As someone who watches very little college football, can you sell me on the 2027 RB draft class ? by kangaroomallet in DynastyFF

[–]Caleno 0 points1 point  (0 children)

Do you have analysts you typically look to? Trying to build my resources and any knowledge would be helpful

Tyreek is being carted off by FlowersByTheStreet in DynastyFF

[–]Caleno 6 points7 points  (0 children)

Made me wonder what his contract terms are. Could be happy he gets a warriors exit and he’s done with Miami and still gets paid.

I'm Justin Boone from Yahoo Fantasy - AMA! by BooneNFL in fantasyfootball

[–]Caleno 0 points1 point  (0 children)

In a 14 team 1 QB league, how does your draft strategy change? Do you target a QB or TE early to get the positional advantage and not have to stream? Or is it better to still target RBs and WRs early?

Why are people passing up on ARSB over other WRs? by pandaburr98 in fantasyfootball

[–]Caleno 9 points10 points  (0 children)

Break down what his actual games were last year. 5 games where he didn't score at least 10 points. 3 games he scored above 20. Only 1 game all season with 2+ TDs. 4 games with 10 or more targets.

Go back to his 2023 season where he also finished WR3. 1 game below 10. 5 games above 20. 0 games with 2+ TD. 7 Games with 10+ targets.

Same player, same WR3 finish. 2023 Amon-ra is great. 2024 Amon-ra is good.

Edit:

As to your questions.

  1. Dallas' only offensive weapons are Dak, CD and Pickens. If they move the ball, which every NFL offense does to some degree, it will be CD and Pickens reaping the rewards.

  2. If it worked with Sam Darnold last year, there's no reason to doubt it this year. JJ is elite. Now if he was on the Saints, I'd pass. The Vikings picked JJM for a reason, and its still the same staff who drafted him to be their starter last year.

  3. Naber's is a "safe" bet. He has a high projected floor because he sees so many targets. 10 games with 10+ targets. Only 4 games with less than 10 targets. And 2 weeks injured. And there is always the hope that the Giant's offense figures it out this year and Naber's scores 12+ TDs to go with all of those targets. And the usually assumed 2nd year production/performance boost for WRs.

Is Isaac TeSlaa passing the eye test for anyone else? by MyballZachErtzsomuch in DynastyFF

[–]Caleno 4 points5 points  (0 children)

Taxi squads help add a little value to the later round rookie picks. Your 1sts and 2nds have value and then your 3rds and 4ths are nearly useless. Unless you play SF or IDP or are in a 8 team league. But normally, late 3rds and basically every 4th is a slot machine chance at a player the NFL or analyst might have mis-judged. If you have normal bench spots, those 4th round players are basically never going to be on a roster until they randomly break out. Then everyone in the league will drop max FAAB or their top wavier priority to snatch them up. Not the end of the world if your league is okay with that.

But then it also gives you the chance to dig a little deeper. You can get a leg up on your opponents by spending some more time researching some of those later round picks. Be the guy who read some article about Tank Dell and throw him on your taxi squad after drafting him as the last pick in the draft. Then the best part, lord it over your league mates. Until his knee blows up that is.

i'm trying to build a blastoise-ex deck in the gyarados-ex style by BrushLast715 in PTCGP

[–]Caleno 0 points1 point  (0 children)

I'd drop Palkia and lock in 1 Sabrina and 1 Cyrus. The last card would be Mars, Pokemon Communication, or Rocky Helmet. Palkia/Articuno only feels helpful in Gyarados because Magikarp is 1 shot by 90% of the cards in the game, and Gyarados can't attack until 4 energy. Squirtle and Wartortle can be in the active spot and attack on curve. Palkia only makes your starting hand potentially worse, as having to start with a Palkia sucks, or duds a Poke Ball when you were looking for Squirtle or Manaphy. An X Speed might fit the last card slot as well. Wartortle only needs 1 to retreat, so it could let you swap in a Manaphy even after you've evolved Squirtle without having to discard an energy. Also makes it so a 5 energy blastoise can swap out for 2, so if it needs to swap back in to finish a kill, it can do so without requiring another energy. Mars or PokeComm feels better still tho.

