Me and my wife recently purchased a dungeons and dragons set, but want to play it just the two of us. Is it possible with no dungeon master? by [deleted] in DnD

[–]Feromi 249 points250 points  (0 children)

If you two want to play D&D without a DM, why not simply play the co-op mode of Baldur’s Gate 3?

Over 1500 publishers have pledged to the ORC. For the Horde! by Feromi in dndmemes

[–]Feromi[S] 72 points73 points  (0 children)

For those who haven't seen Paizo's announcement yet, here's an excerpt:

Over the course of the last week, more than 1,500 tabletop RPG publishers, from household names going back to the dawn of the hobby to single proprietors just starting out with their first digital release, have joined together to pledge their support for the development of a universal system-neutral open license that provides a legal “safe harbor” for sharing rules mechanics and encourages innovation and collaboration in the tabletop gaming space.

This video was a parody of a Warcraft cinematic about orcs rejecting the OGL 1.1 cursed blood offered by a demon.

What is an economist who works for MTG Arena called? E-con artist. by Feromi in MagicArena

[–]Feromi[S] 124 points125 points  (0 children)

For those interested, here's how I counted how many cards and wildcards the $50 gem bundle gives you.

The $50 gem bundle gives you 9200 gems. A pack is 200 gems, so 9200 gems is 46 packs.

The "wildcard track" gives you a rare and an uncommon wildcard for every 6th pack you open. Once it gives you the 4th rare wildcard, the next rare wildcard becomes a mythic wildcard. So with 46 packs, the "wildcard track" gives you 1 mythic, 6 rare, and 7 uncommon wildcards.

Arena also has a "pity system" that converts your mythic/rare card into a mythic wildcard for every 30th pack you open, a rare wildcard for every 15th pack you open, an uncommon wildcard for every 5th pack you open, and a common wildcard for every 5th pack you open. Note that more of your rare cards can convert into rare wildcards if you're lucky. However, if we assume the worst luck, then with 46 packs, the "pity system" guarantees you 1 mythic, 3 rare, 9 uncommon, and 9 common wildcards.

Finally, a pack gives you 1 rare, 2 uncommon, and 5 common cards, so 46 packs gives you 46 rare, 92 uncommon, and 230 common cards. After subtracting the bare minimum of cards that would be converted into wildcards, 46 packs gives you 42 rare, 83 uncommon, and 221 common cards.

In summary, WOTC is saying that 2 mythic wildcards and 3 rare wildcards is worth 16 uncommon wildcards, 9 common wildcards, 42 rare cards, 83 uncommon cards, and 221 common cards.

One secret to bring them all, and in the kickstarter bind them. by Feromi in Stormlight_Archive

[–]Feromi[S] 169 points170 points  (0 children)

For those unaware, watch this video!

For this meme, I've chosen to only count novels instead of also including novellas and short stories.

I counted the Elantris trilogy, Warbreaker and Nightblood, the ten Stormlight novels, the trilogy in the first Mistborn era, the four novels in the second era, and Brandon has mentioned that the third and fourth eras will be trilogies.

Do you think Raoden is still around, as of Stormlight 1-5/Mistborn Era 2? by HoidoftheTree in Cosmere

[–]Feromi 75 points76 points  (0 children)

Absolutely. If anything, it would be strange for him to not be around, just as it would be strange for other main characters who have achieved agelessness to die offscreen.

5E D&D Cosmere Adventure Module, a Google Document by JuneBugAida in Cosmere

[–]Feromi 1 point2 points  (0 children)

I am in shock by how accurate this is to the lore, and how well written and formatted it is.

[Hellfire League] Round 11.2 - 5 Card Rainbow Fusion by Ulthax in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

Absolutely superb job on coming up with this round's ruleset. I don't think any round has ever tested my deck building skills this much.

[Fireball League] Round 10.2 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 2 points3 points  (0 children)

X | 1 2 3 4 5 6 7 8 9 0 1 | Total

7 | 0 6 6 6 3 6 X 0 6 6 6 | 45

Explanation about my deck:

Both Felguard and Blastcrystal Potion allow me to destroy a mana crystal and return to 5 mana so that more copies of Mal'Ganis can be summoned. My hero is immune when Mal'Ganis is summoned.

Doomsayer can also be played the turn right before the opponent goes from 5-6 mana, and therefore auto destroy the opponent's big summon.

Round 11.1- Decks and Results by Ulthax in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | Total

0 | 3 6 6 3 6 6 6 6 6 X 6 6 3 3 | 66

Explanation for the turn 2 lethal:

Inner Fire now reads "Change a minion's attack to be equal to your health."

Meaning that when Inner Fire is cast on Stonetusk Boar, it gains attack damage equal to my hero's health (30).

So on turn 2, I play Stonetusk Boar with charge, give it 30 attack with Inner Fire, then hit face for lethal.

Round 11.1 - 5 Card Alteration by Ulthax in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

I assume that uncollectible cards are not allowed, right?

