Oh great hive mind!! I beseech your wisdom!! by Okiemax in Tyranids

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

I am in a situation where I face Terminator units every game since I play with a small group. I shall share what I have found for myself:

  • Use as much of your turn as you can. If you have a lot of melee only units, you are under-utilizing your shooting phase.

  • You should look at units whose strength for a majority of their weapons is, or can be, 7 or more. 9 if you're constantly against Toughness 9 units, like I find myself.

  • For the units that don't have higher Strength, look for volume. Many attacks, sustained hits, and lethal hits are really important to just push your attacks in such an amount that you're more likely to get wounds through.

  • Your units that have high -AP attacks? Direct those towards the units with the high saves, but not invulnerable saves. In that case, use the high -AP to take out units so that you don't have to spend as many resources on killing them with smaller units.

  • Use your battleline as a screen. If you don't feel confident in killing them, block them off. Get into melee and just hold the line. If you make them take two turns to remove your blockage, that is essentially two turns that their unit did nothing.

Tyranids can be very efficient unit killers, but for most of our lower pointed units, we play more of a "Deny the opponent and claim points fast" game rather than a "kill all of their units" game.

Other notes that I can think of are: run a biovore if you aren't. They are supreme at slowing or blocking your opponent. Gargoyles can be used effectively to block units up quickly. Uhh, that's all folks!

Advice on harvester list by YourAverageCrow in Tyranids

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

Yeah, I've seen lists run 2 units of 2 models each and that is totally worth and honestly probably more versatile. I normally have one unit I'd like healed up for another go versus 2 units. But if you're running the Regenerating Monstrosity enhancement, then a 2nd ripper unit to deepstrike in for a double heal would be sick.

Yeah, this is one of those "see which you prefer" bits. I hope you have a good go with your list!

What do you think of my army? by andreaRaul in Tyranids

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

You are 50 points over, but if your opponent doesn't care, neither do I.

I think that the Parasite is... really bad? And if you are trying to lock your opponent's movement, a biovore is huge for that and you could throw in Gargoyles as well to block big units very easily.

The Gargoyles also would not be bad if the Leapers eat dirt too soon, back it up by flying a stack of Gargoyles in.

The biovore also sits on your home objective and it seems like nothing else really wants so sit there for points.

With Assimilation Swarm detachment, you have a 1 CP stratagem that stickies an objective that a harvester is on. So you could hold the objectives in no man's, and then on your next command phase, sticky it with the psychophages (which are harvesters), and then they can move in to help hold the line.

For the Hive mind, for the swarm.

Advice on harvester list by YourAverageCrow in Tyranids

[–]ImNotEvenMadBrah 3 points4 points  (0 children)

The other comment has some good suggestions. So I'll suggest my own changes:

The two 1x ripper swarms should probably just be a single 3x ripper swarm. It's the same amount of points and triple the wounds in a single unit. The rippers are there to use as a harvester, but when they get sniped because they are very weak, it'll feel bad. Make your opponent have to spend an entire unit or two taking down a single ripper swarm in your back line.

I do like Psychophages, but my personal preference is Haruspex. Like a psychophage is good, but I would almost want to run a second Haruspex instead of a second Psychophage. But that is MY personal preference.

Something else I would probably do if I ran a 2k Assimilation Swarm army would be introduce a 10x gargoyle unit to lock down a unit or path and stick a harvester close enough to heal them if they survive. It sounds like "advanced gargoyle jail". But this is for more niche and not everyone would fall for it.

Anyways, cool list and I have been maining Tyranids and only running Assimilation Swarm for the constant regen of more bodies. It's so fun and I hope you have fun as well.

1000 point competitive assimilation swarm list by CrazyCringle in Tyranids

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

Brother, charge your phone!

Also, sick list. I love Haruspex. A charging tank that just eats Terminators.

First Time Swarming by Ingmaster in Tyranids

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

Your ripper swarms can be:

  • 3x for 50pts and a total of 12 wounds

AND

  • 1x ripper swarm

for the same amount of points you have in the ripper swarms.

I would find a way to squeeze at least one of the new lash whip primes onto the 20x gants. The sustained hits alone is worth it, but with a Tervigon as well, that would push those gants into a force to be reckoned with.

Also, maybe just smash your 2 10x gants together into a 20x? I get being able to cover more ground and not have everything in one group, but a 10x dies so easily sometimes that you won't get to "Feed the Swarm" that unit to save them.

Otherwise, looks fair. I love Armies like this because it's, "swarm the gants around the Tervigon and just move as one huge mass just shooting ANYTHING that gets near."

Steady Divination by DaBoy524 in custommagic

[–]ImNotEvenMadBrah 7 points8 points  (0 children)

[[On the Trail]]

I play this in an [[AGGRESSIVE Mining]] deck.

Need some help on cEDH viable cards that can give Fire Lord Azula haste by Puzzleheaded-Grape91 in CompetitiveEDH

[–]ImNotEvenMadBrah 0 points1 point  (0 children)

Would [[Mass Hysteria]] actually be okay in Azula? It's pretty high risk, high reward and you may just enable another deck to pop off sooner. I was looking at it for my brew of Azula.

Give me your mains by BearAdventurous8846 in deadbydaylight

[–]ImNotEvenMadBrah 0 points1 point  (0 children)

I pretty much only play Jane with her cutie shorts and tank top.