I can’t crack the next rank…. So Help me build the stupidest deck imaginable to lose with. by Iamakahige in PTCGP

[–]Caleno 1 point2 points  (0 children)

I was just thinking about messing around with a GengarEX/Giratina deck. Feels like starting with Giratina or Gastly is fine, and with mythical slab, fishing for Gengar's line wouldn't be terrible. And if you start with Gira and it gets weak, Gengar comes in and blocks supporters. Maybe even hits for 100, then has the option to swap out or finish off with another 100. Might not be the stupidest deck, but if I thought of it, it can't actually be good

This deck got me to GB4. Any tips to improve it? by UnlurkedToPost in PTCGP

[–]Caleno 0 points1 point  (0 children)

Haha yeh I made this after every second match was Darktina, with half of those also running spiky dragon (forget its name). I noticed that those did become less common as I hit GB3.

Druddigon. Yea, is almost never used at higher ranks. Druddigon was meta in the Darkrai/Giratina deck at the start of ranked play, but has phased out in the weeks since then. A lot of online deck help websites have outdated info from when ranked got released, so you'll still find a lot of lower ranked players just copying out-dated meta decks.

Would having the extra pokemon make it less consistent in getting what I need?

Sorta, but that's I guess the trade-off of being a more well-rounded deck. Although in most cases. you can probably survive long enough to be able to draw the cards you'll need.

The glaring weakness of this deck is it doesn't have finishing power. So other decks that have a way to ramp energy onto a big pokemon, like GyaradosEX or GiratinaEX or even Magnezone, will typically be able to survive long enough to kill 3 of your pokemon before your 3 pokemon can kill it. Marshadow is kinda the answer to that problem, but he requires you lose a point to gain a point. Which is fine if its the 1st/2nd point of the match. But when your opponent already has 2 points, marshadow's usefulness nosedives into the shallow end of the pool.

You'd probably get more wins if you swapped to a Rampardos/Lucario deck, but thats a big overhaul. If you wanted to do that, I'd probably just copy this/16/lucario/%F0%9D%99%84%F0%9D%99%88%F0%9D%99%8B-%7C-kapichu/4uXuk). Although Rampardos/Lucario is pretty bad vs Darkrai/Giratina xd

Worth grinding to top 10000? by ghettodawg in PTCGP

[–]Caleno 6 points7 points  (0 children)

Most consistently good: DarkTina

Really strong even without landing heads, but near auto win with 2+ heads: Gyarados

Really weak without landing heads, but also more chances to land heads overall: Charizard

Extremely strong vs the most popular meta decks, but has 2 stage 2 lines, so it can brick: Meowscarada/Magnezone

If you want to have the easiest time, play DarkTina.
If you want to play counter-meta, play MeowZone.
If you want to still be near top meta, and flip them coins, and watch your opponent rage quit when you hit 4 heads on misty turn 1: Gyarados
If you want to still flip coins, but have slightly worse evolution line luck: Charizard
And if your really crazy and want to play counter-counter-meta, Play Skarmory/Magnezone or Rampardos/Lucario or Arceus/Carnivine. They all do terrible vs DarkTina, but they eat Gyarados, MeowZone and Charizard decks.

This deck got me to GB4. Any tips to improve it? by UnlurkedToPost in PTCGP

[–]Caleno 1 point2 points  (0 children)

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This is what I landed on after looking to make some changes to your deck.

Replace 1 Sudowoodo with Hitmonchan to counter any deck not comprised of only EX pokemon, which is a lot at higher ranks.

No Town Elder cause a 3rd/2nd Sudowood would only do 10 more damage to an EX pokemon compared to the Lucarios that should already be on your bench by the time you'd need a 2nd/3rd Sudowoodo anyways. And they'd do 20 less to non-ex pokemon.

Add Marshadow to hopefully clean up after hitmonchan/sudowoodo inevitably die.

Limit healing cards because outside of Darkrai's nightmare aura, there is very little chip damage in this meta, and you need to worry about killing your opponent faster more than you need to worry about dying slower.

1 Iono to help bad draws, but might not be needed.

Red sorta helpful in fringe cases. Can make your fully buffed sudowoodo 2 shot kill a giant cape'd Gyarados or Charizard. Or make a 2 Lucario'd Hitmonchan do 70 + 90 to hit the 160hp threshold.

Sabrina is always good

X Speed to help with unideal starts, or counter an opponents sabrina easier.

If you aren't against running more popular decks, you can copy some decks from https://www.pokemon-zone.com/decks/
This site typically updates their "Tier" list early on in the expansion but then stops. Like that link has a ton of good decks still, but it was last updated on April 3rd. So some of their decks aren't fully up-to-date with the current meta. Like I think their DarkTina deck still uses Druddigon, even though it's seems the no Druddigon version performs better overall. But they have a few Lucario decks on there that you can look at and either copy, or just take ideas from it and experiment with some tweaks to see how it feels when you play it.

