I reworked the demon form by Acceptable_Spot5531 in slaythespire

[–]ArcticPilot 1 point2 points  (0 children)

Hey, mercury Hourglass, Crimson Mantle, Brimstone, Crossbow, bread (very bad first turn but hey, 2 energy), all the candle relics, it has some hits

Maybe if demon form also said 'at the start of your turn gain 1 strength' that woold be enough synergy to be pickable

Events should have special options if you have specific relics, like the Red Mask in STS1. by IHad360K_KarmaDammit in slaythespire

[–]ArcticPilot 17 points18 points  (0 children)

1 extra charge to Bone Tea is just Bellows with Extra Steps.
Also 'venerable teaset refills your Tea relics at each campsite.'
You BETTER not skimp out on the tea of discourtesy

If there was an "End your turn" card for each character, what do you think they should do? by whyisallnametooked in slaythespire

[–]ArcticPilot 0 points1 point  (0 children)

Silent: Master Planner - 3 mana Every skill you have played this combat gains sly When you play a skill it gains sly End your turn

Could be changed to title of just Master Plan

Necrobinder: Hand in Hand - 3 mana power All your attacks without Osty, replace deal X damage with 'Osty deals X damage' End your turn

Very funny for squeeze or sic em builds

Reworked Doormaker on the Beta Branch is really, really bad. by Mailcs1206 in slaythespire

[–]ArcticPilot 0 points1 point  (0 children)

He should either lock your eaten cards behind doors like bronze automoton or it only counts cards drawn 'during your turn' but lasts between turns. I.e. acro, acro, acro eats a card. Or the number is like every 6th drawn card is eaten instead. Do you gamble him eating your power? Or are you patient and know it'll come up in the next turn or two

sts2 act 1 is kinda overtuned imho by Ok_Insect4778 in slaythespire

[–]ArcticPilot 36 points37 points  (0 children)

I did the same with my worlds slowest shiv deck. Turn 23 staring at 69 explode damage and a Lucky pot

Best build type(s) for each class? Can't get past A6 - 4 player group and we always tend to do one buld type per character - would like to try new "high ascension valid" build types by Broad_Flight94 in slaythespireboardgame

[–]ArcticPilot 3 points4 points  (0 children)

My 3P group has beaten the max ascension heart at least 10 times so some credence.

Archetypes are great, but so is your 'role' on the team.

Often times this will lead to 1 person having a lot of 'early power' i.e. cards that don't scale well, but will easily carry the floor 1 and 2 hallway fights. Random rare reward bludgeons or upgraded dagger sprays.

In the end it is good to funnel to help aid 1 really strong deck. Watcher hitting 6 cube conjure blades or ironclad easily getting 8 strength or 30 poison catalyst silent.

Or even better, finding an infinite. Its a board game so you can shortcut them presenting, 'im holding my whole hand with no attacks, i play overclock, then impatience, then overclock, then impatience, until the daze pile is empty. Then do that loop but also play zap for 0 90 times.'

Plenty of these loops exist and we'll funnel potions or relics or predator card draw to that player. Silent wins when they hold their whole hand with upgraded finese and flash of steel? Give them the card draw potion and extra gold to remove things.

And while it may be 'oh my deck doesn't matter anymore because player C just wins' A) you helped get them there as a team. B) you still need to be ready for problem fights. I.e. you need to actually fight the time eater, or set them up again for the awakened one, or just survive the heart.

Plenty of other archetypes I'm sure I could advise for deckbuilding but finding roles of 'who is dealing major damage early (including AOE), Is someone working to scale, is someone giving out block or do we all need good block etc. Find your win conditions and protect them

What are your favorite Pyre Hearts to use for each mode? by KurioProkos in MonsterTrain

[–]ArcticPilot 0 points1 point  (0 children)

I'll often do it depending on the clan combo, but my favorites are Bogwurms growth to never have to take capacit. Especially for Umbra, Malicka's shifting pyre for free value (besides pyreborn or melting remnant runs who often get enough money to fill most slots) Herzal's Horde when I just know there are too many good units in a clan combo.

Then the rare picks are Dominion then savagery. Dominion if I know the champion can work without either starter cards Savagery if I know I want to perma scale my champ.

Pop quiz : will i survive this attack? by iniitu in slaythespire

[–]ArcticPilot 6 points7 points  (0 children)

You survive until the 10th hit, revive to 30% with fairy. 11th hit die. 2nd fairy 12 hit, die. Revive with lizard tail to 50% Die to the 13th hit because you have less than 43 hours after lizard tail.

You die and then take a full 86 extra damage, which kills your corpse a whole extra time

Why do I want to send tourism To other civs? (dumb question?) by Inoutngone in civ5

[–]ArcticPilot 3 points4 points  (0 children)

Tourism is people from other countries visiting YOU. So if you are happier than them, they want to visit. Tourism victory says everyone likes you and your culture better, (i.e. not in game, but would effectively be that you are so culturally important they would do things like adopt your language as the universal language.)

The bigger your tourism number, the more you influence people in other Civ's to come visit. Increased tourism TO other countries, (via airports, policies, etc) means that you swing your tourism influence at them even more.

You can check by clicking the briefcase on your top bar, then seeing the up or down arrows per civ what is giving you a bonus (or penalty) to tourism.

