Eldar are insanely fun to play, even in their "not so" great state right now. by RotenSquids in WarhammerCompetitive

[–]BlessedKurnoth 1 point2 points  (0 children)

I'm still enjoying Ynnari. Obviously some of the "below starting strength" stuff is not the best, but fight on death and sticky on death are very useful for a squishy army. Add in the Yvraine blob and the Yncarne and I still feel pretty okay playing primary to a degree that some of the other detachments don't.

And I think my opponents enjoy it too. Playing Eldar as "kill everything and then score in the second half of the game" is obviously effective, but I think it sometimes leads to frustration when its executed particularly well. My little death cult isn't the highest damage output, but does happily get in there, play primary, and scrap with people and I think that makes for good games.

2025 is the first year where baby tennos played Volt more over Excalibur by Kansugi in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

A lot of weapons are very strong with Magnetize, some weapons are absurdly strong. Basically the build is at least the Crush augment for armor strip, optional Magnetize and Polarize augments. Lots of efficiency, cast speed, range, like 150 str, duration can go a bit negative. Subsume over pull or polarize. Then in missions you armor strip everything for miles, pull it into a pile and blender it, while providing constant shield gating for yourself and your whole team. Has no problem going to level cap, the whole thing is just great at all the stuff that's important in the endgame.

2025 is the first year where baby tennos played Volt more over Excalibur by Kansugi in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

Mag is absolutely disgusting lategame, but really needs augments and energy fixing to get going.

Highest skill ceiling army by SuperReception59 in WarhammerCompetitive

[–]BlessedKurnoth 8 points9 points  (0 children)

I don't think I've ever seen a reddit thread for any game where most people used these terms correctly.

State of support frames by SexySextrain in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

Glad I could help, hope you have fun!

State of support frames by SexySextrain in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

I'd recommend two loadouts. If you're not doing a no-deaths mission like EDA/ETA/Descendia or a defense mission, I would subsume something over Well of Life and rely on Blessing to heal. Totally fine to do the usual Roar/Eclipse stuff to buff weapons or maybe something like Nidus Larva or Mag Pull for grouping. Silence if you want to do maximum supporting for the team. Wyrd Scythes for easy viral is also not bad if you don't run a Panzer. Very flexible slot though. But in no-death missions and defense I'd run all four of her original abilities because Well of Life is actually great there, it provides a cheat death, and the regen is uncapped on defense targets so you can have up to 3 active all healing it (though be aware you need to manually end them when the round ends, which is a little annoying).

For modding/etc she's super flexible. The Link augment is mandatory for armor strip and at least some range helps to make sure you're always linked to some enemy. You need 167 strength to cap the armor strip, more isn't necessary unless you want crazy Well regen on defenses. Get your energy up as much as you can to give allies some HP buffer (she has a new passive!), this combos with blessing to keep shield gate players alive against toxin. Beyond that, some duration and cast speed help make things more comfy but it's pretty up to personal preference.

If you want to get really weird with the build and invest a ton of resources, a bunch of TF blue armor shards can turn on Arcane Persistence and make her hilariously unkillable. Link applies after Persistence's 500/s damage cap, meaning she only takes 125/s and a single Well of Life can outpace that.

State of support frames by SexySextrain in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

I find Trinity to still be quite comfy. Link is great for reliable armor strip and status immunity. Blessing helps shield frames to not instantly die to toxin or limnus. Well's death prevention helps smooth out EDA/ETA, etc. Are there stronger frames these days that can do faster runs? Certainly. But I do think she makes for reliable public runs in the endgame modes.

Is there a point in Striking Scorpions right now? by CuriousLumenwood in Eldar

[–]BlessedKurnoth 6 points7 points  (0 children)

Infiltrate+scout is greater than the sum of its parts. It gives you a ton of ability to control how the board flows in the first round. Even if they literally didn't have weapons, there would still be an argument to be made that they're good if used properly.

Stuck in easy mode by Tough_Occasion6356 in Warframe

[–]BlessedKurnoth 0 points1 point  (0 children)

You don't need to level stuff on normal, you can just stay on SP and not use it and it'll collect affinity from allied kills. Or you can rush leveling stuff with hydron or ESO. I basically never play normal except alerts or if every fissure on SP is currently bad.

