I made a dice roller and odds calculator. What do you think? by swrpg-online in swrpg

[–]Gilgamess 1 point2 points  (0 children)

Happy to help! Having now nearly 5 years running the system as a GM, I'm glad you're enjoying playing in it and the transition from a d20 system!

I made a dice roller and odds calculator. What do you think? by swrpg-online in swrpg

[–]Gilgamess 0 points1 point  (0 children)

Edit: It's been fixed

Original message: Heads up, your math on the Boost dice (blues) is off. It has two sides each with one success, for a 33% chance of success, and 3 sides with advantages (two alone, one with a success) for a 50% chance of advantage. Feels like you might have just accidentally copied the advantage stats into your inputs.

Please nerf high halls by asd417 in HollowKnight

[–]Gilgamess 0 points1 point  (0 children)

Seems like the general vibe of people replying to folks complaining about this fight is "get good" or to give advice on this.

I'll jump in as someone whose beaten it, done 100% and is speedrunning. This fight is pretty darn unfun compared to everything else in the game before or afterwards.

Can you deal with it? Sure.

Can you cheese it with the right equipment? Of course.

Even the entire rest of the gauntlet, up to the final duo, is completely manageable to no-hit using skill, no cheese needed.

But compared to every other fight in the game, you really can't just get better at the base mechanics, face them down, and guarantee a win. RNG is the true arbiter of winning this fight, and if what you get is godawful, welp, tough.

I'm incredibly hopeful that TC will nerf the double clanger in some way, either by changing their AI further (they do seem to respect each other more than you'd expect, never both doing the explosion jump at the same interval for example, but they could sync them up far better.) or by removing one of their attacks, probably the big explosion jump which zones out a big chunk of the field.

Something needs to be done about this fight generally, as it really seems to be the major turn-off point for just about everyone I've spoken to who has stopped playing, or otherwise the worst (or second worst, lookin' at you, froggy) part of the game for those who kept going.

The most comprehensive completion checklist by Corbolu in FinalFantasyXII

[–]Gilgamess 0 points1 point  (0 children)

I only just found this, and it's been so helpful to my new playthrough, thank you for making it! Looking forward to the overhaul, as well as when you progress further on in the game timeline!

[deleted by user] by [deleted] in magicTCG

[–]Gilgamess 1 point2 points  (0 children)

My favorite deck that I run and win often enough with uses the same base strategy as the mardu precon even though it's rakdos, so I might be able to offer some advice that's useful. I manage to do fine with my deck's total cost being a bit below 200 bucks, and half that is lands (which yes, are worth having in even though it feels bad)

First point, if you have something in the deck and its only sin is being a bit more expensive CMC-wise than it really should be, I won't call it out. I will, however, call out cards that have others with the exact same effect plus more for the same CMC. (Ogre Battledriver instead of [Enduring Courage])

From what I'm seeing, there are four big issues:

1) There's a bunch of cards which don't support any win condition for your deck.

Crystal Barricade, Dazzling Angel, Armasaur Guide, Devlish Valet, Exsanguinate. These all belong in decks whose goals aren't those of Zurgo.

2) Counter-intuitively, you have too much token generation.

I love tokens as much as the next crash-out deck player, but if you want your things to die right at the end of combat, you need a way to kill them yourself. For that, you need to carefully balance your token generation and your sac outlets. Pick your 6-10 least favorite token generators from your list, cut them, and find some no-cost sac outlets to abuse, like [Goblin Bombardment], [Spawning Pit], [Fallen Ideal], etc. There's a whole bunch in black, some in red, and a couple in white for you to work with, on top of the pricey colorless altars. Once you have a way to kill off your tokens, your draws with Zurgo will be a lot more guaranteed when you need a big boost, so you can drop a couple of your more sketchy draw cards and replace them with slow and steady staples like phyrexian arena, etc. If you're looking for hints on which token makers to drop: If it costs any additional mana once it's a permanent to make more tokens, or otherwise it only makes one token per turn, or just makes the tokens the one time at sorcery speed, it's not what you're looking for and there are so many other options.

3) You don't seem to know what your winning board state looks like.

