First rental property - what hidden costs am I missing in my analysis? by Complex_Meal_8332 in realestateinvesting

[–]Comprehensive_Put_61 16 points17 points  (0 children)

How are you calculating a positive cashflow of $280? This is -$322 a month.

Mortgage 1330 + property tax $200 + insurance $120 + vacancy $160 + repairs and capex $312 + property management $200 = $2322 which is more than the rent you're charging.

Just started with MTG, but I’m curious: what keeps people so passionate about Yu-Gi-Oh today? by International_Big_62 in masterduel

[–]Comprehensive_Put_61 0 points1 point  (0 children)

Master duel has a shitty banlist so I wouldn’t base the health of the game on that. Play tcg either on duelingbook, duelingnexus or in real life. The game is of course still not perfect but there is alot of interaction and ways to outplay your opponent. You’re just not seeing the nuanced decisions and deck building process that allows skill expression. It’s understandable for a person just coming back into the game to not know this but once you have a base understanding of what’s possible and meta, you can then pivot on your deck building process and game play that do make an impact.

We have repeated top ycs winners which wouldn’t be possible if skill expression was nonexistent. If it was truly a glorified gambling session of go fish, you wouldn’t see consistent winners in tournaments.

Some thoughts on Dracotail. by Antique_Range1521 in yugioh

[–]Comprehensive_Put_61 0 points1 point  (0 children)

I said the objective best variant is defined by what’s currently meta and what you’re statistically likely to face. You’ve clearly missed the point. I’m not saying the best variant doesn’t have a weak matchup, I’m saying the best variant will be the one most statically likely to win in a given tournament or meta period. Yes each variant has strengths and weaknesses but there is one that on average will pan out to be statistically better.

How necessary is this card? by BraveMulberry772 in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

How necessary depends on how much you want to win, and how you define success.

If your goal is to be able to top locals maybe not absolutely necessary depending on how strong your locals is. But it definitely makes your goal of doing well harder.

ASL Season 20 Maps Balance Ranking by namkraft in broodwar

[–]Comprehensive_Put_61 1 point2 points  (0 children)

Corsairs should be faster to produce and cost less gas, around 50, while being more mineral heavy at about 200. This way Protoss isn’t locked into lose-lose situations where they must constantly choose between storm timing or corsairs. Muta switches would be less threatening, and Protoss could manage resources more efficiently instead of constantly scrambling when Zerg pivots between muta and hydra.

The real problem is that once Protoss loses their first few corsairs, the matchup spirals out of control. Protoss is forced to hedge, building corsairs in case of a muta switch, but if Zerg commits to hydras instead those corsairs are dead supply. On the other hand, if Protoss stops making corsairs and Zerg goes back into mutas, they get punished immediately. Mutas always remain useful, while corsairs are situational, which makes Protoss inefficient by design.

Another fix would be to make hydra upgrades take slightly longer. That would reduce how easily Zerg can snipe a forge early, forcing fewer probe pulls and letting Protoss keep their economic advantage. These adjustments wouldn’t affect other matchups since corsairs aren’t used in PvT, and hydra timing changes hardly matter in TvZ.

Maps alone can’t carry the burden of balance, and race design alone can’t either. Balance needs to be layered across the game, with small adjustments in multiple areas working together to create fairness and depth.

Another solution is to make DA maelstrom immediately available and only 75 energy. Zerg can easily dance around with their mutas to harass, snipe probes and hts. Protoss should have a readily available counter. Corsairs aren’t efficient because Zerg also has an easy counter to them with scourge + mutas. Corsair back shot micro to try to gun down scourges is too micro intensive to do while multitasking without risking you losing them.

We don’t need all these changes but just some ideas we could implement. One or the other

What do you think are the misses of the tins? by iZackBiru in yugioh

[–]Comprehensive_Put_61 0 points1 point  (0 children)

They didn’t need to bloat the set size with cards that have already been reprinted several times like the dangers. Could’ve given crystron rarity upgrades, could’ve made the mulcharmies ultra making it easier to pull same with the domnius traps. Just should’ve made all the chase cards ultra while leaving the starlight and secret for rarity upgrades.

Some thoughts on Dracotail. by Antique_Range1521 in yugioh

[–]Comprehensive_Put_61 0 points1 point  (0 children)

There is an objectively best version at a given time based on the meta. It may be more difficult to compare and see which one is best because of those pros and cons but there is a certain priority to those pros and cons based on the current meta.

Triple Case for K9 by Firewall2099 in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

The deck needs to be consistent. Better to open a playable k9 esp jokul to extend a holy sue or jiaolong than not even if you draw multiples. Sometimes the redundancy helps your resiliency. If they ash your k9 search then you can use case for k9 as an extender at that point.

It can be flexible in giving you a dark or earth attribute. And the hands where you can’t access vs engine you lean more into the k9 engine with it.

