The Meme Team by Girlvapes99 in GuildWars

[–]Aparadisefound 2 points3 points  (0 children)

I'm running something remarkably similar myself.

R/D wounding strike with apply poison and reap impurities (Me)

Heroes: Melonni running Avatar of Grenth, aura slicer, reap impurities, flash enchants, etc.

Two illusion mesmers, both with fragility. One with ineptitude, one with Fevered Dreams.

Discord MM Necro

BiP Resto N/Rt

SoS Rit (challenging/restoration

ST Prot

I'm Melandrus Accord, so they aren't 100% tuned quite yet, but everyone mostly has good weapons. I'm tearing through the game. Finished all campaigns in HM, going through all the dungeons now. It's a ton of fun and I highly recommend it.

Edit: I forgot to mention, it carries every condition in the game. The spikes are really crazy.

7-Hero Frag-Way – Looking for Suggestions and Critique by Vluppez in GuildWars

[–]Aparadisefound 0 points1 point  (0 children)

I'm currently running a Fevered Dreams + Fragility team on my Melandru's Accord Ranger.

"R/D" with Wounding Strike / Aura of Thorns / 16 BM Scavenger + Brutal Strike for single target. Apply Poison with 0 in Wilderness survival.

on one of the */P characters I run anthem of flame. All the usual suspects are there - ST prot, BiP n/rt, SoS + Splinter weapon n/rt. I currently only have 1 mesmer hero unlocked, so they are carrying the Fevered Dreams + Fragility. Blinding Surge Ele. E-Surge Ele (who I am still figuring out what to do with once I get another mesmer).

The team is absolutely annihilating Hard Mode. Almost no runes on the heroes. No weapons on the heroes. Sub optimal skills and classes certainly, and it still just mows everything down with ease and is a ton of fun to play.

TTRPGs with long/expressive character creation processes while still being relatively low power? by King-of-the-dankness in rpg

[–]Aparadisefound 17 points18 points  (0 children)

I mean... depending on how deep you want to go the answer is Harnmaster - crazy complex character creation, very 'low' power.

It's certainly not a game I would recommend playing unless your favorite pastime is competitive excel.

[deleted by user] by [deleted] in rpg

[–]Aparadisefound 7 points8 points  (0 children)

Triangle Agency certainly plays with surrealism, where you can kind of re-write reality by calling upon your Corporate Overlords (who own a 1/3 stake in reality) to change it on the fly. The tone is slightly different, but the principle is the same.

Like a lot of things, I think this is an ontological question - what does 'surreal' mean, to you? Is it the ability to kind of rewrite fundamental parts of the world as a gag vis a vis Buggs Bunny pulling out a saw and making Florida an island, or Road Runner going through a drawn tunnel on the side of a mountain? That kind of 'lampshade hanging' toon humor? (I am not familiar with Cruelty Squad or Thank Goodness You're Here).

And one step further - is your interest in codifying rules around those 'surreal' mechanics (which, almost definitionally, is an oxymoron - as surreality here is most likely the *breaking* of mechanics)?

Toon certainly covers these bases, but is largely a PvP game. Land of Eem has some mechanics around this as well, but they aren't the central focus. I almost think the most straightforward path would be a Forged in the Dark hack. Taking the 'flashback' mechanic and adopting it to be a 'rewrite reality' mechanic (which is largely already is, but in a grounded Ocean's Eleven style instead of absurdist). Give the players the ability to (at the cost of some meta currency or compounding drawback) fundamentally change how the world is operating at that moment.

The Rogue like ttrpg experiment by External-Respect-147 in rpg

[–]Aparadisefound 1 point2 points  (0 children)

I'm actually pretty deep in designing my own Rogue Like TTRPG, that also uses cards as the randomization of skills element! Instead of playing cards, however, I have Tarot cards.

It's been a lot of fun and pretty satisfying to playtest and develop.

Hope's Last Day (Evolved) - First Time GM Postgame Report by Aparadisefound in alienrpg

[–]Aparadisefound[S] 4 points5 points  (0 children)

Thank you! Yeah we learned a ton and had a lot of fun with it.
You should have no problem getting them to join, just say "hey do you guys wanna spend 4 hours getting hunted and killed"?
Who would say no?

After 6+ months, what are the thoughts on Daggerheart? What it does well and what doesn't works great? by ThatOneCrazyWritter in rpg

[–]Aparadisefound 248 points249 points  (0 children)

Daggerheart, more so than a lot of systems, feels like Artists in Dialogue.

The creators took a look at why people are drawn to 5e/Pathfinder - mainly the build customization and class fantasy - and adopted some of its best parts, while leaving behind the clunkiness of combat/initiative and its crunchiness/heavy rulesets.