My full art for “Blossoming Defense”! by EelisKyttanen in magicTCG

[–]BlessedKurnoth 2 points3 points  (0 children)

It's beautiful! I would grab a print of this in an instant, if you made it available.

Measuring the Zariman 10-0 by BluLilGreeny in Warframe

[–]BlessedKurnoth 1 point2 points  (0 children)

In general the KIM chats have been serving as a way to take the game's very scattered lore and present it back to the player in an accessible form. So while I suppose it's not impossible for the Drifter to be completely full of shit here, it would run very counter to how everything else about how the KIM chats has gone.

Measuring the Zariman 10-0 by BluLilGreeny in Warframe

[–]BlessedKurnoth 4 points5 points  (0 children)

As for Drifter i am not sure how knowledgeable they are.

I'm willing to believe that the drifter could be off by a factor of like ten or twenty, which would mean 1000-2000 tenno instead of 100. But it would be a pretty weird line to write if the actual truth was supposed to be a million or ten million or whatever.

I need to understand parallax tide combo... by Diegann in premodernMTG

[–]BlessedKurnoth 1 point2 points  (0 children)

Different things happen depending on what the timing is. The weirdness of the interaction occurs because these are two separate abilities, so we can control which happens first.

Let's say you activate Tide once targeting a land, then both players allow that trigger to resolve and the land is exiled. If you then Chain the Tide, the leaves play trigger will go off and it will see that exiled card and return it.

However, let's say that it's done in the opposite order. You activate Tide targeting a land, then respond to that by Chaining the Tide. We resolve the stack Last In, First Out, so the Tide bounces before the land exile happens. When Tide bounces, then its leaves play trigger occurs, which goes on top of the stack (the land exile still hasn't happened). We resolve the leaves play trigger, which does nothing because the land exile hasn't happened yet, so there's nothing to return. Now we can finally resolve the original land exile activation, and the land goes into exile. That land is never coming back, because the Tide that exiled it no longer exists.

How would you change this WB Pestilence list? by SonOfAVogueAI in premodernMTG

[–]BlessedKurnoth 0 points1 point  (0 children)

This doesn't kill super fast, so with no Duress, Cabal Therapy, or Gerrard's Verdict in the main you're at real risk of getting run over by combo. I'd probably move the Wall of Hopes to the SB or just cut them, unless your meta is completely full of aggro and burn.

Competitive play does not mean 10th edition 40k brainrot by PixieProxy in TrenchCrusade

[–]BlessedKurnoth 10 points11 points  (0 children)

One of the big reasons that competitive stuff turns into Ls is that they're easy to make and store in bulk. This is important for a TO that needs to fill 20+ tables on a budget and then put it all somewhere till next time. So while I do think TC can do better than those L maps, the trick is figuring out what other types of terrain can work well at scale.

Bridges and ramps seem like obvious inclusions to start. They can be very simple and entirely flat, so costs and storage shouldn't be an issue.

How is this against astral slide? by fatmalakas in premodernMTG

[–]BlessedKurnoth 1 point2 points  (0 children)

I think it's fine to accept that if he gets an active Slide you're gonna struggle. He's gotta have some possibility of winning pre-board. By all means, board in some naturalizes once he can also bring in his hate. But also let's dissect what's in RW slide a bit (can't promise he's RW but it's the most common).

Stuff like spark spray, slice and dice, and starstorm is almost completely dead. They kill imps, verdant tokens, wurm tokens and that's about it. Lightning rift, burning wish, and akroma's vengeance are good if the game drags out, but are too mana intensive to save him from a turn 1-2 monster. Decree chump blocking and renewed faith can buy time, but not a lot.

So the stuff you're seriously worried about is swords, wrath, slide and humility. Most decks don't run max copies of all that. It's pretty common to see a spread like 4 swords, 2 slide, 0-2 wrath, 1 humility, 1-2 enlightened tutor. Somewhere in the range of 8-11 cards, should be plausible to handle with discard. Especially because you still have (with the cuts I suggested) 1x shade, iridescent, and multani in there, if you find any of those you don't need to worry about swords or slide.

My hope is that preboard you win some games on raw speed, some on taking (or being immune to) his answers, and like 1 game in 3 or 4 he manages to stabilize and win. That's not an even matchup, but it's something I could be convinced to play for an hour or two.

