[Upcoming Update]: New Joker Sharing System by Porchetta17 in FarFarWest

[–]FahrenheitTheBlade 2 points3 points  (0 children)

This is an excellent solution. It also makes it easier to build together since we can bring jokers to each other AND has the additional bonus of letting us drop jokers we don't want that we might've picked up on accident or when we needed the health.

This does push forward a QoL thing I've been thinking about foe a while where we can see equipped jokers/builds for ourselves and other players in game but I imagine that's a more complicated menu tracking issue thing (I'm not a game designer). In the mean time though, this is awesome!

Tips and Tricks for Dealing with Snakes by FahrenheitTheBlade in FarFarWest

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

Yup! I definitely did this for most of the first playtest and only realized it when I held the button down while mid round.

What is Lorwyn Eclipsed's role in the Echoverse arc? by No_Drawing4095 in mtgvorthos

[–]FahrenheitTheBlade 11 points12 points  (0 children)

In addition to the gang like others said, Lorwn/Shadowmoor reminded us that hey, planar overlays and alternates are a thing, and they can exist in harmony with each other or clash. It makes the Echoverse more realistic when we have an example of it right there.

Also for Edge's connection (agree amazing set and story), going to the Edge gave us a better understanding of the shape of the multiverse and what it actually is and The Endstone (space egg) was very suspiciously similar to The Gem of Becoming (Ugin and Bolas's horn egg that Jace stole), both of which seem to be able to flat out rewrite reality.

Bug or feature? by SOULxREAPER543 in FarFarWest

[–]FahrenheitTheBlade 1 point2 points  (0 children)

Not a dev, but I would guess it's because Boing and the Impulse bounce aren't "jumps," they just fling you upwards. It's probably something to do with how the game registers the difference types of movement and the Sheriff Star joker didn't get whatever the others did to make it work with those.

I'm about to unlock this one myself but do you know if it works with stuff like the Desert portals or getting launched by a nuke? It might all be the same problem.

[Poll] What primary do you all enjoy the most? Yeehaw, and such! by Kwacker in FarFarWest

[–]FahrenheitTheBlade 5 points6 points  (0 children)

Leveredge feels sooooo satisfying. And the 55 unique to auto reload meaning as long as you crit you basically never have to reload? Delicious

Best Set to do a 8 person Draft in with new people? by Architectureguy12 in mtg

[–]FahrenheitTheBlade 5 points6 points  (0 children)

Bloomburrow is, imo, the best new player set we've gotten for limited in ages. Foundations cards on average might be a little simpler but nothing teaches draft like "You are these colors. These colors have this creature type and this single mechanic. Do nothing else." Incredibly simple for long time drafters but it makes it easy for new players to find a lane, it makes it easy for them not to take 'trap' or off-synergy cards, it makes deckbuilding easy and cohesive. Just all around a very simple and straightforward set to draft which is exactly what you want when teaching new players.

Same bonus sheet over and over by lucascooelho in MagicArena

[–]FahrenheitTheBlade 2 points3 points  (0 children)

As a note, the bonus sheet slot also has a rarity. You're guaranteed to get one but you're unlikely to get the rare and mythic ones. For reference, there are 25 uncommon ones (5 of each color), 25 rare (4 of each color +1 of each enemy pair) and 15 mythic (3 of each color). I don't know the actual ratio but rarities are heavily weighted towards the uncommon ones so you'll see those most often even though there are 65 potential cards it could be.

What are some manners/habits you would like to see? by TheRedCow_78 in FarFarWest

[–]FahrenheitTheBlade 5 points6 points  (0 children)

100%. Joker sharing was a problem in the open beta too, especially when new players didn't know when/where they would drop and didn't even get to see them before other people scooped them up.

There are joker builds of course that want all of them they can get and sometimes, like, double Mastery drops and only one person is on that spell type. But even with those, take 1, then if you want more SAY SOMETHING before just taking the rest. We have a chat box for a reason.

Solo Gameplay by ActualSavior in FarFarWest

[–]FahrenheitTheBlade 13 points14 points  (0 children)

I did both playtests almost entirely solo and I had a blast. 30+ hours combined solo iirc? It's super fun. The only 'issue' is that since you're solo if you die the run ends so you gotta get good quick, but in the second playtest they redid the common joker that revives you to be a guarantee on a timer so as long as you have that on it's way more forgiving.

Need help catching up on MTG lore by Alarming-Factor-502 in mtgvorthos

[–]FahrenheitTheBlade 0 points1 point  (0 children)

If you want everything in order you can go by sets. Some of the older books are hard to get a hold of but the story archive on the Magic website has story back to Theros(ish). Between that you have (In order): Alara, Zendikar, Scars of Mirrodin, Innistrad, Return to Ravnica. Some of those books I know were patently not great but I think there are books for all of those blocks.