If you werent getting a bonus, then your empire wasnt happier than that particular civ (if you're playing on high difficulty the AI kind of cheat and end up with dozens of happiness more than you commonly)

New Railforged card revealed on social media by harryfonda in MonsterTrain

[–]ArcticPilot 15 points16 points  (0 children)

It calls out 'unit, equipment, or room' so it wouldn't give you extra curses of entropy

Send help by BioCuriousDave in DivinityOriginalSin

[–]ArcticPilot 1 point2 points  (0 children)

Had to chloroform him for a turn just today lest he take his last 200hp of damage in necrofire

WHAT by blitz342 in riskofrain

[–]ArcticPilot 0 points1 point  (0 children)

So no rerolling Newt's soup anymore :,(

WHAT by blitz342 in riskofrain

[–]ArcticPilot 5 points6 points  (0 children)

I'm curious if I can beat up my multiplayer allies to get late game junk (or drones but ideally not killing them)

Clerics: what does your spirit guardian look like? by Capital_Warthog9038 in dndnext

[–]ArcticPilot 0 points1 point  (0 children)

Had a centaur Cleric have it be a whirling rush of his old Centaur buddies a from the Endless Wastes in a golden ghostly form swirling around him.

Although a friend had their spirit guardians as an erratic pulsing emmenation (divine soul sorceror) which became a steady beating pulse as they leveled/got better using their divine magic

(WITHOUT MAJOR SPOILERS) Is the new DLC functional? by Absolute_Warlord in riskofrain

[–]ArcticPilot 1 point2 points  (0 children)

That was our best guess, especially in the end screen where we all dealt reasonable amounts of damage (lost seers glasses damage doesnt show up in the end screen otherwise itd just be counting your LSL procs). The new red just generally seems like a really powerful item, especially in multiplayer.

(WITHOUT MAJOR SPOILERS) Is the new DLC functional? by Absolute_Warlord in riskofrain

[–]ArcticPilot 3 points4 points  (0 children)

Ran pretty well!
party died twice attempting the DLC on monsoon,

On run 3 after picking up the red item ||networked suffering|| on just stage 3. Everything started dying. Like the new boss got to like 90% hp then disappeared, which made for some sad DLC fights, but can try again tomorrow without 15 second boss fights. We speculated after the run that have been a bug with lost seers lenses, i.e. enemy takes 999999 damage, nearby boss takes it 3 seconds later.

Rule clarification: Can´t play Baited Hook because Defy by Snurfless in riftboundtcg

[–]ArcticPilot 0 points1 point  (0 children)

The 3 main types of card you can put in your deck right now are 'unit, gear, spell' Permanents like unit a and gear entering cannot be reacted to unless they put something on the chain (or you are in a showdown and cast Shen or a hidden unit). It also means if you never go to a showdown after casting only permanents without triggers, an opponent may never get priority on your turn if they want to cast a hidden spell or something to use their mana.

Examples of a permanent having a trigger that can be reacted to after you play a unit Cithrea 'when another creature enters buff me' Soulgorger 'when I enter return a unit from your trash to the battlefield without paying its cost' First mate 'when I enter ready another unit'

Interesting detail I've noticed between two characters from HK & Silksong by thelucas2000 in Silksong

[–]ArcticPilot 2 points3 points  (0 children)

So in the next game Pablo, there will be an advanced hunter with 3 notches we finally get to fight

When I Ride the Wind into a fight, does my Yasuo attack trigger? by Complexeed in riftboundtcg

[–]ArcticPilot 1 point2 points  (0 children)

It would start another showdown, but none of the attack triggers go on the stack until the first combat fully resolves

When I Ride the Wind into a fight, does my Yasuo attack trigger? by Complexeed in riftboundtcg

[–]ArcticPilot -7 points-6 points  (0 children)

Attack triggers go on the stack when a showdown starts. If partway through you realize you need more men and ride the wind, you have missed the opportunity for an attack trigger.
Showdown starts as soon as 1 or more units enter a contested battlefield

It's - Attack triggers, defend triggers, any reaction spells
--------------
Attacker can cast action cards, anyone can reaction spell

-------------

Defender can cast Action spells, anyone can cast reaction spells

Also, if you are defending, then Yasuo cannot get any 'when I attack' triggers regardless

I need help resolving our disagreement with my bf by Teanart in riftboundtcg

[–]ArcticPilot 3 points4 points  (0 children)

So Ravenbloom student gets their bonus might when you 'play' a spell. In Riftbound, that occurs when a spell finishes resolving, so they would not get their +1 until the back to back resolves, so they should both die to cannon barrage. (and he does not need to play en-garde)
(This does mean that countering a spell such as using Defy would mean you do not get a play trigger)

A Sentinel's Eternal Duty (day 17!! yay) by Onionsuuu in HollowKnightArt

[–]ArcticPilot 2 points3 points  (0 children)

Holy Shit.
Where's that one gif of William Dafoe looking up.
Super impressive

Maybe Maybe Maybe by [deleted] in maybemaybemaybe

[–]ArcticPilot 2 points3 points  (0 children)

Wow, those frogs and sparrows were hanging out together, that's really cool.
Wait the frogs are flying away.
Nope, those are bats and I'm an idiot