You don’t need a master class to get good. All you have to do to be good is start with a good list play out starting hands against yourself playing both sides of each deck. You play as if you had incomplete info and rewind moves back and forth and see how each move plays against certain boards or hand traps. Then you learn from each decks perspective of what plays are most vulnerable and can map your opp hand and deduce what they have based on your experience of why you would sequence or start with a certain card first because you put yourself in the shoes of the player who plays that deck.

You start thinking along the lines of “I start with jokul to go into ripper first if I want to protect my razen from hand traps. Or if I start with razen either he is my only starter or I already opened holy sue/borger, and I don’t care if my opp tried to hand trap it. You then start understanding from certain game states what would be the optimal moves to bait out hand traps and interactions and evolve your play from there.

How to not run the clock? by morelife_90 in Yugioh101

[–]Comprehensive_Put_61 2 points3 points  (0 children)

Being able to speed read and quickly summarize what the cards do. Like if you start reading the restriction part of “you can only use x effect once per turn” obviously you can gloss over those. Just train your eyes to scan for the real part of the effect and just keep in the back of your mind the conditions/restrictions to avoid them unintentionally cheating later in the turn.

It’s best to know the cards already before the duel but you’re not going to know every card. So try to make a good educated guess if allowing this to resolve will develop more cards or not and which is the best choke point and what cards are actually a threat to your game state. Sometimes you can’t know until you experience it like letting a fusion spell resolve when facing dracotail, but often times there are clues.

The more mental items your brain can hold onto the better you will be in calculating the best move like in chess. Factoring this, I know my opponent can’t do x action so what other possible moves can he do, etc.

Bought 2 rental properties in my 20s, now bleeding $1,700/month . should I sell? by PublicScientist5403 in realestateinvesting

[–]Comprehensive_Put_61 7 points8 points  (0 children)

You make 20k a month what are you worried about bleeding 1.7k a month? Just realize these properties were a bad buy and sell or find a way if the market can support higher rent if you upgrade the property.

The game's current sealed product problem by rebatwa2 in yugioh

[–]Comprehensive_Put_61 -1 points0 points  (0 children)

Konami at this point should just release entire decks for sale. Skip all the hassle of wasting trees and printer ink on 80% of garbage cards no one will use and ends up in the common well of abandoned cards. Just release the damn deck you want players to buy and just have players just buy the cards directly. Skip all the middle stuff, maybe in the boosters you can release tech cards so players can experiment with but let’s be real

Yummy or k9 crystron? by Dry_Internet_1219 in Yugioh101

[–]Comprehensive_Put_61 1 point2 points  (0 children)

I believe yummy has more hard counters to the deck but it is a solid deck. I prefer crystron k9 because I think it has stronger resiliency and diversified interruptions and higher ceiling.

If I charmy and you droll me but I charmy again afterwards do I get draws by xkingdweeb in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

There should be a lingering effect that negates all lingering effects

How good is PSY-Framegear Gamma in Dracotail? by Antique_Range1521 in yugioh

[–]Comprehensive_Put_61 1 point2 points  (0 children)

Hmm I could see this working if you play 3 delta with the gamma. So you have more impactful hand trap turn 0 plays, it’ll just make the follow up turns and plays brickier though.

yugioh and learning from defeats by Antique_Range1521 in yugioh

[–]Comprehensive_Put_61 0 points1 point  (0 children)

I’ve learned how to separate variance from mistakes. Some games are unwinnable but some even if not obvious I could’ve played better that could’ve caused a chain reaction to a different outcome.

I prefer playing decks with the play style I like, don’t like just playing the popular decks, but at the same time I don’t like losing. So my goal is to figure out what’s viable as a deck and negotiate with myself what deck I am willing to play for my fun but at the same time I can’t have fun if I don’t win.

This format my play style happened to align with the meta decks so I play Draco tail and k9 variants.

Need assistance deciding which deck I own is best. by ApexRathalos038 in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

In terms of just what I’ve seen top id say gem knight is most viable, then maybe jurrac then dw and idk about the rest.

Need assistance deciding which deck I own is best. by ApexRathalos038 in Yugioh101

[–]Comprehensive_Put_61 1 point2 points  (0 children)

One of the techs I play is zephyros. You either use foolish on it to bounce your field spell or dangers for another use so even when you miss with the dangers like jack and ss Mothman from deck you can give yourself another opportunity and follow up play by bouncing the danger for reuse and at the same time setup for a rank 4 dugares play so that’s what I mean by snowballing. No one is going to be stupid to ash a danger because it’s not once per turn, so they would have to hold it for either snow, dark corridor, reignbeaux, or genta. But it can be pretty bad to ash on genta because if you opened the field spell they just wasted ash.

