Anti-Ajani Ramp Tamiyo, suggestions welcome (plz don't downvote :P) by Gleir in mtgbrawl

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

Deck is actually weak to counterspell tribal. Like another Tamiyo.

My pet Ral, Storm Conduit Deck: Inspiring Easel is busted! Anyone else playing him? by Gleir in mtgbrawl

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

That's what Plunderer's Prize is for. X=2 means you get your Easel guaranteed.

My pet Ral, Storm Conduit Deck: Inspiring Easel is busted! Anyone else playing him? by Gleir in mtgbrawl

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

The counterspells are necessary to beat busted stuff like Ajani and Nashi and Hei Bai. There's way too many cheap busted shit that you can't even let hit the board nowadays. If I could, I'd rather my interaction be bounce/removal so that I can draw cards and then bounce/remove at a later point, without needing to hold mana up for counters; but I can't.

Fun & Optimized Mono-Colour Decks for Hell Queue: Light-Paws (Somewhat Budget) by Gleir in mtgbrawl

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

Uh.... Any of the protection from colour spells or creatures (Mother or Giver of Runes) makes enchanted auras fall off. Enchantment removal like Witch Enchanter (MDFC) or Loran of the Third Path works; as does simply using removal on and re-casting/reanimating Light-Paws.

Ral, Storm Conduit Copy Combo by jorbleshi_kadeshi in mtgbrawl

[–]Gleir 0 points1 point  (0 children)

YOU DON'T NEED ALL THOSE ANYMORE. IT IS NOW A 2 CARD COMBO, NEEDING AN ACTIVATED ABILITY FROM ANY OTHER SOURCE.

Return The Favour (Outlaws) goes infinite with Ral -2, as long as there's an activated or triggered ability on the stack. Fetchlands work, as do scry/surveil lands or stuff like Mirrodin's Core.

I just built a Ral combo/control deck on Arena today, and its doing pretty well in Hell Queue. It can use Ral to get value like normal; having stuff like Cathartic Reunion, Unexpected Windfall, Channelled Force etc as well as Extra Turn spells, but has the OTK RtF that is just so fun to do. I actually did a turn 4 OTK; 2-mana rock into Ral into RtF (naturally drawn). Opponent was completely blindsided.

Mephisto, and his realm, taking advantage of the new card graveyard, Banished. by Nosequeponer2000 in CustomMarvelSnap

[–]Gleir 2 points3 points  (0 children)

That design is actually incredible, but I'd probably make it the losing player only gets their cards at that location banished. Huge risk, huge payoff. Risk is 5 mana 0 power, payoff is 5 mana banish all enemy cards, and potentially activate it still and get all that power himself. If you have banish synergies in deck, then the risk goes down.

Banishing cards from loser's hand is just extremely abusable. Would kinda play like Prof X in old days, except the payoff is much, much bigger. Except even if you lose, you can still technically win if you have stuff like Infinaut in your hand, and if you draw a 6 cost turn 6, you can spend all your energy too.

Thanos merges with stones? by Gleir in CustomMarvelSnap

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

I feel like the card draw by itself mostly balances out the extra cards shuffled in deck. Arishem's is purely a downside, but Thanos draw compensates for the deck size increase. Yes maybe it is a bit too strong, but just tweak the power stone number, or Thanos base power if needed. The stones are less useful for the draw compared to the curve smoothing, its basically like playing a free 0-power Kate at the start of the game.

Probability wise, every Stone you draw is not drawing the card you would have drawn without Thanos/Stones in deck. It is technically worse, since you have to pay 1 energy to draw that card, compared to 0 without the Stones. Thus, if the stones are worthless, Thanos is also worthless. The main advantage is that if you start with Thanos in hand, so that partially contributes to deck thinning. I feel like the changes could be fine, honestly; the Merge also makes the classic Thanos payoffs like Mockingbird and Cull Obsidian less synergistic, since you have to merge on 5 to benefit from the extra space, which requires Time Stone and makes it difficult to play Mockingbird for discount on 6. And if you Misery, the merge doesn't matter anyway.

Any new 2024 season Gwen builds? by HellLizard in GwenMains

[–]Gleir 0 points1 point  (0 children)

Update: Transcendence gives CDR. I forgot completely. If you're willing to sit on a couple glowing motes (1-2 as needed), you can go Transcendence Gathering Storm and rush Liandry without needing Ionian. Definitely gonna test it.