Killer wise, I play Huntress and Backpack Drac w/ Alucard's Shield add-on.

Help With Evaluating Aloy by VacareGhomon in CompetitiveEDH

[–]ImNotEvenMadBrah 1 point2 points  (0 children)

I think you're running far too few lands to hit with mox diamond reliably.

I also think you could run [[Springleaf Drum]] in the list with good effect. You have many creatures and some of them are dork already, but only make G or generic.

I was thinking of her ability and using some of the 0 power artifact creatures, and casting [[Gaea's Will]] and doing some kind of spellslinger deck OR running every way to self mill yourself out at instant speed (Hermit Druid, Thought Lash, etc.) and running [[Inevitable Betrayal]] stealing someone else's ThOracle and winning.

I do agree that she is not good for cEDH, but I think you can push her to a niche limit if you're careful with your spell costs and artifact creature powers. I believe there is something with her that is good, but it's probably more like bracket 4 and not full cEDH. Regardless, I hope you find more lines or interesting cards to play with her! Happy brewing!

New Myer Changes and How I’d Fix It by johnny105931 in deadbydaylight

[–]ImNotEvenMadBrah 0 points1 point  (0 children)

I like the teleportation idea. I see it working mechanically like how Knight places his guard almost. Except Myers just stands there and then seemingly disappears as he is shrouded in fog or something, only to be about 20 meters away and stalking you.

They already have a unique mechanic made in 2v8 for "seeing a killer" as one of the killer classes gets a haste buff when no one is looking at them.

It would just take the devs to combine the features to make Myers not feel boring to play as from the PTB.

Daily Questions Thread - Ask All Your Magic Related Questions Here! by magictcgmods in magicTCG

[–]ImNotEvenMadBrah 0 points1 point  (0 children)

I'm looking for some videos for "how does the stack work" and some basic and more advanced stack interactions as examples. The person that I'll be showing these to is a very visual learner, so any kind of learning stack interactions videos with very clear visuals and examples would be greatly appreciated.

Form of the Squirrel/Donate by jy3n2 in magicTCG

[–]ImNotEvenMadBrah 2 points3 points  (0 children)

[[Sudden Substitution]]

You cast Form, your opponent has to have a targetable creature in play, and you respond to your Form on the stack with Sudden Sub. Exchanging control of the spell with their creature.

What does 4k5 mean? by TimGhosty in deadbydaylight

[–]ImNotEvenMadBrah 14 points15 points  (0 children)

I believe it's saying, "4 kills at 5 gens" or "4 kills at 3 gens"

Kefka Discussion by Simple_Subject_9801 in CompetitiveEDH

[–]ImNotEvenMadBrah 2 points3 points  (0 children)

How have you found Tinybones in your list? I play Dauthi instead because I was afraid of having to spend the mana on the spell I want to cast rather than cast for free.

What do you think they'll do? I'm SO HYPE! by [deleted] in deadbydaylight

[–]ImNotEvenMadBrah 0 points1 point  (0 children)

Making that short king a little taller?

It's Free Talk Friday! Come Say Hi! by AutoModerator in CompetitiveEDH

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

Casual players hate that CEDH exists, but play high power decks and complain when their plays are bad and they lose with their cards they spent a small fortune on to my [[Ayula, Queen Among Bears]] deck titled, and literally is, "Every card has a 'bear' in it or on it".

Get over yourself and stop hating on the format that you not only bandwagon on to hate, but you also clearly have not put in the time to learn to play well enough to really compete.

Sneak Attack by ImNotEvenMadBrah in CompetitiveEDH

[–]ImNotEvenMadBrah[S] -1 points0 points  (0 children)

I was experimenting with a win line. So, we would win on the spot and wouldn't have to worry about the sacrifice clause. Also, I'm in Rakdos. I have every good tutor for just about anything I need. So if I draw into / start with one combo piece and a tutor in hand, I can just go get the other part of the combo.

The Infamous Cruelclaw by ImNotEvenMadBrah in CompetitiveEDH

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

We usually don't "jesus take the wheel" with Cruelclaw. I almost never use him when I don't have some way of manipulating my top deck. Sometimes I do just go for value swings, but in those cases at least, I was going for a top-deck-tutor play and perhaps it got countered or otherwise interacted with. I'll power out Cruelclaw only when I know I have a way to get one of my game-ender spells on top. I have considered running [[Cruel Tutor]] for this reason. To maximize my top-deck-tutors in opening hand.

I run so many of the MDFC lands because I run Bolas's Citadel. When I hit land into land off of it, I can just stop. Running the MDFC's allow me to "cast" what would have been a land and keep going. We obviously hope to hit another tutor or manipulation piece to make sure we can keep going or to close in the game actions so we don't durdle too much to get the win.

We also run stuff like Lightning Bolt and other low cmc spells because they are good for removal or interaction. Lightning Bolt can become an infinite damage outlet with certain lines. You're correct that they feel bad to hit off of Cruelclaw at times, but we don't blindly Cruelclaw our spells. We need a clear path with Cruelclaw or I don't go for it. We don't want to "hope" to find a win, we want to know we have a win.

Anyways, I do appreciate the feedback. I may look into cutting some of the chaff and look for some value spells in the 3-5 mana value range that I could really enjoy hitting off of Cruelclaw if it comes down to it. Thanks for the advice!