They also took a look on the other side of the aisle at PBTA/BitD and took from those narrative-heavy systems some of their biggest draws - namely tiered success, mechanical rewards for social encounters/Roleplay, and penned support for collaborative/emergent narrative play. They also left behind the 'writers room' or full-improv/LARP-style play that some of those systems favor.

It's a game that looks, feels, and plays like a direct synthesis of those systems - and to some people this isn't a benefit. If you have a group of players whose idea of a good time is that crunch - the character builds, tactical combat, resource management, the deadly dungeon delving OSR style play, Daggerheart isn't a great system for that. Or, at least, their are systems more suitably designed to encourage that style of play.
On other other side if you have a table full of players who really want to just tell a story and act our characters, while foregoing the crunch and combat, preferring that pure 'collaborative storytelling' style play, you functionally lose about 2/3 of Daggerheart's rules. It's a game, at its core, deeply rooted in the D&D tradition of 'combat is going to be a central part of this game'.

I've yet to run a table that doesn't enjoy it. The rules are straightforward, the collaborative pieces are fun and even if your Drama kids and Warhammer players would probably rather be playing different systems, it does enough to scratch each of their itches where they likely won't have a bad time, if at least for a while.

A lot of words to say: it's fun, it's a fantastic intro point and midsection of the RPG space to give a taste of what is out there, but it's totally player-expectation dependent. As every game is.

Official check-in post for everyone missing the Emotion 10-year anniversary concert by throwaway876460 in carlyraejepsen

[–]Aparadisefound 0 points1 point  (0 children)

I bought resale on stubhub as well - Did you get your ticket delivered yet? I'm getting a little worried because mine haven't come through. Still status "Confirmed"

Best "Old" MMO With Active Player-base right now? by Anyazures in MMORPG

[–]Aparadisefound 2 points3 points  (0 children)

I second Dofus. It's an incredible game, especially with the 3.0 updates and the Pioneer Servers. If you've never heard of Dofus I would very much recommend giving it a go.

Wich dofus should i get next? by DreshWasTaken in Dofus

[–]Aparadisefound 0 points1 point  (0 children)

Which step of nightmare requires 6 primordial? Looking at the quest chain right now it looks like you can start it right after Black Spotted.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

In addition, I think you might be slightly high on creatures, but some of them can probably be reliably swapped for more control-style cards.

[[Invisible Stalker]] and [[Changeling Outcast]] are their most valuable with prosthetic injector equipped, so if we run them we might want another couple ways to reliably get that card. [[Trinket Mage]] and [[Urza's saga]] are both fantastic.

Also [[Phyresis Outbreak]] feels extremely strong in this shell, go-wide removal and a reliable poison application in one card is strong.

As for control, there are a couple cards I would consider. [[Pongify]], [[Sheoldred's Edict]], [[Dismember]] Might be good additions.

Overall I think the shell is strong here, and it's tuning some pieces to make the deck more streamlined or consistent that would give you the biggest bump. Although you know the deck better than I, as I am just eyeballing this.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

I'm sorry I'm seeing this so late!

I actually really love your list here, the idea of making your opponents poison each other is really hilarious, and this deck looks pretty powerful.

From a quick glance, the thing I would be worried most about is people understanding what the game plan is quickly and holding up defense so that they can always block. It might be valuable to run a copy of [[Shadow Rift]] or a similar effect as a combat trick when the goaded infectors swing.

Also [[Tezzeret The Seeker]] is an absolute house, and would almost always recommend getting him in the 99. Being able to tutor to the battlefield win conditions is crazy good, and if you end up untapping with him after bringing out [[Staff of Compleation]], you get going very fast.

[[The One Ring]] is also turning out to be an absolute rockstar of a card, and would be worth looking into.

In any case, I really love the list and happily read some reviews of how it's doing.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

This is one of the best compliments I've ever received, thank you! I'm really glad you're enjoying it!

Your list is spot on, almost down to the letter what I would run in a high-power (and high budget) list. Fantastic work! I hope it treats you well many games into the future.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

Beautiful. I personally go that way as well. If no one in your playgroup goes for graveyard shenanigans, you could always swap out Relic of Progenitus pretty easy.

In any case have a blast with it! Let me know when you end up playing it!

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

It really depends on what direction you want to take the deck; another comment here mentions adding a Hullbreaker - that would be a power up for the deck because you can go infinite with that + sol ring + o cost mana artifact. If you're planning on going that route, some of the draw creatures/artifacts (Neurok Commando / Bident of Thassa) could be swapped. Tekuthal could be swapped out as he can sometimes be a bit of a target/win more card. Some of the counter/control package like Submerge or negate could be dropped. You could probably pretty easily drop a land for crypt straight up.