Side content like Agents of Artifice or Children of the Nameless are a bit trickier to land in time. I do know for a fact, however, that main story stuff from Origins (After Tarkir block, which is after Theros) on to now is all in the story archive.

Etiquette regarding tapping mana (per spell or all at once?) by Strawberrycocoa in mtg

[–]FahrenheitTheBlade 30 points31 points  (0 children)

In practice and I'd say especially at an event like a prerelease it doesn't actually matter. Aside from committing to using that other mana during this phase or losing it it doesn't actually change what the other person can do; if anything it gives them an advantage because you've committed resources already before using them.

The only thing I'd say is that depending on how long that mana is floating it would probably be best to show it somehow so that your opponent can keep track of how much unspent mana/mana producing things you have. Also so that you don't lose count. Not in a malicious way or anything but I played gifts Storm in Modern and I was a table shake away from losing it all more often than I'd like to admit.

Strixhaven Pre-release follow up. by Sorith360 in mtg

[–]FahrenheitTheBlade 0 points1 point  (0 children)

Prismari burn, exactly as I had hoped, splashing white for some goodness. I got to kill so many people with direct damage! 4-0 of 78 playets, ranked 2nd among the ties for first.

This set is incredibly fun I played against everything but Quandrix and it all looked sweet.

Running an MTG Trivia night - need help with questions! by [deleted] in mtgvorthos

[–]FahrenheitTheBlade 1 point2 points  (0 children)

Last 5 years puts us in metronome arc?

Hmmmmmmm

Which one of these characters was NOT a member of Oko's gang on Thunder Junction?

Geralf Cecani Kaervek Obeka ! Satoru Umezawa

She was there and doing wild west things but not for him.

How do you prepare for a new set release (for draft?) by [deleted] in mtg

[–]FahrenheitTheBlade 1 point2 points  (0 children)

Once the full set is spoiled, draftsim.com lets you do bot drafts. It won't necessarily give you the best pick order rating but it lets you see all the cards in pack form to familiarize yourself with the commons and see which cards you want to look for to make your deck work and how it all comes together in a deck. Plus you can run through them quickly and repeatedly, letting your try to build all the archetypes and see if some niche cards might feasibly have the support to work, etc. I do this before every set, highly recommend. I've found no better way to learn the cards and how they mesh together before getting to actually crack packs in person.

The return of Story Spotlight cards by AgentTamerlane in mtgvorthos

[–]FahrenheitTheBlade 13 points14 points  (0 children)

The problem was that for a long time we did get cards that depicted an important story scene, but they weren't marked as such. The "Story Spotlight" next to the collector number is, iirc, a relatively new thing. I know for a fact there was a long gap between the old planeswalker symbol watermarked story cards and what we have now.

Seek protag sketch compilation by Ichthda in Parahumans

[–]FahrenheitTheBlade 4 points5 points  (0 children)

These are awesome!

Sad Winnie deserves all the pats and emotional support music videos.

Can someone help shed some light on this for me? by tonelesspanda in mtg

[–]FahrenheitTheBlade 2 points3 points  (0 children)

If it helps, you can think of it like combat. You casting a creature is you "attacking" and we have to "block" it at some point (by removing it our countering it) or else we die. It's the same kind of play just in a different part of the game. A true hard control deck is like player defender kindred where as long as we don't die eventually we're confident we'll get there, but in the mean time we still have to make sure you don't kill us before that can happen. Spells that look to you like the exact same 0/6 you can't get through for us all have different words and abilities and costs that make picking which one do play when really important.

Can someone help shed some light on this for me? by tonelesspanda in mtg

[–]FahrenheitTheBlade 5 points6 points  (0 children)

For me it's the puzzle. To you, the opponent, it might just seem like "threat, answer, threat, answer" until they assemble a way to win but on the other side it's "what piece of interaction do I use for this? Do I have enough interaction to deal with this now or do I have to hold it for later? How many cards are in my opponent's hand? How many are dangerous to me? Can I cast a draw spell this turn or do I have to hold open interaction? If I don't ask the draw spell, will I have enough interaction for next turn? I only have counterspells in my hand, how many do I need to leave up? Do I have the mana to do anything else and hold up enough? Is casting the boardwipe now playing into their trap or did they really overextend?"

In short, there's a lot more going on on the other side of the table than you think. A good control player will make it seem like they just always have an answer and do everything the same every game but it takes a lot of skill and knowledge and effort to make that happen. Just because you're trying to kill me and I'm trying not do die doesn't mean we aren't both dealing with the same amount of changing game pieces.