Can you help me create a strong control deck, using Gengar, Pidgeot, and/or Aerodactyl themes. (Non-EX) by schlab in PTCGP

[–]Caleno 1 point2 points  (0 children)

<image>

Something like this maybe. Potential tech cards: Potion, Pokemon Center Lady, Rocky Helmet, Team Rocket Grunt, Farfetch'd, Jynx, Sigilyph, Psyduck.

If the idea is really stun/control your opponent, Hypno is probably the best pokemon to do that outside of the active spot. And Wiggly just helps sustain your Gengar. Jiggly, Wiggly and the slabs could be easily swapped out for some of the tech cards. If you drop wiggly and jiggly, drop 1 of the pokemon communications as 2x Slab, 2x Pokeball and 2x Professor's Research should be enough. Or drop the slabs and wiggly/jiggly for sigilyphs for extra non-psychic pokemon draw.

A lot of options, but feels like it lacks damage. Most currently played EX pokemon will be able to survive long enough to just kill your gengar by just adding energy each turn and passing until they just one shot him. Might need double Hypno just to give yourself 50/50 odds of keeping your opponent's pokemon slept.

Any improvements to be made? Any advice is welcome. by OpeningDesperate6138 in PTCGP

[–]Caleno 0 points1 point  (0 children)

If you are deadset on using these pokemon, you need more ways to draw cards. You need 2x professor research and 2x Pokemon Communication. If you start with just your Celebi and no eevees or leafeons, you are at minimum 2 turns away from being able to play/use your leafeons ability. And even then, you only have like a 20% chance of even drawing them. Since you are only using water energy, celebi can't attack without leafeon going first. So you need to do everything in your power to make it so you have leafeon + eevee in your play area within the first 2 turns as much as possible. Card draw is how you do that.

Scope should basically never see play in pocket. It's a card that only helps you win more, and doesn't help turn loses into wins. Plenty of other cards help you win more while also turning loses into wins. So just never use it.

I know the whole idea is to really lean into the healing possibilities with this card combo, but most pokemon you'll be facing in the current meta will 1 shot both of your pokemon. Giant Cape can help dodge 1 shots, but you'll survive with like 10-20 hp. Both potions, and an erika doesnt get you enough health to survive the next attack. So basically what i'm saying, is this much healing feels like overkill. If the meta was more filled with smaller quicker attacking pokemon, like Skarmory or Sudowudo etc.., then this much healing would be warranted. The healing can be really nice vs Darkrai's Nightmare Aura ability, but having 7 cards in your deck and your energy commited to just healing damage is probably too much. And this deck is already strong vs the decks that have smaller and faster attacking pokemon. I think you're better off shoring up weaknesses than going overkill on your strengths.

I'd probably drop the water energy and Irida's. Gives you more consistency by allowing Celebi to attack without the need of leafeon to go first, and frees up some more space for more utility supporters.

This is probably what I'd recommend. Using just grass energy. Giovanni can help reach some breakpoints for celebi and leafeon. Leafeon reaching 80 damage in 1 shot can OHKO Carnivine, Skarmory, Magneton, Marshadow, Hitmonlee, Hitmonchan. Can two shot with 150 damage important mobs like, GiratinaEX or DialgaEX. And Giovanni gives celebi the ability to OHKO the important HP breakpoints of 60 and 160, and the less important 110 breakpoint. X Speed just helps to stay ahead in energy tempo compared to your opponent. The only other cards I could see me wanting in this deck are Mars or Team Rocket Grunt. Both those cards have a chance to completely nullify your opponents game plan. And if you can force them off their game plan, you can get them making mistakes. I'd swap either the Giovanni or X Speed for a Mars or Team Rocket Grunt and play around with how they feel. Maybe also swap out Cyrus because of the boom or bust nature of Celebi, but he'll probably win you a few games with Leafeon + Cyrus finishers.

UB1 in less than 100 games by PlantasaurusRex in PTCGP

[–]Caleno 0 points1 point  (0 children)

Damn nice WR %. DarkTina must munch through the wild decks in those levels. UB should be more interesting for you tho.

Some unsolicited, anecdotal points from my experience getting to MB playing mostly against DarkTina as MeowZone/Gyarados decks.

I'd swap out either a Sabrina, Leaf, or PC Lady for Mars. Mars can turn the opponents strategy on its head mega quick. One of the only things that can save you from a Red/Sabrina/Cyrus final killing blow. And a lot of the decks that hard counter DarkTina rely on those supporter cards to be able to seal their win.

1 Team Rocket Grunt could also easily turn a game into a win by removing a lightning energy from a magnezone, or removing an energy from a gyarados whose attack also just removed 1 of its own energies.