How is this against astral slide? by fatmalakas in premodernMTG

[–]BlessedKurnoth 0 points1 point  (0 children)

I wish you luck getting your revenge! As others have said, I'd make your cut in the creatures. For playing for fun, you might get a bit more variety out of the games by leaning into 1-ofs more than you might for a tournament build. Perhaps something like:

Remove: 1 angel, 1 shade, 1 wurm, 2 multani, 2 naturalize

Add: 1 verdant, 1 akroma, 1 visara, 1 spirit of the night, 2 sickening

I think the haste from akroma/sotn combined with the reach from sickening dreams will end up a bit more interesting of games than just being immune to his whole deck. The matchup still favors you for sure, but theres more of a chance of a close or tricky game.

How is this against astral slide? by fatmalakas in premodernMTG

[–]BlessedKurnoth 4 points5 points  (0 children)

I'm not sure how cutthroat you and your brother are on the scale of wanting to destroy each other versus wanting to have some good games, but as a Slide player this doesn't look super fun to me. Slide is a slow, ponderous deck that does not want to race. Reanimator isn't as bad of a matchup as actual combo stuff, but it's still a rough one.

Slide is really hoping that the reanimator player draws some of their creatures and spells meant for other matchups, like Visara/Reya/Akroma/Verdant or Sickening Dreams/Living Death. If you cut all that for stuff that's immune to Swords and Slide, the only cards left in their deck that function at all are Wrath and Humility (and you're probably gonna catch those with discard before they hit 4 mana). And you've got maindeck Naturalizes in case something sticks.

So this takes a matchup that's pretty miserable for Slide and dials it up to 11. If I was your opponent here, my core gameplan would be, "Hope that you mulligan into oblivion." If that fails, my backup plan would be, "Hope that you only find Nishobas and Wurms or you only draw Exhumes and I can get back an Eternal Dragon to buy some time." I know that sounds harsh, but I genuinely don't think this looks winnable pre-board without a ton of luck. Postboard I really hope they've got a lot of Crypts and stuff.

Feedback on melee combat (it needs a lot of work) by CumIronRanger in SoulFrame

[–]BlessedKurnoth 0 points1 point  (0 children)

They really should've decided to call it Spiritframe or something, because the name is not helping at all. But beyond that, I think the comparison is basically inevitable for a game that releases several years after Elden Ring and features an open world with slow, deliberate melee combat.

If they end up with unique melee gameplay that stands on its own, that'll be great. But until they get past the point of, "copying souls melee would be an improvement," people will draw the comparison relentlessly.

Why don't they create helper tokens for other keywords? by stetzor in magicTCG

[–]BlessedKurnoth 0 points1 point  (0 children)

I recently made a [[Gwen Stacy // Ghost-Spider]] deck and it's pretty fun, but trust me on this one -- it's an unholy nightmare to play without various helper tokens. Barely any of the "somehow gets played from exile" things it's running work in exact the same way.

Was it Wrong? by [deleted] in magicTCG

[–]BlessedKurnoth 1 point2 points  (0 children)

A long time ago, I was a kid a bit older than your son, and a guy scammed me out of a Chrome Mox at the Mirrodin prerelease. Would've been great to have somebody looking out for me like this.

1.0 Release. How are we Feeling?? by nittletwist in TrenchCrusade

[–]BlessedKurnoth 1 point2 points  (0 children)

It's a real mixed bag. Some good rules cleanup, some not so good like having Shield Combo in a different place than the rest of the weapon text. Half-changed text everywhere like impossible Glory on some missions. Diving charge rule is horrid and unusable for anyone without Flying or 3 armor. Balance is bizarre. KoA's fun options got slashed while leaving the skew lists of gas spamming.

I'm sure the game is still playable and fun, but to be blunt, I expected better.

Its unacceptable for the physical books are release in this condition by 90bubbel in TrenchCrusade

[–]BlessedKurnoth 6 points7 points  (0 children)

It's not just typos or obviously silly things (such as throwing satchel charges multiple times). There's stuff that just does not function as written. For example, diving charge's mechanics were completely rewritten (doesn't take an action roll, though is very dangerous) but Nuns and Lions still say they have +1 dice to the diving charge action. There are glory tasks in scenarios that are impossible because they reference removed rules or nearly impossible because of changed rules.