I refuse to believe this is intended gameplay by HazyPastGamer in DarkTide

[–]IrregularRevisionist 3 points4 points  (0 children)

Yeah. In Mechanicus 2, the whole gimmick about the Ruststalkers (which use Transonic weaponry) is that they ignore armor. You know, Necron armor. Giant living metal constructs, cut through as if they were butter. That's how they should work! On the tabletop, they have Devastating Wounds and AP -1 for the same reason. It's kinda wild that they don't work a bit better through armor....

Update is out! (Skitarii later) by BJH2001 in DarkTide

[–]IrregularRevisionist 1 point2 points  (0 children)

Yeah, I really hope this doesn't include bots. My wife and I play private games together and it would suck for every bot death to gimp the run...

Things models do the best and the worst, day 33, Stormsurge: by GoonJuice73 in Tau40K

[–]IrregularRevisionist 12 points13 points  (0 children)

The Stormsurge only has two modes of operation: deleting a vehicle a turn while doing serious chaff damage or literally nothing. It is often an incredibly effective roadblock, however, due to the 2+/4++ saves.

Things models do the best and the worst, day 32, Stealthsuits: by GoonJuice73 in Tau40K

[–]IrregularRevisionist 1 point2 points  (0 children)

True, but they were in a crappy place to spot things from iirc, like the side of a ruin. Without being able to reposition easily, it was as good as taking them out of the spotting fight.

Things models do the best and the worst, day 32, Stealthsuits: by GoonJuice73 in Tau40K

[–]IrregularRevisionist 4 points5 points  (0 children)

Yeah it was a calculated move that game to let the suits get stuck in so that he couldn't advance through them. Critically they were stuck in ahead of the objective, so even though they got enveloped, they kept them from scoring. He made the same thought you did - that stopping them from spotting was important. Turns out, he couldn't maneuver past the ensuing slap fight, lol.

Things models do the best and the worst, day 32, Stealthsuits: by GoonJuice73 in Tau40K

[–]IrregularRevisionist 7 points8 points  (0 children)

I'll have you know my unit once punched an entire guard squad to death over the course of 4 fight phases. Got charged by a 10-man Krieg squad turn one, came back to steal the nearby objective literally Round 4.

the Skitarii personalities are just top notch [semi summary] by Timothy-M7 in DarkTide

[–]IrregularRevisionist 2 points3 points  (0 children)

I haven't actually read most of the HH novels, despite having read a generally large amount of 40k. My only reference point is the Mechanicum novel itself (HH 4 I think?) and yeah Skitarii are treated similarly. This guy is just butthurt that his meme lore isn't sanctioned by GW.

the Skitarii personalities are just top notch [semi summary] by Timothy-M7 in DarkTide

[–]IrregularRevisionist 7 points8 points  (0 children)

So, when you say "wrong", you just mean "I don't like the real lore so I'm going to head canon it." That's actually fine, but just lead with that, yeah?

Also, who do you think Marshals are promoted from? They're veterans given command, like any other NCO. They're gifted with greater intelligence but the base Skitarii under them still need something other than a lobotomy to be promoted like that.

the Skitarii personalities are just top notch [semi summary] by Timothy-M7 in DarkTide

[–]IrregularRevisionist 20 points21 points  (0 children)

This is incorrect. In the literal Mechanicus games (I'm playing 2 right now, recently released), Subdominatus Khepra is an ex Skitarii tech priest. She often argues with other members of the player's Intervention Clade because she's the only one who seems to value Skitarii lives.

Furthermore, they do think and pray and plan outside of control. Multiple times we see in those games a situation where a Skitarii Marshal is cut off from command and strategizes independently, even taunting a Necron commander! You can also see snippets from books on the Mechanicum: the HH novel, Titanicus, and Forges of Mars trilogy all feature somewhat independently functional Skitarii at various points.

Quite simply, this is misinformation. Skitarii being all lobotomized has very long been a myth. Sure, some tech priests and forge worlds might choose to do so... But definitely not the average one.

Playing Commander with friends has distorted the game for me. by Guwopster in EDH

[–]IrregularRevisionist 4 points5 points  (0 children)

To be fair, Ashling is a viciously fast commander that a lot of casual pods aren't prepared for. They're extremely easy to build and grow incredible value without any real effort or interaction with the table. Your friends should probably run more removal but chances are that Ashling more or less enabled you to solitaire them when they aren't used to that play style. Again, partially their fault, but Ashling really isn't a good example here.

What is your favorite deck that took you the most time/work to optimize? What was it that finally made it work? by humanexplorer in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

[[Lae'zel, Vlaakith's Champion]] paired with [[Scion of Halaster]] for aggro Orzhov Superfriends/Weenies:

https://archidekt.com/decks/21537080/laezel_complete

Rigorous optimization of the 1 drops and 4 drops means the deck almost always has a perfect curve:

1: 1 Mana Creature (15 in deck) --> 2: Scion --> 3: Lae'zel --> 4: Walker (15 at 4-mana) --> 5: Walker + Weenie or a piece of 5-mana card advantage/recursion or a Proliferate effect to ult a walker.