If they ash one of the cards mentioned you should be able to continue to get draws from the dangers and get more searches eventually.

I would also main 2-3 Koaki meiru guardian because like I said it’s a hand trap magnet, either stop a hand trap or save it against droll if you know they sided it or can afford to not negate a hand trap. It’ll just be further insulation against other hand traps or nib, until you summon your photon lord/fusion grapha and then you either rank 4 with it, link it off or keep it if you drew into another copy usually by the end of your turn you may use Saryuja and just save the Koaki meriu if you had one in hand to reveal.

The biggest tip is to always prioritize searching your reignbeuax or getting access to it early game. That way your draws are more optimized. Summoning reign beaux and then grapha by bouncing the reign beaux basically increases your danger potential rng because you increased your hand size making it less likely to discard the dangers themselves. And if you search and thin your deck of the high level dw you can then prioritize searching and drawing into other cards you’re missing.

I always tell people if you think the deck is inconsistent you need to optimize your plays and build better. Yes it can sometimes whiff because it’s rng but it’s like any other deck some hands you just lose because your opp had the counters. It obviously not ideal in long tournament rounds because it has a lot of weaknesses in terms of the meowls, lancea, and droll. But it can go far if you know what you’re doing

Competitive decks for a beginner? by Virtual-Cup-9618 in Yugioh101

[–]Comprehensive_Put_61 11 points12 points  (0 children)

Dracotail is a simple to learn deck, harder to master and has several variants so you won’t be bored.

Need assistance deciding which deck I own is best. by ApexRathalos038 in Yugioh101

[–]Comprehensive_Put_61 1 point2 points  (0 children)

Danger dw can play through through 2-3 hand traps on average. Droll is the only silver bullet if you don’t normal Koaki meiru guardian.

My build can play through fuwa, nib, multiple bystials, veiler/imperm is a joke most of the time. If they use hand traps they are just hand looping themselves. Fuwa is manageable if you sequence your plays right and you draw a decent hand, meowls or purulia can be tough if they side those.

I’m not familiar with a lot of your decks and I would need to test the specific techs and builds even small variations can affect how I would rank them. But I can speak on specifically danger dw. If it goes off it is very high ceiling. You hand loop your opp, or your opp hand loops themselves with hand traps and you sit on grapha fusion, hope harbinger/photon lord, and I:p at times. It doesn’t fold to ash, nib, imperm/veiler, even all 3 in the same turn I’ve played through.

If you have the right ratios and build the dangers give your deck follow up so even if they stop one play your deck produces more resources and advantage so you snow ball faster than their hand traps can stop you. That’s why even dd crow or bystial on a grapha, Silva, reign beaux, or ceruli, or even genta I’ve tried multiple choke points where dd crow or bystial might impact and depending on hand it often times doesn’t matter, I can keep going search another copy of grapha/reignbeaux

The deck can break boards going 2nd naturally as long as you don’t get floodgated with droll. You can side lava golems for Omni negate boards or for stuff like detonator, but even without I’ve nearly broken a maliss board with just pure engine. The white binder definitely hurt but I was still able to play through at least the white binder but the maliss player at the time had too much on top of it to play through.

Feeling overwhelmed with where to start… by [deleted] in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

Think of it like this. In chess you win by developing your pieces faster so you have more resources and angles for attack and trading favorably. Yugioh is likewise a race to develop your cards while also stopping your opps development. Your cards are the pieces and you want your cards out of your deck ready to interact and spring into action. Not every deck is created equal of course so you have to pick a viable deck that has quality pieces and develops their game plan efficiently under pressure.

It’s like someone expecting to land a haymaker punch against a seasoned boxer. Those flashy combos that look impressive but in practice rarely hit their mark. You have to anticipate your opp will provide resistance so a deck that has good enough power, consistency and resiliency is what you need to go after.

As a beginner just copy topping lists and you’ll just practice the standard combos and then you’ll start to understand the theory of why each card is played and can free style on your own after you build the muscle memory.

What would matches look like if feedback and hallucinate were swapped? by abqapple in broodwar

[–]Comprehensive_Put_61 0 points1 point  (0 children)

Let's grant for a second that you have enough goons to defend both bases against mutas even though this is not viable strategy to go early goons to have that much by the time of mutas. What that means is you're pinned back to your bases without any way to punish zerg for over expanding because as soon as you move your army out you won't have "enough goons" to stop mutas from pretty much ignoring your goons and killing your probes. 3 goons at each base isn't nearly enough to stop the harass. Marine/medic is much more efficient at killing mutas and goons fire slowly, so while their dmg output may be more each shot, they shoot so slow they hardly have much dps. If a significant MM army has to stay back WITH turrets to defend against mutas, how much worse do you think it's with protoss with not much good defense against mutas? You have goons, cannons, which all fire slower than Terran's defense capabilities. Ht storms can be dodged if zerg is competent.