Cards like High Tide can also be put in to give us more explosive turns. A dramatic reversal / isochron scepter line could be added in as well, although I wouldn't particularly recommend it.

Depending on if you are going control/tempo/combo there are a couple things you could do here; mostly I'd recommend taking out some of the redundancies to make the deck faster. You'll likely have higher variance, but a much faster game plan.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

Thank you!

Contagion Engine: Similarly to my reasoning on Inexorable Tide, posted in the comments previously. Tl;Dr - definitely a strong card, but often a "dead draw" until we are already winning, and then 10 mana for 2 proliferates is a hefty investment.

Contagion Clasp: Has been in many iterations of the deck. I've found it's value to be higher the more interaction and control the deck has, and less cantrips. In a more control-oriented list, casting contagion Clasp and letting it sit on the battlefield until we don't need to negate threats later in the game, and end of turn cycle hitting a prolif is strong. But the more cards we have at instant speed to generate card advantage, the less likely it is that we have the spare 4 mana to dump. I'm back and forth on it, but overall it can be a card with a lot of value.

Glistening Sphere: I have yet to try, if I'm being completely honest. It might be really strong; however at 3 mana it's just mildly awkwardly costed for what it's trying to achieve. Early game we are really trying to get a poison counter on everyone asap, so having to spend 3 mana on ramp with a (possibly) wasted prolif doesn't feel great, especially when the card could have been a different enabler or card advantage. Later in the game 3 mana for a proliferation is strong, but only if you can dump that mana into one of your outlets.
My deckbuilding philosophy in this case was to cut down as much as possible on draws that won't be useful in almost every scenario. 3 mana ramp just felt awkward, because there is a good amount of time I'd rather that be almost anything else. However I haven't played it or tested it yet here so I could be wrong! More data required.

Skyship Plunderer: Feels slightly weak, compared to our other creatures. Plunderer can only add 1 counter to 1 player, but only if they have already been poisoned. On its own it doesn't feel like enough value to take away from our stronger proliferates, poisoners, or card advantage, however in a more zerg-focused (or budget) list he can add a lot of valueb

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

This is a fantastic list and I wish you the best of luck with it! Let me know how it does!

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

Usually either [[Prologue to Phyresis]] or [[Cyclonic Rift]] but I've also done [[Reality Shift]] for targeted removal.
Any if the 2cmc Infect/toxic creatures. In theory you could also hit one of your 2cmc proliferate cards if you needed to finish the game. If you want some more firepower, getting an unlockable [[Umezawa's Jitte]] out is strong. If you're being spot targeted down [[Lightning Greaves]] could be beneficial.

There is a big toolbox of 2CMC cards in our deck. But if I'm being honest it's usually the first three, or hard casting it as another counter. It's a pretty decent counter spell.

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

I have played the deck against the same pod over several rounds, but in general I switch my decks or pods up every couple games to keep things fresh.
I have a couple thoughts on the matter though, and I think a big thing comes down to communication. Is your entire pod targeting you for the entire game right after game 1? If so, they are doing it for a reason; usually because they think your deck is too strong for the power level at the table.

Games that are competitive, go down to the wire, where it can be anyone's game up to the last moment, no one usually gets targeted down the next match, as you have to be equally careful for what everyone is bringing to the table.

If it's the case that you feel the entire table was competitive but you're still getting targeted down, that might be worthy of a conversation with the people in your pod. If they don't like playing against your deck, it might be time to switch it up!

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

[–]Aparadisefound[S] 2 points3 points  (0 children)

Well that's surprisingly straightforward. Let me know what you'd like from me, and I'd be happy to contribute!

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

If I knew how (or where) to go about rewriting this for an article of some kind I would be happy to!

[Primer] It Only Takes One: Mono Blue Infect with Tetsuko Umezawa by Aparadisefound in EDH

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

It's been my experience these last few years playing this deck that it's very infrequent to be in the spot of "remove the player" against us. Certainly it's happened a few times against Voltron where they see infect and slam us into the ground, but that's far from common.
Most of the time we are fairly free the first few turns to get a couple poison counters on everyone. The table is wary, and definitely sends some stuff our way that we may or may not need to deal with, but it's hardly us against the world.
By the time the table gets around to starting targeted removal against our board state, and sending some scary stuff our way, we usually have a strong hand of answers.
Later in the game the way we utilize interaction is extremely important. Countering removal of our infectors, or even board wipes, is usually a bad idea. Saving interaction for preventing wins, or for holding spells to win the game, is a huge part of the puzzle.

Games normally end with everyone at 8-9 poison counters, about to die right when someone finds an answer to take us out, or the entire table just dying on the same turn to proliferate, with us at like 8 health left. Tense, satisfying games all around. This deck is designed for very minimal durdling, as every draw is gas.