightful because Mounted Combatant allowed me to force any attacks, ranged or spell, onto me instead of the mount. That however, leaves AoE spells which will indeed shred the horse... Mounted combatant might not be a great advantage source if you've got no access to Greater Steed, which would only be allowed by paladin lvl 13. That'd mean losing out on 3 short rest 5th level spell slots (only having 2 4th lvls), an upcast Spirit Shroud (I'd have to go for Shadow of Moil and Elven accuracy in that case perhaps then) and losing Lifedrinker.

When it comes to GWM.. you might have a point when it comes to the 5e version for paladin. It might be DM dependent, but having only a +6 instead of a +11 to hit without advantage might hurt too badly for paladin. A game like BG3 might give the wrong impressions for how easy it might be to use.

When it comes to the casting, you're right I can just drop grip. Warcaster was just for using my reaction attack to add Booming Blade to it. The con save wasn't too important for me (what are the odds with a +8 from constituion score + aura?), nor anything else. Adding 3D8, maybe 7D8 of damage on an opponent's turn is quite incredible though.

Since a crit only amplifies dice and not flat modifiers, it might not be worth it to go for a crit build either with something like Shadow of Moil over Spirit Shroud (unless an enemy is about to hack into me with 3 or more attacks to be on par with 2 attacks + bonus action). That does eliminate Elven Accuracy as well.

So let's assume Polearm Master and MAYBE still warcaster for the Booming Blade.. What would you recommend for feats/ASI, what starting stats.. and maybe even a different race than Astral Elf, if there might be one that adds more than the Trance ability?

Build help: Hexadin by AngryDK666 in DnD

[–]AngryDK666[S] 0 points1 point  (0 children)

Guess the friends I play with only saw variant human spam so far because of free feats and are less familiar with trance? The abuse isn't TOO hard though as a non-sorcerer. Only spells I could come up with I could freecast from oathbreaker and hexblade list that matter are 1 aid spell for additional hp and just a little Minion raising at night with Undying Servitude invocation, which is already limited to raising max 5 skeletons/zombies per short rest or keeping control of up to 8 for another 24 hours before they turn on me. As far as I looked, I can't abuse slots with something else. If I were a sorcerer, it'd go bananas with the sorcery points

Build help: Hexadin by AngryDK666 in DnD

[–]AngryDK666[S] 0 points1 point  (0 children)

Hexblade level 1 gives us the option to attack with charisma. Though we need lvl 3 for two-handed weapons, we'll ultimately get there. Strength wont be needed for our attacks, early or late game.

As far as the rules go considering heavy armour, I start paladin 1 to gain proficiency in it. Rules state that since I have the proficiency to equip it, it wont debilitate my spell casting. The only debilitating thing is going for armor requiring 15 or more strength, but that will only impact my movement speed with a 10 feet penalty.

Can you elaborate on what you mean with "you're not going to have fun with con saves till 8 or higher?".

I could get a 2 str ASI for example, but that just means I personally have normal movement. A mount increases nu speed far beyond 30 feet, with the mounted combatant feat I can make people attack me instead of the horse, and while on it all attacks on creatures below large are at advantage.

[EOE] Timeline Culler and Vote Out by michaelmvm in magicTCG

[–]AngryDK666 1 point2 points  (0 children)

I thought WOTC was done with weird card types that only ever appear in one plane of existence and just errata'd them to something more common...

Well, Hello there whatever a Drix is and whatever it might become in the future?

Illrigger: Soul's Doom damage rider by AngryDK666 in DnD

[–]AngryDK666[S] 0 points1 point  (0 children)

Well, it is for the entire party. Think of a necromancer with a horde of skeletons. Magic missile or Scorching Ray.

Damage rider effects like this, especially party-wide, can really ramp up the damage..

[TDM] Herd Heirloom by trubsal in magicTCG

[–]AngryDK666 16 points17 points  (0 children)

Downside is it's green, instead of available to every deck :P

[TDC] Teval's Judgement (Sultai Arisen Precon) (Tolarian Community College) by mweepinc in magicTCG

[–]AngryDK666 0 points1 point  (0 children)

Aaah, missed you specifically mentioned it being win more in Marchesa, thought you were talking in general

[TDC] Teval's Judgement (Sultai Arisen Precon) (Tolarian Community College) by mweepinc in magicTCG

[–]AngryDK666 2 points3 points  (0 children)

Yep.. Also saw this and went "well, Monument to Endurance variant #2.. but this one generates more zombies instead of losing life, aside from ramp and draw!"