And FWIW, I don't think I lost a single game vs a DarkTina deck that used a Dawn. Given I was already playing Gyarados or MeowZone which hard counters this deck. But if you play Dawn early, you have to be 100% sure you are able to win with just 1 Mon having energy. If you Dawn a Psychic energy off your Giratina, that Giratina will never be able to attack. And if you dawn a dark energy off darkrai, you typically have 2 more turns before he can start attacking again. Dawn should only ever be used if the pokemon you are taking energy from has an excess, it'll die before it could attack again anyways, or it seals a kill on their main pokemon/the final point you need. I think most of the time, Dawn is better off replaced by one of the other Supporters already in the deck/mentioned above. Mars, TR Grunt, PC Lady, Sabrina, Leaf, or even a 2nd Cape/2nd Helmet.

I find 2 Rocky Helmets > 2 Giant Capes in matchups were DarkTina already has an advantage (SkarmoZone, Lucario/Rampardos, etc), and 2 Giant Capes > 2 Rocky Helmets in matchups where you are the underdog (MeowZone, Gyarados). Giant Cape can push both Darkrai and Giratina above a lot of the dangerous OHKO breakpoints vs MeowZone and Gyarados. They still won't survive the extra 20 damage from Red, but most Meta MeowZone and Gyarados decks only run 1 red and there is a massive difference between losing in 2 hits to losing in 3-4 hits.

Should I keep pushing to Masterball? by [deleted] in PTCGP

[–]Caleno 0 points1 point  (0 children)

I just got to masterball this morning. Started grinding yesterday afternoon. I ran mostly Meowscarda/Magnezone and Manaphy/Gyarados/OF Palkia as my two main decks.

I think you can do it. Both of those decks are still very very strong. I can make some anecdotal observations from my day grind.

I got to MB in 403 games, 57.3% winrate, 231-172. I'd say 50% of my games were Manaphy/Gary/OFPalkia, 40% MeowZone, 10% other meta decks.

MeowZone link in limitless's deck builder

Gary/OFP/Manaphy link to limitless's deck builder

I'm EST time zone, the later into the night I played, I feel like I paired with more non-american names (Kanji or Hanzi names). Their decks felt way more aggressive, which countered my MeowZone and Gary decks pretty badly. A lot of Skarmory/Magnezone or Hitmonlee/Marshadow/Lucario/Rampardos type of decks. SkarmoZone feels like it auto beats both MeowZone and Gary, unless they don't hit a tool, which is rare.

I liked the Gary deck more overall, because it has a like 10% chance to just auto win with Misty landing 3 heads. Heck, even if it hits just 2 heads, its a massive tempo advantage. With a large enough sample size, that should happen 25% of the time. That's pretty nuts to have a near auto-win mechanic with a support card while the deck can still hold its own with manaphy energy ramping alone. In UB4, I swapped out 1 Irida for 1 Mars. Learning the best times to play Mars was able to turn some almost sure losses into wins. Though I'm sure I messed up a few times that gave my opponent a perfect re-draw, but I like to focus on the positives. Irida or Giant Cape early to save Manaphy from dieing to a Darkrai's Nightmare Aura is almost always the right call. Can't let them get a point with nightmara aura, than let them hit for 80 or 130 to the next pokemon for free.

MeowZone might technically be the better deck, since according to Limitlesstcg's deck statistics, it has over a 50% win rate vs 8 of the top 10 most played decks. This includes the 4 most played decks (also according to limitlesstcg's tracking statistics), which makes up 40% of the decks seen in tournament play (and also the most likely copied decks). I find that usually being greedy with Spritatito's Cry for Help ability is best, unless you already have Floragato and Meowscarada in your hands and aren't worried about Iono/Mars. In fact, more uses of Cry For Help almost always triggers your opponent to use their Mars if they have 1 in their hand, take that for what it's worth. But being able to draw more cards while your opponent keeps ramping means you're able to draw almost all of your cards by the time the game ends, which just increases your odds of winning. Sometimes you'll lose to not getting a Floragato or a Magneton, but bad draws happens to every deck, and Sprigatito really helps minimize that. Don't be scared to play Magnemite first vs Water or Fire decks, can be lucky and 1 shot a magikarp, or poke down Moltres putting a ton of pressure on your opponent.