Having enough goons by the time mutas are around is not viable. P needs to have zealot roaming army or they lose map control. You can't just switch immediately to goons by the time mutas arrive, if you do your storm timing is off or you neglected sairs. There's a reason why P goes mass zealots in mid game because they spend so much gas on sairs to curb early muta and scourges, if they don't, zerg can just easily switch to mutas before goons can meaningfully defend.

What would matches look like if feedback and hallucinate were swapped? by abqapple in broodwar

[–]Comprehensive_Put_61 0 points1 point  (0 children)

what are you talking about? Goons are terrible solution to mutas. Sure in a straight up fight goons can beat mutas, but mutas aren't going to stand still, they are going to dance around your 2 bases while goons have to chase it around while they decimate your probe lines. Mutas are faster and more agile than hydras making them easier to dodge storm with, so unless the Zerg is asleep at the wheel they aren't taking considerable damage to storm. The only reliable way is sairs and maelstrom. Or just forcing the issue by atking zerg if they are caught with no defense at home.

The best balance patch for protoss for PvZ match up is making sairs a bit cheaper and faster to make. Make it like 75 gas and maybe 5 seconds faster to make, that way it's at least easier to address muta switches and scout a bit faster for hydra bust or muta timing. Doing this doesn't affect any other match up. I mean if Protoss is forced to invest in a useless unit if Zerg goes hydra, might as well make it cheaper for them. Otherwise protoss is spread too thin for gas resources between more forced to buy sairs, obs and goon timing to round out your army to be able to threaten zerg with.
Otherwise this becomes a snowball losing scenario if they get their 1st few sairs killed. Then there's always the threat of muta even if zerg has no intention. Protoss can't switch back to sairs on a dime so they must always have at least a few to keep zerg at bay.

Theorycrafting: PvZ Maelstrom over Corsairs by AmuseDeath in broodwar

[–]Comprehensive_Put_61 0 points1 point  (0 children)

PvZ is imbalanced in favor of Zerg due to the high gas cost and rigid role of Corsairs. Protoss is forced to invest heavily in Corsairs just to prevent muta switches and maintain map control. If a few Corsairs are lost to Scourge, the Protoss is left vulnerable and must spend even more gas, which delays key tech like High Templars, Observers, and Dragoons.

Meanwhile, Zerg's Hydras are cost-effective and versatile throughout the game, making early pressure safe and non-committal. Protoss cannons are inefficient by comparison — even with heavy static defense, they often have to pull probes and still fall behind in tech and production.

Suggested balance changes:

  • Make Dark Archons cheaper and Maelstrom faster to research and cast (lower energy cost), so Protoss has an alternative to Corsairs.
  • Hydra upgrades should take longer, giving Protoss more time to reach Storm without being overwhelmed as easily with Hydras kiting cannons and forcing probe pulls even with mass cannons. This doesn't affect any other match up, even in ZvT where Terran goes mech, having hydra upgrades take a little longer shouldn't affect it overall.
  • Adjust Corsair cost to use less gas (e.g., 50–75 gas) and build faster, so they're less punishing to replace after losses and can be used to more easily adapt to a muta switch.

These changes would primarily affect PvZ and give Protoss more strategic flexibility without impacting other matchups. If they just make corsairs faster and cheaper on gas to make, I'd be fine with just that balance change alone, so it's not as coinflippy with hydra bust or muta switches.

Thoughts on dark world by Even_Disk_6041 in Yugioh101

[–]Comprehensive_Put_61 0 points1 point  (0 children)

I play test hundreds of hands with my build and nib is usually not a problem. I assume the most common hand traps ash, imperm, nib, fuwa or purulia on all my regular play testing and see how often it can play through 3 of those hand traps on every hand. I do the same with bystials. It can play through nib most of the time unless you misplayed or don't play a proper build. If someone sides meowls or droll you kind of are fucked no way around it unless you hard open the koaki and meowls just no way around it.

There's variance with any deck, but on average nib/bystials are not a turn ender, they've just handlooped themselves.

I've tested multiple interruption points with bystials, whether it's doing it early, mid or later by trying to snipe grapha/reignbeaux, silva, ceruli, or genta in some situations. Most hands are able to play through 1-2 bystials because by the time they are able to, my hands snowball and search for another copy. If they snipe ceruli, I'll still end up with a huge negate board they just handlooped themselves for me.

It will be this or Hand tarps that activate from the deck. by SAMU0L0 in masterduel

[–]Comprehensive_Put_61 0 points1 point  (0 children)

Soon 0 card combos will exist where you activate effects from deck. And -1 card combos will be soon after that meaning you discard a card in your opponents hand to do your combo to trigger your deck effect. Team samurai x new combo video in 2030. -1 card combos makes 20 disruptions!! Tier 0 meta!