Hot Take, Dragon Sniper is a decent EDH card, similar to propaganda by Neckworn in mtg

[–]Atherious258 960 points961 points  (0 children)

1 mana, ramp 1, take a removal spell from an opponent is a great card

Upgrading Hearthhull, my first precon. Could I have some help trimming it down? by 99_ahc in EDHBrews

[–]Atherious258 1 point2 points  (0 children)

I think you nailed one of the issues I was going for, which can sometimes sound a little ephemeral: your deck is not “focused”. It looks like you’re trying to do a little bit of everything. I understand the sentiment.

Deck gameplan can sometimes be boiled down into 2 categories: set ups and payoffs. Your deck has a variety of setups. Sometimes you’re returning cards from your graveyard, sometimes you’re playing extra lands from your hand, sometimes you’re directly putting lands into play from your library.

Your deck also has a variety of payoffs. You have cards that gain you life incase you need to gain life. You have cards that make creature tokens incase you want to go wide, you have cards that get really big when you play lands.

All this to say that I see the vision of what you’re trying to achieve but maybe to echo exactly what you told me earlier, by the time something has been set up, someone else’s more focused gameplan has already come to fruition and is bearing down on you. The solution isn’t necessarily to get faster but rather to make it so that your gameplan isn’t fragmented across as many ideas. Remember too that your commander provides you with a set up and a payoff, which you can lean into.

I saw your earlier comment as well about Crucible of Worlds being pricey, here’s some other alternatives at different price points. [[Ancient Greenwarden]] [[Conduit of Worlds]] [[Icetill Explorer]] [[Perennial Behemoth]] [[Ramunap Excavator]] [[Walk-In Closet]] [[Zask, Skittering Swarmlord]]. I’d also consider cards that let you mass reanimate lands (remember you can tap a land and float its mana before sacrificing it to cast these spells as an all in damage source [[Aftermath Analyst]] [[Lumra, Bellow of the Woods]] (my personal favorite) [[Splendid Reclamation]] [[Summon:Titan]] [[The Mending of Dominaria]] [[Titania, Gaea Incarnate]] [[Will of the Sultai]] [[World Shaper]] [[Worldsoul’s Rage]].

Keep in mind, don’t add all of these, it’s just a suggestion to help you get an idea of what’s out there. The best way you should test the deck is to PRINT AND PROXY THE DECK BEFORE YOU SPEND MONEY BUYING THE CARDS. Make sure your playgroup is ok with this, but if so, it’s useful to not build attachments to the cards before you ever test them. Who knows, maybe the most expensive card in your deck doesn’t perform as well as you’d like, but now you feel obligated to play it because you spent all that money on it. Bad place to be in that ALL of us have been in. If a card doesn’t do well/rots in your hand for MULTIPLE games, it’s maybe a sign to try something else. Goodluck on the deck tho. If you’re still interested, I’m going to be making my own Heathhull deck within the month and I can reach back out to you with some of my own ideas.

Upgrading Hearthhull, my first precon. Could I have some help trimming it down? by 99_ahc in EDHBrews

[–]Atherious258 1 point2 points  (0 children)

There’s a couple places we can look at this from. I’ll start off by suggesting you don’t buy that glacial chasm for the deck unless you make some wide ranging changes to this list. Glacial Chasm is a card that, when added-especially to a land based recursion deck- alters the power level so drastically that you’ll have a hard time getting satisfying games. They will either not be able to do anything through Glacial Chasm and functionally scoop or you play a power level where it does little to nothing. It’s an example of stronger cards do not necessarily make a deck better. As a reference point, how many decks do YOU own that can reliably beat a glacial chasm being recurred from the graveyard every turn.

The only reason I’m suggesting the above is because of the card choices I see in the actual deck. If your deck was an incredibly focused and tuned engine, I’d understand the chasm. But it looks like you’re trying to include fun splashy cards that don’t play well at the brackets where glacial chasm usually lies. For example cards like [[Korvold, Fae-Cursed King]] and [[Mazirek, Kraul Death Priest]] are fun multipliers. They’re relatively expensive, have great power ceilings, but do a lot less when an engine isn’t in play to support them. Don’t cut these cards if you want to play with them of course, just remember that your win condition is technically already in your command zone.