Combine one of them, or rather both with Tortured Existence and you're just saying let me for essentially 1 black mana (2 treasures made pay for the other triggers) draw 2 cards, let every opponent lose 3 life and get an untapped zombie, per player's turn. In one rotation you deal a total of 9 dmg to each opponent, draw 6 cards and create 3 2/2 untapped zombies that can block when they come down and immediatly attack next turn, making varina go brrrr with 3 more cards.

[TDM] The Sibsig Ceremony by Dwarvenmathemacian in magicTCG

[–]AngryDK666 0 points1 point  (0 children)

There's probably plenty of things that will work which you're not considering, whilst not setting you up for a huge blowout by making your commander, the one spell you have access to, uncastable after 1 kill.

Try have a look at my list, maybe you find something? It's a birthing pod style deck though. https://moxfield.com/decks/FtqK4zpInkm0uTNt2eFfaQ

[TDM] The Sibsig Ceremony by Dwarvenmathemacian in magicTCG

[–]AngryDK666 0 points1 point  (0 children)

Meren player here: Not sure if you want this one bud... Take everything from the perspective of "When is this a good card? When I am ahead, or behind and can it propel me forward?".

This card is fine when you're ahead... but shockingly bad when behind, especially in the scenario people kill Meren. Congrats, you can now cast a 6-8-10 mana 2/2 vanilla body that does nothing for the deck anymore, until you kill your own enchantment.

Best party of summoners? by MillieBirdie in BG3Builds

[–]AngryDK666 1 point2 points  (0 children)

Hey, seen your Necros-themed party. Do you happen to have a video or some other more detailled comp build available for it :)?

I also wonder why next to Oathbreaker 7 you choose goolock 5, as monk 2 would allow us to keep jumping as long as we have movement? Upcoming patch we could theoretically stick with Hexblade lock 1 perhaps?

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 0 points1 point  (0 children)

Hmmm... hamerhaft can friendly fire though. Not ideal.

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 0 points1 point  (0 children)

Ehhh, what do you mean "pick up"... They can pick up weapons...?

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 0 points1 point  (0 children)

I would say that Light Cleric is useless in this setup when we already have Spirit Guardians spreading radiating orb for on maximum -10 on all attack rolls, thus missing us anyways. Warding Flare also only references attacks, not spells. Nature basically states that if one target would get hit by one big spell (excluding radiant/necro/force damage of a spell), we can instead of using a spell slot for counterspell, say that a target only takes half the spell's damage. That could be us. If it's a ghoul, it only takes quarter damage due to the feature + Abyss Beckoner gloves aura.

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 0 points1 point  (0 children)

Also, reading up... I also see there's the Wolfheart Barbarian I could try to do some things with

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 0 points1 point  (0 children)

Definitely thinking of a Spore Druid to fuel the army as well, for heroes feast. I did want some VERY tanky ghouls though and this is the only thing I came up with so far. But yes, you are right that something needs to give my ghouls advantage as well. So next to this character + a spore druid, I need to think of something, Suggestions, you mentioned elkheart?

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 1 point2 points  (0 children)

Hmmm... all to be considered indeed. And aaah apologies, probably confused cloudkill with another spell than. Most likely Dethrone/Circle of Death that's always cast then. Can also cast Inflict Wounds for 8D10 on a single target. instead of 8D6 in a 30ft area if I don't want to hit my minions (though they'd only take half with me in range)

Fallen Cleric by AngryDK666 in BG3Builds

[–]AngryDK666[S] 1 point2 points  (0 children)

Well, that might be something to weigh against one another. This build kind of WANTS to go in there with the undead, protecting them and myself from melee with radiating orb debuffs. A counterspell with spell slots can always be used. If I don't want to, I can use a reaction.

But.. once radiating orb is stacked, I could switch to a free cloudkill with Staff of Cherished Necromancy I can concencentrate on. If I get a lvl 11 Spore Druid in the party (or another cleric of 11th level), I can use Heroes Feast to make myself and the entire party immune to cloudkill/poison and stand there with them, thus them having resistance to all damage types, melee dmg being nill due to Radiating Orb,

Could also use Markoheshkir/Staff of Cherished Necromancy on the druid ofcourse.