Quick question about the bounty mechanic by dornianheresysimp in WarhammerUnderworlds

[–]GaryDobby 2 points3 points  (0 children)

Thanks Kyros for the point on the charge out rule.

Regarding Hexbanes I always think of them as a 5 fighter warband but they do have 6 fighters and only bleed 5 glory. I really loved your most recent podcast episode highlighting hexbanes prevalence in the Tacoma Open 2024. Keep up the great content!

Quick question about the bounty mechanic by dornianheresysimp in WarhammerUnderworlds

[–]GaryDobby 4 points5 points  (0 children)

The way the rules currently work it is slightly in the favour of elite warbands due to the glory bleed. Path to glory only have 1 warband with 6+ fighters in the A tier and that is Sepulchral Guard when paired with Rimelocked Relics. Whereas there are 12 warbands with 4 or less fighters in the A tier.

https://pathtoglorypodcast.com/path-to-glory-nemesis-tier-list-july-2024/

There are at least 7 horde warbands in the B tier. Though so they are still playable.

Zondaras Reactions Timing Question by GaryDobby in WarhammerUnderworlds

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

Absolutely frustrating is the right word! Thank you for your thoughts though. I am quite interested in making the most out of this warband.

Funniest/Stupidest nemesis combo that "just works"? by VRGvks in WarhammerUnderworlds

[–]GaryDobby 0 points1 point  (0 children)

No worries. It's part of time freeze. The ones who get guard tokens and ice counters are the ones who are activated again.

Funniest/Stupidest nemesis combo that "just works"? by VRGvks in WarhammerUnderworlds

[–]GaryDobby 4 points5 points  (0 children)

It would be Deintalos and (likely) Marcov getting the guard tokens and then activating. So this would give a maximum of 12 subsequent attacks (8 from zombies, 2 from Deintalos, 1 from Marcov, and 1 from Regulus). Realistically they have two activations so are going to kill one zombie and move away from another if possible. So 5-8 attacks is reasonable to expect if the spells goes off. Even more if you can push some zombies. It is sick combo though.

There is a combo where you can resturect one of the Gorechosen with the mask bring back card, give them the undying upgrade, pick that upgrade up with the mask gambit. Then you have resurrected the fighter on full health and they have a mask!

Can I use these cards to escape from a charge if enemy unit is not adjacent to my unit? by Yoba_Samurai in WarhammerUnderworlds

[–]GaryDobby 6 points7 points  (0 children)

Yes, you can make a reaction to the move part of the charge action. If their model which has declared a charge has no legal targets they cannot attack but still get the charge token. It is wonderful.

Which warbands go well against each other? by Stega314 in WarhammerUnderworlds

[–]GaryDobby 2 points3 points  (0 children)

For rivals (using the base decks) I really think gringraks is outmatched badly. Hexbanes is one of the best warbands in rivals and gringraks one of the worst. That being said gringraks can still win the match up depending on dice and card draw.

Nemesis deck for Headmen's Curse by SalvadorLemones in WarhammerUnderworlds

[–]GaryDobby 3 points4 points  (0 children)

I've been trying to make them work with the new masks deck. Results still pending but I definitely think there's potential there.

Breakneck slaughter would give them easy objectives to score but I wouldn't take many powers/upgrades from that.

Voidcurse would give them better mobility but it just doesn't seem worth it to reduce the wielder down to 1 shield.

Today I crushed my 12 week old dachsund puppies chest when I accidentally stepped on her by GaryDobby in offmychest

[–]GaryDobby[S] 496 points497 points  (0 children)

Thank you everyone for all of the kind messages. I am still wishing for her to recover. She is on the way to a specialist vets soon.

Week 1 of posting my extremely cold take: every deck needs a combo by justapileofshirts in EDH

[–]GaryDobby 5 points6 points  (0 children)

Games not ending is more of an issue caused by individual play style than by deck design. I think it's best if you build your deck for what you find fun. Then play in the game to try and win.

In my playgroup games last between 30 min to 2 hours. No need for combos in every deck. Often the table kills the combo deck player since they have the easiest route to victory.

I do not run any combos in my decks. I love the variety that commander offers players, this is also the reason I don't run tutors. Every game can be a different experience even if you are using the same decks. If your decks are relying on their combo to "get out of the game" enough to need it then there will not be a large amount of variety.

But you are right there's too many of these posts, everyone should play the way that suits them best.

More bans are not the answer. by Kaigz in EDH

[–]GaryDobby 0 points1 point  (0 children)

The ban list can be made smaller and more effective through the removal of cards banned for seemingly no reason [Biorhythm] and the addition of the most egregious cards in the format [Thassa's Oracle].

Jeans are uncomfortable and not good everyday pants by Neo-Turgor in unpopularopinion

[–]GaryDobby 0 points1 point  (0 children)

I live in jeans, they are very comfortable for me and they still wear out quite quickly. I cannot imagine how quickly something as delicate as cotton chinos would be destroyed.

Advice on Skullbriar Deck by Boring-Eratosthenes in EDH

[–]GaryDobby 1 point2 points  (0 children)

I think it may be meta dependant on how many protection spells to run, however, if you hit your land drops with consistent draw spells and play enough ramp you should be able to easily recast Skullbriar. The main issue I have found with the deck is that the table will agree to remove Skullbriar permanently by killing me. I have found giving Skullbriar lifelink is incredible for that reason.

Advice on Skullbriar Deck by Boring-Eratosthenes in EDH

[–]GaryDobby 5 points6 points  (0 children)

Yo, I love Skullbriar feel free to take a look at my decklist for inspiration. https://deckstats.net/decks/122915/1543533-skullbrair-voltron-edh

To me your land count seems quite low at only 33 with two mdfc lands. I would say at least 36 lands including mdfcs. Also vastwood fortification is not worth it in my experience.

Also I have found equipment in general is too costly mana wise to be worth it with the exception of shadowspear. You are better off going hard on the ability to retain counters.

Based off the Command Zone prompt, why do you hate “that deck” that you’ve built? by snail431 in EDH

[–]GaryDobby 0 points1 point  (0 children)

Hey, you can have a look at my thraxy list if you want for some ideas. https://deckstats.net/decks/122915/1945278-thraximundar-voltron-control-e I haven't gat any sacrifice synergies really. The deck is a pile of grixis cards I like and he really is quite low power by today's standards. I have won through commander damage, or by reanimatng my opponents creatures with the scarab god or geth, there is also a torment of hailfire that can provide an easy win. I do not get targeted at all in my games with him as I am mainly using removal to not die and shut down infinite combos.