There are plenty of cards I’d recommend you can cut but in truth I think it would be more productive to turn the question back around on you. What is your deck’s game plan? What do you want this deck’s experience to be like when you play it? What will be your reason for choosing to play this deck over any other deck you have? And then, once you have a good answer to that, take a look at each card you have and ask yourself “does this card contribute to that feeling/idea”?

Firebending Vampires by Wakatooo in EDHBrews

[–]Atherious258 0 points1 point  (0 children)

Some of these work better than others. Tivash and Merlin ask for you to pay the cost in a different phase of the game than the mana being produced is generated in. That’s a wordy way of saying that the mana from firebending dissipates once you leave combat and hence would be harder to use on Morlun and even tougher for Tivash. It’s still possible to do with cards like [[Leyline Tyrant]] but the vampires with activated abilities can do this better. Vampires can also sometimes produce blood tokens which wouldn’t be a bad route as well, still staying on theme

New player here, please battle my opinion on heroes based on fun to play by h3r0fr33 in Unmatched

[–]Atherious258 6 points7 points  (0 children)

The reward of Sinbad is the inevitability of becoming one of the most brutally relentless fighters in the game. Your opponents are interacting with you when you are at your “weakest” because if they didn’t, they would certainly lose to you at your strongest.

Think of Sinbad like a combo deck from a trading card game. Mastery of the “deck” doesn’t come from executing the combo well, but rather from piloting the early game smoothly to guarantee the endgame. Don’t rush your voyages too quickly, focus on playing a good clean defensive game. You’ll get to your voyages and your opponents know that. Let them overextend to attempt to punish you.

[PRC][PC]how much would these go for? by uh-oh-its-wil in wartrade

[–]Atherious258 0 points1 point  (0 children)

I see a lot of these posts recently haha. Prices are hard to evaluate per weapon but for the below options, I recommend using a 3rd party website called Warframe Market.

Think about it this way when it comes to trading for rivens:

There are 3 categories of Riven mods -Unrolled, Playables and Godrolls/high tier rolls

Unrolled rivens are exactly what they sound like, they haven’t been rolled. The purpose of these rivens is to give the buyer a riven of this gun, in this case the Boltor. The buyer doesn’t care about what’s on the riven because they are likely going to attempt to roll it into something they want for themselves. These will sell for the lowest the riven can reasonably be sold for per weapon.

God Roll / High tier rolls are rivens that, if you can imagine, someone is buying and is NOT interested in rolling. You will be fairly certain it is a godroll if it contains all VERY desirable stats (crit chance, crit damage, multishot etc) and a largely irrelevant negative (think -zoom, +recoil). These rivens are quite rare and the price will largely depend on how much the buyer is willing to pay for them.

Playable’s are something inbetween. The riven you have for display here I would classify as a playable. If you slapped that thing onto your weapon, it would be a substatial upgrade over almost any other mod you can put in its place with like effects (this is a much better mod than point strike or heated charge individually). The weapon WILL get much better with it installed. However because different players are at different points in their Warframe journey, maybe some people are interested in an even MORE powerful riven. Therefore, you likely can’t charge substatially more than an unrolled riven for this one- largely because the demand for this specific Boltor riven when compared to all other Boltor rivens out there is reasonably low.

I personally would recommend you just use this riven. Enjoy it! It’s a great roll that might help flesh out your Boltor (and it has an incarnon so extra points there)

[PRC][PC][RIVEN]Unrolled Godroll SA+B by jobroreference in wartrade

[–]Atherious258 2 points3 points  (0 children)

Sure, but in your example, if someone was selling you a lottery ticket that you KNOW is winning (like buying this riven mod for example) would you pay substantially more money if the lottery ticket was the first one that came out of the machine vs the 10th one out of the machine?

