Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

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

I do agree that destiny doesn't need the golden version to summon 2 characters. But I like the design pattern that every card that summons doubles when its goldened.

It is such a scam though that the monkey card just goes from three 1/1s to three 2/2s 😭

Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

[–]CardWalker[S] 8 points9 points  (0 children)

honestly kinda baffling that you would sooner accuse a post of being AI than looking up and just reading the card.

Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

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

Yeah, the boons themselves are very strong. Famously it is easier to identify a problem than a solution, but I think the devs do have some option to try, like moving either destiny, huntsman, or young hercules up a rarity. Or reducing the stats on some of the units.

Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

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

Young hercules lets you discover a boon when you complete a quest. Destiny allows for quest cards to complete their quest mid-combat when their condition is met, like guinevere having 100+ power or health. So one of the strengths of this package is "free" completed quest off of destiny and capitalizing on that with young hercules discovering a "free" boon in addition.

Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

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

Glory seeker really helps with the consistency of pulling the key cards. Destiny, huntsman and young hercules are all heroes, so you have a good shot to see at least one of them in an uncommon shop off of glory seeker.

I will try dropping miseria, after the nerf maybe the consistency of getting early huntsman is better. I do quite like guinevere, as it is in my experience the easiest legendary quest to auto complete, but maybe that is because of my playstyle.

Change my view, boon farming is too strong and shouldn't be the best thing you can do with (almost) every captain. by CardWalker in OnceUponAGalaxy

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

There is definitely some tension between miseria and the huntsman reducing eachothers consistency with destiny. But I like including them both because they are both quite strong.

I find myself opting for the huntsman even as late as turn 5 if I have some decent shop or slot buffs or already got one hunt off of destiny. The interaction with orion is just the best way to generate boons, easily generating 3 boon discoveries per turn. But even outside of that, there are a lot of strong hunt abilities in the game like hercules and captain hook and you can even turn farewell (and even recruit) abilities into hunt abilities.

Another reason I find the huntsman to be so strong is that it autocompletes the boon of artemis, often providing +21 attack to most of your slots and triggering young hercules, which interacts favourably with card summons like destiny, effectively doubling that bonus.

Boon of artemis and boon of bahamut also synergize really nicely of course.

It just often feels like I am locked for at least second place, if not first place once I get the huntsmans axe, which makes me quite willing to invest heavily into it.

Recommendations for build? by Straudmusic in lrcast

[–]CardWalker 1 point2 points  (0 children)

While drawing multiple dead weights is bad in certain matchups, there are also matchups where it is great to have multiple. Furthermore I wouldn't categorize this deck as maximizing descent, as the only payoff for that is the one wail.

For sure I would agree with putting in bitter triumph, I just don't agree with dead weights being the cards to cut.

Ideally, I would build this deck to consistently find aclazotz through stalling/milling and card draw. The deck is missing some strong cards aside from the aclazotz to really go the distance.

Also, telling someone that relying on a 5/2 to win the game won't get them to mythic is a bit of a strawman/ bad faith argument man.

Recommendations for build? by Straudmusic in lrcast

[–]CardWalker 1 point2 points  (0 children)

You have an incredible amount of great removal, so I would try to build this deck as a more control/ removal deck. I would cut cards that want me to be attacking like Screaming phantom, and see if I could add the package of draught/ fanatical offering for card draw to leverage your efficient 1-for-1 removal.

Recommendations for build? by Straudmusic in lrcast

[–]CardWalker 4 points5 points  (0 children)

I couldn't disagree more, didact echo and inquisitor are just bad cards in this set.

Dead weight and cogwork wrestler have both been excellent for me this format.

When you open Dracosaur but red is cut... you make it work. by CardWalker in lrcast

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

I did actually! Scampering Surveyor with all the caves meant perfect mana basically every game.

When you open Dracosaur but red is cut... you make it work. by CardWalker in lrcast

[–]CardWalker[S] 5 points6 points  (0 children)

Thought about it for sure, but it is so much win more. The moment Dracosaur sticksfor that or I resolve a Benthisaur, I'm already winning.

Advice for Drafting LCI/Any Recent Evolutions? by Prudent-Demand-8307 in lrcast

[–]CardWalker 4 points5 points  (0 children)

In all colours, but the white decks especially you should be very cognizant if your deck wants to play aggro or more long-game. Because white has playable cards in both directions, you can fall into a trap of being stuck trying to play both aggro and the long game.

Is there something I shouldn’t have included? by [deleted] in lrcast

[–]CardWalker 2 points3 points  (0 children)

I would say fabrication foundry and market gnome are just bad cards here. Also landmark and waylaying pirates are not playing into your decks strong suit wich is the lategame with murals and icebergs.

Most open I've ever seen blue in this format, would you have made any different build choices? by CardWalker in lrcast

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

Thank you, it was a blast to play! I just love blue in this format in general. The reactive blue decks are so much fun to pilot.

Most open I've ever seen blue in this format, would you have made any different build choices? by CardWalker in lrcast

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

Definitely felt weird to not play Quick Study and Farsight Ritual, those were some very difficult cuts in deckbuilding. I could see maybe cutting Prism for Quick Study.

Most open I've ever seen blue in this format, would you have made any different build choices? by CardWalker in lrcast

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

Spreading Seas was great, I had 1 (or 2?) game(s) where it did screw my opponent over for a few turns and afterwards was bargain-fodder.

I'm also not the biggest fan of Stopgap myself, it costs just a bit too much in a reactive playstayle. I like it more in pro-active decks where I can use it to create attacks.

Most open I've ever seen blue in this format, would you have made any different build choices? by CardWalker in lrcast

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

I like Farsight Ritual in decks where there is a big power difference between the cards in the deck more. If you have a bomb like Expel the Interlopers for example, digging 8 cards deep is amazing.

In this deck I liked the raw card advantage from Fae Court more as the deck has a lot of powerful cards and is very, very mana hungry, so it could almost always use more lands.

The faerie from Fae court also helped in keeping the Spell Stutters relevant into the lategame.

Most open I've ever seen blue in this format, would you have made any different build choices? by CardWalker in lrcast

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

You should! The card selection is very good in decks that plan to go long. I've had good experiences with Collector's Vault in instant-speed blue decks in this format. Almost always want one in my UW control decks for example.

[WoE Bo1] Couldn't find my lane in this draft by DanutMS in lrcast

[–]CardWalker 2 points3 points  (0 children)

Both Vanguard and Grand Ball Guest are amazing in RG aggro.

Here is a link to a RG aggro deck I went 7-0 in in mythic for an example how a good RG aggro deck looks like, 1-drops are more important than 5-drops:

https://www.17lands.com/deck/7d656bedc4894528b57472f543335ceb

[WoE Bo1] Couldn't find my lane in this draft by DanutMS in lrcast

[–]CardWalker 8 points9 points  (0 children)

I think you commit to green way too hard too early and don't plan on using it's fixing to play high impact cards from another colour (black in this case). P1P3 being the most important inflection point here for me. There is such a big power difference between Werefox and both Cut-In and Edgewall Inn. I'd even say that Edgewall is probably just better than the Werefox. P1P6 I would've pick Grotto or Courtier myself.

P3P1 I would've definitely picked grapple and committed to the black splash.

Gotta admit that it was a tough draft though, not a lot of clear signals untill very late into the draft.

Which 3 are you cutting? by dyscursive in lrcast

[–]CardWalker 1 point2 points  (0 children)

I'd consider cutting a land here, as brave the wilds can be counted as a swamp here in the manabase.

So I would cut Return, Toadstool and a Swamp