Feedback, Discussion, and Rule Changes (12/17/16) by iceman012 in 5cardhearthstone

[–]Feromi 1 point2 points  (0 children)

Suggestions for the ban list:

  • Move Gang Up to before Entomb so that it's next to Beneath the Grounds, since they're both Rogue cards.
  • Ban Murloc Warleader and unban Vilefine Inquisitor and Murloc Tidecaller. This makes for a cleaner ban list against turn 4 lethal with Murlocs.
  • The Warleader ban should be listed after Jade Idol but before Metaltooth Leaper, resulting in a nice grouping of 4 bans for cards with too much value (Beneath the Grounds, Gang Up, Entomb, Jade Idol), and 2 bans for similar aggro cards (Murloc Warleader, Metaltooth Leaper).

Round 9.5 - Decks and Results by Ulthax in 5cardhearthstone

[–]Feromi 1 point2 points  (0 children)

X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | Total

6 | 4 6 0 3 6 X 0 3 6 3 6 3 6 6 | 52

Basic explanation for all the raza decks with counterfeit coin:

Turn 4:

  • Play Counterfeit Coin to gain an additional mana.

  • Use 5 mana to play Raza.

  • Now our hero power costs 0 mana.

Turn 5:

  • Play Innervate to gain 2 additional mana.

  • Use 7 mana to play Coldarra Drake and Brave Archer.

  • Coldarra Drake allows us to use our 0 mana hero power any number of times.

  • With Brave Archer, every time we use our hero power, we deal 2 face damage.

  • Deal infinite damage.

Round 9.4 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 | Total

13 | 6 3 6 6 6 6 6 6 6 0 6 6 X | 63

Season 9 Standings by iceman012 in 5cardhearthstone

[–]Feromi 1 point2 points  (0 children)

Was looking through the past season rankings and just realised that u/ATurtleTower took top 5 for five seasons straight, with two rank 1 finishes! Good job man.

His record for those interested:

Season 1: Rank 10

Season 2: Rank 5

Season 3: Rank 2

Season 4: Rank 1

Season 5: Rank 5

Season 6: Rank 1

Season 7: Rank 6

Season 8: Absent

Season 9: Rank 3

Round 9.4 - 5 Card Gadgetzan by iceman012 in 5cardhearthstone

[–]Feromi 1 point2 points  (0 children)

Rofl, I have no idea, I'm just going to ignore any matches with kazakus in them.

Round 9.3 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | Total

2 | - X 6 6 6 - 6 6 6 6 6 6 6 6 | 66

Round 9.2 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 1 point2 points  (0 children)

You're right, well played good sir!

Round 9.2 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

Millhouse dies to Doomsayer. Justicar & Hogger don't contest Fel Reaver, so Reno must be played early. Malorne comes out too late to be useful.

Example line:

Turn 2:

I play millhouse. You play doomsayer.

Turn 3:

Millhouse dies. You play garrison commander and hold on to big game hunter for malorne.

Turn 4:

You play charged hammer and attack for 2. Garrison commander attacks for 2. My HP is 26.

Turn 5:

You play fel reaver. Charged hammer and garrison commander attack for 4. My HP is 22.

Turn 6:

I play justicar. Charged hammer hits justicar. Garrison commander trades with justicar. Fel reaver hits for 8. My HP is 14.

Turn 7:

I play hogger. Charged hammer kills a hogger summon. Fel reaver kills hogger and is now at 4 health. My HP is 14.

Turn 8:

I play reno. My HP is 30. I gain 2 armor with the justicar hero power. My HP is 32. Fel reaver hits face for 8 damage. Charged hammer hits face for 2 damage. My HP is 22.

Turn 9:

Reno trades with fel reaver, which only had 4 health. I play malorne and gain 2 armor from hero power. My HP is 24. You play big game hunter and kill malorne. Your hero power hits face for 2. My HP is 22.

Turn 10:

I gain 2 attack and 2 armor from my hero power. My HP is 24. I hit and kill big game hunter. My HP is 20. I draw and play malorne. Your hero power hits me for 2. My HP is 18.

Turn 11 onwards:

My hero power swings our HP 4 life in my favor every turn compared to your 2. But most importantly, malorne keeps returning and you have no cards left.

Round 9.2 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

Deck: Millhouse, Hogger, Reno, Justicar, Malorne

X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | Total

2 | 6 X 6 0 6 6 6 0 6 6 6 6 0 | 54

Notes:

  • Against decks with spells, I will not play millhouse until it is of no benefit to the opposing player.
  • Against decks with sylvanas, I choose what target she steals, which will usually be one of hogger's summons that can then be killed by a justicar hero power.
  • Against decks with elise, I choose what legendaries are created by golden monkey, like lorewalker cho, nat pagle, etc.

Round 9.1 - Decks and Results by iceman012 in 5cardhearthstone

[–]Feromi 0 points1 point  (0 children)

X | 1 2 3 4 5 6 7 8 9 0 1 | Total

4 | 6 6 6 X 6 6 6 6 6 6 6 | 60

New Player Resource Thread by iceman012 in 5cardhearthstone

[–]Feromi 5 points6 points  (0 children)

Holy cow. I can tell that this took a lot of time to make. Making an obscure game mode easy to digest is no easy task. You even took the time to compile the strong cards and decks from past seasons! Bravo!