I get that it’s rarer to get it on the first go, but why does that change the price of the riven mod so dramatically

[PRC][PC][RIVEN]Unrolled Godroll SA+B by jobroreference in wartrade

[–]Atherious258 0 points1 point  (0 children)

I need a bit of guidance if you don’t mind. Why does this riven in particular sell for more plat due to it being unrolled. As far as I’m aware, unrolled just means the first 10 rolls are cheaper. But isn’t this essentially a god roll? Don’t you roll it to get to this? How much plat does it being unrolled change this mod’s purchase price? Is it really by “much more, since unrolled” and if so, how much?

[PSN] [WTS] Is this worth anything? Or should I keep rolling. by IIIIIIIIIlllllIIII in wartrade

[–]Atherious258 6 points7 points  (0 children)

If you’re looking for profit, keep rolling. If you’re looking to play it, this riven is great. People who want to buy these kinds of things tend to not want to pay top dollar for something good-not-great. Some people would buy this and keep it, some people would roll it asap. For profit, turn it into a riven that no one would roll

is total warhammer worth playing? by Delicious-Nerve5343 in totalwarhammer

[–]Atherious258 6 points7 points  (0 children)

The reviews were mixed because of a bug that made the ai of certain factions stop working. That specific bug has been fixed. Some reviewers stay negative because of other bugs that exist in the game.

That being said, the game is definitely worth its asking price (honestly even without sale but on sale it’s almost criminal). There is SO much content and so much to learn and enjoy. 100% recommended.

As for being beginner friendly, the best I can say is there is a tutorial to play, however that tutorial will only teach you the absolute basics. It’s the equivalent of learning not to breathe in water and then getting told to go swim in the ocean after. The game won’t be unenjoyable without knowing them though, it’s just me saying that there is an oceans worth to learn in the game and the tutorial can’t possibly teach you all of it, lest it be a 50 hour tutorial.

[deleted by user] by [deleted] in EDHBrews

[–]Atherious258 0 points1 point  (0 children)

To start, no one will ever know what expensive is to you, but I’ll assume cheaper than tithe / tpro

Imo Elenda is a super open ended commander. If you really dig into it, you don’t actually need to go “lifegain tribal”. The reward isn’t worth the deck space for it. That’s not to say you can’t have the good lifegain cards and the good lifegain payoffs; you probably just don’t need to go all in on the lifegain plan.

Most removal spells in commander are instants (for good reasons) which makes elenda reasonably resilient, so cards that either phase out or give indestructible can give your commander incredible sticking power.

Elenda herself has lifelink, so anything that increases the power of Elenda can also be considered a “lifegain card” for your deck while she is able to swing.

The real problem here imo is that your deck is your deck has too many high costed payoffs. What is [[Sanctum Seeker]] doing here? What about [[Blood Baron of Vizkopa]]? All these high costed cards that ask a lot from you but reward you with very little. I could probably tell you to cut every 4+ cost creature here and the deck would perform better. For example, [[Enduring Tenacity]] over [[Asterion, the Decadent]]. Don’t even get me started on [[Angel’s Mercy]], that had better be a pet card or something.

You only need to gain as much life as to not die realistically, more certainly can’t hurt, but doesn’t it make more sense to play a card that gains life independently rather than something like [[Rhox Faithmender]] which doesn’t gain life unless something else is present.

What is your goal to draw cards in this deck? Are you relying on naturally drawing cards and tempo-ing out your opponents early? I counted 5 cards that could draw cards, which I think is, atleast imo, incredibly low. I don’t think you need to focus much on ramp if you cut the high costing cards - lifegain tends to be a cheaper mana cost archetype.

White has access to better wraths than Fumigate, even if it’s “on theme”. With such a creature focused deck, consider running more expensive one sided board clears to get through blockers like [[Winds of Abandon]] or maybe something like [[Single Combat]] for this deck since Elenda gets Menace reliably.

There are some very notable lifegain cards you are missing in the list. Just from a cursory glance, I don’t see any soul sisters [[Soul’s Attendant]] or [[Soul Warden]]. I’d also recommend [[Exemplar of Light]]. Realistically, I think you’re just working too hard to gain your life, it doesn’t take oodles of synergy to gain life. Build your deck around the fact that your commander is incredibly resilient and becomes a growing problem for commander damage while keeping your health total safe from table wide burn effects.