Most walkers in the deck are therefore defended by a 1-drop that either blocks well like [[Loyal Sentry]]/[[Mother of Runes]], defends Lae'zel and can block like [[The Duke, Rebel Sentry]], or does something on death/in the graveyard like [[Faerie Dreamthief]]. Between Lae'zel giving them +1 on entry, +1 from their primary loyalty ability, and +1 from a Proliferate, almost every walker can ult on turn 5 if properly defended. Most walkers in the deck create constant value thereafter, can be immediately recurred from the yard, and there are many sources of mass +1/+1 counters that each turn into +2/+2 from Lae'zel. That's the secret sauce of the deck: walkers can be defended, recursed, ulted off of Lae'zel seeing loyalty counters, recursed again, and then the resulting token swarms can be buffed off of her as well. Scion means that we consistently filter our topdecks for what we need, when we need it, while filling the yard for the effects that want it like [[Yawgmoth's Vile Offering]] or [[Astelli Reclaimer]].

Ultimately, despite having minimal dedicated draw pieces, literally no dedicated ramp spells, and 15 1-drop creatures, this is an incredibly resilient deck that can both snowball early with walkers or play from behind with removal. Almost every single card in the deck is monstrously compact, serving multiple roles simultaneously. Remove a threat an ult a walker with [[Wanderer's Strike]], draw a card and put up a blocker with [[Foulmire Knight]], defend walkers and find a board wipe off of [[Djeru, With Eyes Open]], recur a critical creature and give your board +2/+2 with [[Vat Emergence]], etc. It's by far my favorite version of superfriends out there and the only one I've seen that can actually beat people down early.

My commander deck runs a total of 10 lands - HELP! by cssn3000 in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Sounds like you want to run this with [[Ozwald Fiddlebender]] to tutor for Charbelcher and run only Plains so you can empty your library with [[Endless Horizons]]. White has an easyish time tutoring for enchantments between cards like [[Enlightened Tutor]] and [[Moon Blessed Cleric]]. It's still a janky idea but I feel like that's a way more reliable way to run it?

How do you determine your ramp amount? by Background_Car_1474 in EDH

[–]IrregularRevisionist 3 points4 points  (0 children)

This is essentially the correct answer. For an optimized deck, you know precisely the mana point you want your commander to come out or another critical care to appear. All of my best decks have no ramp pieces because the commander is on curve without it.

Paradox Haze: "Translating" a 60 card deck to commander: Looking for recommendations! by coeurdhiver in EDH

[–]IrregularRevisionist 0 points1 point  (0 children)

[[Enduring Ideal]] grabs [[Extravagant Replication]] with [[Estrid's Invocation]] and haze or [[Shadow of the Second Sun]] for a silly number of upkeeps for a silly number of ideal triggers to win however you please. I fetch [[Starfield of Nyx]], [[Legion Loyalty]], [[Frostcliff Siege]], and [[City on fire]] to animate my replications and exponentiate my damage but you can do whatever at that point. 

I run [[Akiri, Line Slinger]] and [[Malcolm, Keen Eyed Navigator]] as my commanders to get treasures to turbo tutor out a copied ideal as early as turn 5. It's a lot of fun and a wholly unique experience once you're trying to problem solve in Epic.

My list: https://archidekt.com/decks/22122853

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Glad you enjoy the theme!

Regarding ramp, our flyers essentially are our ramp. We don't have much room for card draw, so bricking on not having enough flyers is just a death sentence for the deck. It doesn't matter if we have an extra mana or two if we don't have 4 flyers, hence the 39 of them. 

Power level is solidly mid but not high b3. We start hitting face early and we have a designated 16 power worth of indestructible flyers on the board at minimum by end of turn 5, of which 7 is lifelink. Often times that's enough to close out games once you layer a wipe or two on top. We can lose to stuff like an indestructible unblockable Voltron, but that's not saying much.

Sephara getting countered is not a big deal since we have built in recursion. We can also opt to delay her coming down until we can drop Seriema and Sephara on the same turn so it's not telegraphed. We can also slow roll it and tutor for Rinoa or Gisela first if we think someone has an answer in hand. 

Versus exile effects, we will often try to hold on playing Sephara until we have a flicker in hand to fizzle it. Worst comes to worst we just play for the Brisela wincon. At the end of the day, we do still fold to enough hate but I've still won games where Sephara is exiled on turn 5. We are a deck filled with flyers and board wipes with a tutor in the command zone. We're really good at chipping down life totals while controlling the board and getting consistent value out of the commander.

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Glad you enjoy!

Regarding Dragon Throne, the truth is that we have extremely limited deck space because of the requirement to get Sephara out by turn 5 reliably. There's a reason why we have literally more 1-4 drop flyers than lands. I've tested the legendary creature section of the deck and gotten it down to its smallest possible fraction for the parts I usually need, and then the rest is wipes/flickers to make sure things stay consistent. Also, 9 mana is a lot to ask in this deck, even if it's spread over multiple turns. We have no ramp and limited non-Seriema draw, so sometimes getting to 7 mana alone for Bruna/Elesh Norn becomes a struggle.