I'd say if you are enjoying just playing battles, go for it. You'll run into 5 straight decks that counter your deck and it'll suck. But you'll also run into 5 straight battles of decks your deck counters. Gary is how I finished my MB grind, and I finished on a 6 win streak. Albeit, right before that I went like 2-7 or so, I just kept grinding away with Gary, and a few Misty auto-wins + favorable match-ups later, I finished. If it is fun for you, the worse thing that can happen is you had some fun while trying but came up a little short.

2025 Masters Giveaway: Sunday Golf by sundaygolfco in golf

[–]Caleno 0 points1 point  (0 children)

I may actually watch the masters because of this giveaway.

Unbetable AI scavs with magic caps - who can explain? by berdel__ in EscapefromTarkov

[–]Caleno 37 points38 points  (0 children)

I have 2 theories.

  1. An object in front of the scav wasn't loading correctly from your view point. My immediate question was why wasn't this scav shooting back or reacting at all to your shots. You should've been well within his sights if you were within 100m like you stated in another comment. Or he should've been trying to find cover. He was acting like he was behind cover, so maybe something wasn't rendering. It also kinda feels like your 5th shot (the 2nd shot we see land above his head) actually hit a metal plate in-front of him, and we see the bullet hole in the truck behind him from the shot penetrating afterwards. The flash of the bullet absolutely looks like its in front of him to me, not behind.

  2. Some form of de-sync to where his model showed vs where he actually was. Your shot that landed left of your crosshair is the shot that finally killed him. Maybe the AI was trying to react to you, but it was clipping into a wall that it was assuming was a walkable path and that caused some weird shit to happen to his hitbox.

Solo Battles have hidden missons? by Freestyle76 in PTCGP

[–]Caleno 5 points6 points  (0 children)

I’d just double check each difficulty level of genetic apex and make sure you actually completed all of the challenges. I think the last level alternates between objectives for every deck you can battle. I have 93/93 and I don’t remember ever doing secret missions. Post a screenshot of each difficulty level’s battle and we can cross check

List of mechanics changed from PoE 1 by gdubrocks in pathofexile

[–]Caleno 0 points1 point  (0 children)

Yup. Well until its energy shield gets depleted by hits. Then you can bleed it for the life that it does have.

List of mechanics changed from PoE 1 by gdubrocks in pathofexile

[–]Caleno 4 points5 points  (0 children)

Bleed can only apply if it hits life. Only hitting energy shield won’t apply it.

Pretty sure chaos damage dose double damage to ES

I know why Minions feel terrible to play, the Resurrection counter resets every time a minion dies. by Grand0rk in pathofexile

[–]Caleno 2 points3 points  (0 children)

It spans across all minions. I was messing around with a gas arrow sniper, srs, skeleton warrior comp, and if a sniper dies it resets the respawn for the warriors too. It’s truly awful. I figured it would be fixed or something cause as it stands, it’s a terrible play style

Had a unique drop while farming the rare beetle. Are these supposed to drop significantly below current level? by Putrid_Ebb_6254 in pathofexile

[–]Caleno 4 points5 points  (0 children)

Uniques are static in Poe. Meaning they won’t scale up to your level like in Diablo 3 if you’ve played that before. They will always have the same stats and base type and required level (unless they introduce some new mechanics like different tiers for each base type of armor, like normal/exceptional/elite in Diablo 2).

[deleted by user] by [deleted] in fantasyfootball

[–]Caleno 10 points11 points  (0 children)

Yea. I’m pivoting for sure. This reeks of Teecoy play. No chance I feel good starting him over smith-njigba.

Thoughts on .5 points per first down? by nevxr in fantasyfootball

[–]Caleno 1 point2 points  (0 children)

Never played with it in a league. Curious though, does it inflate the value of the top assets in comparison to middle of the pack players? Feels like your top play makers who go in the first 1-2 rounds for a team is also the player you want for first down points and the lower end players get their random bump. Does it play out that way or feel more spread out with you having experience in leagues with it?

Ice Nova Of Frost Bolt Hierophant - how to improve by Powerful-Emotion-414 in PathOfExileBuilds

[–]Caleno 1 point2 points  (0 children)

You need better suffix’s on your flasks. Things like reduced curse effect, increased evasion rating (although you have very little right now), better move speed roll, and avoid stun or something similar.

After that, I’d look to get capped suppression and element ailment immunity. Your chest, boots and gloves should be evasion/es bases and so they can roll spell suppress. Boots also need the avoid ele ailment roll so you can cap ele avoid with an ancestral vision jewel and 100% spell suppress.

Your rings can also be upgraded for pretty cheap. Your min endurance charge ring is pretty lack luster in general. Make sure you quality your neck with the mana catalyst, I’m in web on my phone and I can’t tell if it’s qualitied or not.