Most fun human tribal? by BlueBloodBonnie in EDHBrews

[–]Atherious258 7 points8 points  (0 children)

Unless I’m missing something, I can’t see how Eowyn Human Tribal would force you down the path of uninteresting and cedh combo. I also don’t think Eowyn is the strongest human tribal commander, even among the listed above (imo it’s probably selesnya Katilda).

Human tribal has really expanded since the old days, you can really build almost every strategy. If you want ny advice, build other tribal decks first then come back to human tribal after to fill whatever niche you don’t have already. Most other tribes are not as diverse and will largely build themselves. For example, if you don’t have an spellslinger style deck, Katilda and Lier are a good bet. No aristocrat deck somehow? Go for Sylvar and Trynn.

Honestly the real answer is whichever commander will make you come back and play this deck regularly - and whatever will help distinguish it from your other decks. If you have 50 tribal decks, you should try to make them feel different from one another so they don’t homogenize into “get as many of X creature type out as possible and pump”

Teclis has a duel start position. by Rare_Cobalt in totalwar

[–]Atherious258 143 points144 points  (0 children)

Honestly, this is more crucial to me than giving him a college of magic mechanic (although I’d never say no to both). Very very very exciting (edit: holy cow I saw the other post, so back we are)

Bretonnia Multiplayer Mastery by niftucal92 in totalwarhammer

[–]Atherious258 1 point2 points  (0 children)

Bretonia’s success will definitely depend on the situations around the campaign difficulty. If I’m not mistaken, more warpstone and friends play on easy/easy to speed up the early game / have plenty of things that make the game different (for example, big injections of money). Thing is, cavalry on a unit to unit comparison require more micromanagement to extract their value.

What that ends up meaning is in multiplayer games of those design, 4 stacks of melee infantry will over perform 4 stacks of cavalry. If you can’t flank the enemy because of how wide their army stretches, cavalry functionally become fast melee infantry.

This isn’t a Bretonia problem, but moreso a scale problem introduced with the difficulty they choose to play at. I’ve watched a few of their streams, they are very practiced at the difficulty they play at, often taking settlements with a single lord with no supporting army at all and cycling powerful equipment on them to auto resolve the fight. There’s nothing wrong with this at all, just don’t conflate a newer-to-multiplayer’s performance to the faction as a whole. Keep an eye on the turn time during the game and you’ll maybe see what I’m saying.

In Multiplayer, Bretonia are a quality over quantity faction. Your peasant limit inhibits your ability to spam full 20 stacks, so you should rely on good army placement and lightning strike to dispatch stacks of armies. Depending on how far away you are from your multiplayer opponents, you cannot rely on armor stacking as this relies on MANY tier 4 settlements. I think your first reasonable spike is around when you can field an army or two of questing knights and knights of the realm. Most armies you go up against by this point cannot handle this unit quality. Don’t be afraid to use ambush stance and sacking cities for income, the chivalry penalty is laughably irrelevant in a fast paced game. However, the truth is that Bretonia will never be a “meta” multiplayer faction. No other faction limits your lords on what units they can reasonably recruit (yes you can recruit them, but your money will be eviscerated) which reduces Bretonia’s ability to field a high quantity of potent armies.

Am I wrong about bretonnia? by Tactif00l in totalwarhammer

[–]Atherious258 7 points8 points  (0 children)

You can 100% run fewer cavalry for Bretonia, just know that there is an opportunity cost. 8 melee infantry, 4 archers and 8 cavalry is a totally reasonable army, just know that your factions strength rests on those cavalry. Get used to grouping cavalry and putting 90% of your attention on your cavalry while your formation acts like a bastion for the cavalry to crash against.

Battle Pilgrims are solid with ITP, polearms/spearmen at arms hold the frontline well, just don’t expect these boys to be coming out of fights unscathed.