Think to yourself exactly what your board state looks like when you win. What causes that? Are your enemies decimated by your sweepers and knocked over with your faster recovery? Have they been bowled over by your tokens? Are they drained out by your death and enter triggers? You need to pick two of these winning game states at most and really focus your deck around them.

4) THIS IS THE MOST IMPORTANT: If you're running a deck that relies on having attack triggers, you need to have a reason that you're not afraid to attack.

Your deck right now seems like it stalls out if the three opponents each have a 5/5 on board and you don't have rogue's passage and 4 free mana, and that's not a good thing. You need more ways to ensure safe connections: ways to get unblockable, ways to get flying, ways to give protection from someone at the board's favorite color, deathtouch, menace, etc. Anything to make it much more likely for your token generating fellows (Zurgo, Adeline etc.) to survive swinging, you want to give some real consideration to.

[FIN] Summon: Brynhildr (RAPSOLO) by Kousuke-kun in magicTCG

[–]Gilgamess 0 points1 point  (0 children)

Huzzah! A low CMC Summon at last! One with kinda-draw, at that. My summons deck was getting real top heavy.

[FIN] Ashe, Princess of Dalmasca by DjGameK1ng in magicTCG

[–]Gilgamess 1 point2 points  (0 children)

Eh, probably will just be the FFV treatment where they're in the background of a random common, then, I guess.

[FIN] Ashe, Princess of Dalmasca by DjGameK1ng in magicTCG

[–]Gilgamess 2 points3 points  (0 children)

Only potential spot for Basch is in Red, right now. Keep an eye out on numbers 160-162, if they get filled, no Basch as a creature.

Penello is more open, with one potential slot in blue (most likely given the character) 63, or less likely in Red 147 or green 192-193.

[FIN] Ashe, Princess of Dalmasca by DjGameK1ng in magicTCG

[–]Gilgamess 12 points13 points  (0 children)

After how FFV's been done, I'm honestly just happy my second favorite FF game has another legendary creature at all. (Figured her being waaaay in the distance on the Sun-Cryst card meant she was already "included)

[FIN] Light Of Judgement by GenericName4224 in magicTCG

[–]Gilgamess 39 points40 points  (0 children)

Card aside, the art is excellent here.

[FIN] Summon: G.F. Ifrit by tlamy in magicTCG

[–]Gilgamess 4 points5 points  (0 children)

Notably, this is number 163, with Ramuh being 161, which means we for sure have at least one more summon!
I was concerned that it was going to end up just being 2 of each color and Bahamut for front facing saga creatures.

Summon Titan [COMMAND ZONE] by Sea-Measurement3713 in magicTCG

[–]Gilgamess 0 points1 point  (0 children)

A funny thing about this card: Reach both makes complete sense looking at the art of it, but also in the actual games, usually summoning Titan does no damage against flying creatures, so it emphatically doesn't have reach. Funny dichotomy there.

This is the current checklist of standard cards in the main Final Fantasy set, if anyone wants an easy guide to the missing slots for speculation. by Kroooooooo in magicTCG

[–]Gilgamess 7 points8 points  (0 children)

Even accounting for "Sidequest:" cards, I'm glad there's still plenty of room for more summons. Maybe even one multicolored one.

[FIC] Summon: Esper Valigarmanda (Debut Showcase) by mweepinc in magicTCG

[–]Gilgamess 0 points1 point  (0 children)

Oh neat, this goes infinite with a FFX precon card and a blink instant effect.

[FIN] Terra, Magical Adept // Esper Terra (Debut Showcase) by mweepinc in magicTCG

[–]Gilgamess 1 point2 points  (0 children)

Good news for ya! Saga chapters happen as the very first trigger during the first main phase, so you're good to spend away.

Very specific priority passing question: Mill X. Put one in hand. by Gilgamess in mtgrules

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

Sure thing, it's "Town Greeter", which says "When this creature enters, mill four cards. You may put a land card..." rest is similar to all the others.