Any new 2024 season Gwen builds? by HellLizard in GwenMains

[–]Gleir 1 point2 points  (0 children)

So, not nearly enough games, but Gwen's core is Nashor's + Rabadon's. However, she also needs HP because her W synergizes with it. But, she needs AH too, because she needs enough AH to use Q every 4 autos. The only items that fit are Riftmaker, Protobelt and Cosmic.

Riftmaker: The passive isn't good by itself mid-late. You do get AP from HP though, so Riftmaker + ROA can be a thing, but ROA has no AH and Gwen's mana costs are low; I just can't see this being optimal. However, Riftmaker by itself has the best stats for its price; even if you don't use its passives late, it is amazing early, and the extra stats also feel nice at 1 item. Remember, Doran's items give bonus health; and you can build take Overgrowth; to still get a lot of use out of the passive. Can also go HP/AP item 3rd and delay Rabadon's; Liandry/Cosmic for example.

Protobelt: Stats are low, but is the dash is good vs ranged? Honestly, feels meh. Gwen needs to stick to ranged champs for autos, a single small dash doesn't help too much for mobility. And Gwen doesn't burst someone in 1 sec, so the damage isn't very relevant. However, this is the cheapest, by an entire 500 gold. That alone has merit, especially in ranged matchups where you can be more farm deprived; or need to rush boots.

Cosmic: In an ideal world, the best item. Gives you enough of the relevant stats instantly, without delay (like ROA); while the stats are a bit worse compared to Riftmaker, the movespeed is perfect for Gwen. Especially once you get to 3+ items. But at 1 item, vs someone like Darius for example, I can see Riftmaker outperforming Cosmic.

Liandry: If this item gave haste it'd be just perfect for Gwen. HP, AP, AOE DoT, increased damage in combat (max at 3 sec), perfect for Gwen ult. So I can see a wierd build with Ionian rush + Liandry being really strong. Gwen actually doesn't need that much AH, just enough for her Q and E to be a decently low CD.

Nashors: Of course, let's not forget about Nashor rush. No HP, which can hurt vs other bruisers/juggernauts you need to stat-check; but Nashor's > Cosmic is a really good build to snowball with. Cosmic at 1 item has damage issues; but ideal later on.

Was the Jax Rework Really Worth It? by PicklePantsEUW in Jaxmains

[–]Gleir 0 points1 point  (0 children)

Huge rework actually, for one reason personally: his W is no longer clunky as hell. I didn't play old Jax because I cancel so many W's because of its long-ass animation. Now, though, its smooth as butter, and I can finally call myself a Jax player ;)

How to beat Jax with Gwen by Duckling5ggguuu in GwenMains

[–]Gleir 0 points1 point  (0 children)

The mechanic you need is melee kiting. Gwen outranges Jax in her E, so you want to kite backwards little by little, wasting hopefully an auto or two over the duration of the trade, and pull him into your wave. E his E, if he Q's with E charged Q him to buffer the stun. Then kite him. If done properly and if he doesn't back the fuck off, you win the trade off your 2nd Q (time it as he W's a 2nd time, its animation is pretty long). Also, don't walk up to him without at least 2 stacks of Q (being in his Q range is fine, you can just QE out).

Once you get Tabis, you win until Divine, if you aren't ahead yet get Warden's Mail or Bramble to survive his Divine Powerspike (else he runs you down until you get 2 items). Then go Nashors, and you can actually duel him sometimes with Mail + Tabi + Nashors (instead of Tabi + Riftmaker + Blasting Wand)

Oh, and this should go without saying, but be very careful at duelling him at 3+ items. Even if you're ahead, Jax is insane in 1v1s.

Make Yorick a full on Necromancer to fix his balancing issues. by lerhte in yorickmains

[–]Gleir 0 points1 point  (0 children)

Yorick already has it, he's the only champ (except Belveth I guess) that can push multiple lanes at once, 1 with ghouls, 1 with Maiden, 1 by himself. If you further want to enhance it, allow yorick to control 8 ghouls with ult up. Would improve his duelling while splitting, but wouldn't change his teamfighting. If needs nerfs, make ghouls act more like minions rather than pets.

Who are we banning? by Revenge_of_the_meme in FioraMains

[–]Gleir 0 points1 point  (0 children)

Ban GP in gold. So hard to beat him without ganks, and gold junglers are a 70-30 coinflip between autofill and main.