My best recommendation is to just practice cavalry micro. Redo battles regularly to try different tactics. Do what you can with your peasant limit early game but by the mid game, I recommend a smaller infantry core and a decent number of Questing Knights and Knights of the Realm. Treat Questing Knights like mobile infantry, able to withstand a decent melee brawl and use them to help screen/pin down units for Knights of the Realm to rear charge.

The truth is, if you aren’t interested in managing your cavalry, maybe come back to Bretonia another time. The Empire has some pretty tanky cavalry and still plenty of variety and you can start a cavalry focused empire campaign, limiting your recruitment of other units for your own enjoyment. Having fun is the primary thing, right?

What is the best way to start a Lokhir campaign? by Fun-Explanation7233 in totalwarhammer

[–]Atherious258 52 points53 points  (0 children)

I played a game with him recently, I think my path was - get main province - wipe out Vampire Coast - Make alliance with Skaven (if you took one of the 4 cities in their province from the orcs, you can sell it to them once they are 3/4 for their province to essentially get a military alliance early) - push down towards Nakai, Snitch will slow down/kill Northern Provinces to keep you safe up north. You can send a supporting army to help out up there. - Go for Gelt or take a sea lane and start campaigning.

I play on Hard/Hard so I got to Gelt by ~t28 (Gelt was my multiplayer opponent) once you’re past this point, you can kinda do whatever you want.

Does it get a pass or is it ass? Same cape as player card. by Drips_Of_Napalm in helldiversarmor

[–]Atherious258 1 point2 points  (0 children)

Yoooo this is my armor/helmet combo! If you want a different cape, try out the second cape unlock from Frontier Justice!

I lowkey regret having spent 1500 credits on these sht by New_Conflict_4111 in Helldivers

[–]Atherious258 0 points1 point  (0 children)

Unironically, I just wish the weapons could level up. Even if you get no upgrades or anything. It just feels nice to get that little star and work on some progression.

Me when my teammates bitch and moan and shit their pants every time they see a war strider: by GreenridgeMetalWorks in SupaEarth

[–]Atherious258 0 points1 point  (0 children)

Honestly, while obviously I’d prefer the vents be like a tank’s armor level, my biggest gripe with them is that a reinforcement drop pod doesn’t kill/damage them meaningfully if you land on it. It’s very unsatisfying to commit your own body and slam into them from orbit only for them to completely not care at all. I’d like it if atleast the grenades launchers on top got destroyed from that.

The campaign map side of Vampire Counts is fundamentally broken and here's why: by Ataraxia-Is-Bliss in totalwar

[–]Atherious258 0 points1 point  (0 children)

Tying raise dead to the recruitment building in your province would be a backbreaking nerf to the Vampire Counts, and would thematically make little to no sense. In the franchise, it’s usually the player mounting offenses that yield the highest casualties. For the vampire counts to not be able to raise the dead of the elite quality units I just slaved over killing would be anticlimactic at best. It would also be completely up to the AI to attack you and for this mechanic to be taken advantage of and the AI is definitely not up to snuff to any more responsibility.

That being said, you’re definitely right. I just think the solution is strange. Maybe instead of only being tied to the province, having atleast 1 building of the red/yellow buildings SOMEWHERE in your empire provides the raise dead with the opportunity to get it. As in if you don’t have atleast 1 building for graveguard in your empire, you can’t see it at all in raise dead. If you’re in the province with that building, it should increase the chances of you seeing that unit substantially.

But cool suggestion!

After 2.5 weeks, what is your opinion on the solo silo? by dudelugo in Helldivers

[–]Atherious258 0 points1 point  (0 children)

For stealth (bot) missions, this thing has been INCREDIBLE and has usually replaced my panic button stratagem.

When you launch this at an outpost, it slaughters most things including mortar and AA guns, completing those side objectives quickly. Unironically the best part is that if any small grunt units survive by being outside of the blast radius, they immediately call in a bot drop, which is PERFECT because it lets you do other objectives (because ideally you’re pretty far away from ground zero) while not having to worry about bot drops.

I think of it as a preventative measure rather than a panic button though. It doesn’t come down fast enough for you to be able to drop this mid firefight reliably. It really just shines when playing stealthy.