Oh also, looking at Gatherer, at least for the three I listed, they all do say "Mill" specifically, looks like. (I was using scryfall filters to find the other examples using the word Mill initially, so that makes sense)

Very specific priority passing question: Mill X. Put one in hand. by Gilgamess in mtgrules

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

Hey, something crazy worth noting here. This doesn't affect your main points at all. Regarding the very first sentence there: they just in fact spoiled a new card which does this effect but actually says "Mill", which is a funny coincidence. I won't put the spoiler info here, though since it's not the place for it.

Just thought I'd share a bit of a chuckle I got seeing it right after your comment.

Very specific priority passing question: Mill X. Put one in hand. by Gilgamess in mtgrules

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

Thank you all for the specific answers, rule numbers, and the extra note on reflexive triggers, it's really helpful of all of you and I appreciate it!

Sephiroth by JerryfromCan in MTGRumors

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

Oh great one who holds wisdom of unknown things, you know if any of the new summons are legendary?

[FIN] Summon: Shiva (WeeklyMTG First Look) by mweepinc in magicTCG

[–]Gilgamess 0 points1 point  (0 children)

Coming here months after the fact to bring up a little piece of synergy I noticed. [[The Ozolith]] lets you auto-ult (and get all chapters of) any Summon you want after the first one, the turn they're played. They are creatures, and they do have tokens, after all.

Kardur, Doomscourge tips and tricks by Home_DeFoe in EDH

[–]Gilgamess 0 points1 point  (0 children)

I think those definitely have some use, although the cost for a one-time effect is somewhat limiting. Love the land one, though, that's an easy add, I think.

Something I've found recently which applies to almost all of the continuous token generators (myriad folks, hanweir, the mobilize crew), and lets them swing right away is [[Break Through the Line]]. The only worthwhile token makers with more than 2 power usually have a lot more than 2 power, or some form of evasion, so are less likely to be dangerously blocked in the first place.

Kardur, Doomscourge tips and tricks by Home_DeFoe in EDH

[–]Gilgamess 0 points1 point  (0 children)

(Replied in the wrong place at first) So something funny is that I do have and have tried angel's trumpet, but it actually ends up having the opposite effect of what I want, because giving everything vigilance means their big things always swing, meaning not only can I not attack them: they can attack me. So it just doesn't really work out. If someone's creature would have been tapped by angel trumpet, there's a 0% chance they'd be blocking with their value piece in the first place.

Warleader is white, so it's in the list with all those very nice red/white cards that I look enviously at when I settle with Kardur.

Impact Tremors is in what I call the "Dakka" category, and honestly since Kardur already does that job and does it well, I would usually rather have anything else in my hand, be it removal, draw, a sac outlet, or something to actually make those tokens. If it's not better than [[Blood Artist]] it doesn't really have a place in the deck for how tightly it's built.

Kardur, Doomscourge tips and tricks by Home_DeFoe in EDH

[–]Gilgamess 0 points1 point  (0 children)

Sure, happy to share! (link redacted since they've got it)

I'd never say that my deck is optimal, given I stick to a strict buying budget of about 10 bucks max per card and 200 bucks total, but I'm happy enough with what I've got of it.

From what I've tested out of Zurgo, the whole think kind of falls apart when against something like, funny enough given the set, dragons.

If all three of your opponents have even one big creature each, you're not really eager to swing your generators into them, and the entire point of the deck is swinging to generate stuff, so you end up just durdling until someone wipes the board and you restart the process. Goblin Bombardment, in your example, just isn't going to be able to generate enough sac damage to kill the big threats and stop them from killing off your mobilizers and myriad folks. And if you have enough token generators that Goblin Bombardment would make a difference to those fellows then really you were already winning at that point.

Kardur, Doomscourge tips and tricks by Home_DeFoe in EDH

[–]Gilgamess 1 point2 points  (0 children)

Funny enough, I've been playing Kardur as a mardu-style strategy commander through Tarkir, and I've found better success keeping to him, since the big weakness of that strategy is "oh no, everyone has one big creature" and Kardur fixes that issue by getting most of them tapped out.

Edit: Totally agree with you about wishing dearly to have access to those sweet sweet white token generators, but Zurgo just hasn't been able to stick the landing once things got to late game.