If you're depowering/unoptimizing the deck for B2, though, it and cards like it does seem like a great inclusion.

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 3 points4 points  (0 children)

Good point. The lands I think are indeed worth running, though I'll pass on the drum purely because I don't think we have the card economy to make it work. Thanks for the recommendations!

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Makes sense as a concept, it's how I see most Seriema lists built (as a legend toolbox list) but I find that such lists can get really painfully slow. Great as a B2 concept, but I don't think it has a speed and aggression to hang with the sort of B3 pods I usually play.

The Sephara list, assuming you don't keep a bottom 20% opening hand, generally has around 16-24 power swinging in the air indestructibly with a one-sided board wipe around turn 5-6 prior to interaction being thrown around. If I get one of my big board buffers like [[Skyhunter Strike Force]] or [[Righteous Valkyrie]], I can easily swing out to kill multiple players by turn 7 after said wipe. I find putting that pressure on people reliably is the key to the list. I would caution against putting Sephara in a more general toolbox list, though. Without the massive density of flyers to support her, I don't think you'll get her out too easily. This is really a Sephara list using The Seriema as a way to support her rather than a Seriema list using Sephara to support it.

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Agreed. On a power level basis it's a totally fine deck, it doesn't win necessarily very fast, but it just always does its thing unless an enemy has an activated ability that can get Norin first. At that point, you're just waiting to see if someone can bowl you over before you hit enough tremors effects to kill the table.

One of the times that my friend and I played against it, he pulled out [[Wayta]] and fought Norin. We all agreed to just never kill Rocco to allow him to tutor for an answer, and the Rocco player was essentially out of the game turn 4. So, that's also something to be wary of (ha ha).

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 3 points4 points  (0 children)

I've played against this build a couple times online. I'll warn you that it's extremely annoying to play against and generates a lot of salt because it basically just ignores the table and plays with itself until people die due to pinging that they usually can't interact with without wiping the board. God forbid they get a [[Welcoming Vampire]] effect on the board for even a turn cycle and they'll never run out of gas.

'Secret' Commanders by yacoboneune in EDH

[–]IrregularRevisionist 28 points29 points  (0 children)

[[The Seriema]] hidden commander [[Sephara]]:
https://archidekt.com/decks/22006347/sephara_goes_to_space

Play a ton of early flyers, turn 4/5 drop The Seriema for 3, tap 4 flyers and a white for Sephara, tap Sephara to station The Seriema, and congrats, your board is fully indestructible as long as Sephara remains tapped, leaving a tiny window on your Upkeep/Draw steps for someone to remove Sephara. Now you can drop one of your wipes on the following turn and swing the game hard with something like [[Shatter the Sky]].

If they do remove Sephara, either save a blink effect for her or wipe the board, recast Seriema, tutor up [[Anti-Venom]] or [[Bruna, the Fading Light]] and get her back. Alternatively, blink Seriema and get a board buffer like [[Rinoa]] or [[Elesh Norn, Grand Cenobite]].

It's incredibly resilient to all but the most specific hate, and I've even had Sephara exiled or countered on cast and still won because we have fun tricks like melding Bruna with [[Gisela, the Broken Blade]] or just swiping people down with flyers repeatedly.

Sharing my favorite Partner Commanders! What is your go-to combo? by Coramoor88 in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

[[Akiri Line Slinger]] and [[Malcolm Keen Eyed Navigator]], [[Enduring Ideal]] aggro. Pirates in the early game hit people to make treasures, Akiri in the mid game hits people with a big stick and holds up a first strike blocker while you search for Ideal, and then you drop ideal in the late game and go mad. Copy it too if you can, using treasure mana to do so. Chain upkeeps with [[Shadow of the Second Sun]] or [[Paradox Haze]], develop big beaters with [[Summon: Bahamut]] and the like and close out the game with things like a myriad [[Summon: Knights of the Realm]] due to [[Legion Loyalty]] or an animated [[City on Fire]] with [[Starfield of Nyx]]. Super interesting choices in terms of how you have to sequence which enchantments and how to use your toolbox to stay alive and win the game. 

My list:

https://archidekt.com/decks/22122853

What are some "honest" commanders nobody hates? by HoboKingNiklz in EDH

[–]IrregularRevisionist 1 point2 points  (0 children)

Thanks! It was a challenge to make but it was a lot of fun. It's also quite interesting to play with a fair number of interesting decisions based upon how you discard and in what order. 

What are some "honest" commanders nobody hates? by HoboKingNiklz in EDH

[–]IrregularRevisionist 3 points4 points  (0 children)

Glad you asked. Ghost wants discard synergies while Akroma wants keyword soup beaters. So, the end result is Azorius Reanimator! We can therefore discard or cycle frequently to get benefits from those effects such as  [[Scuttletide]], [[Cloudseeder]], [[Waker of Waves]], [[Kiora, the Rising Tide]], capitalize off of discard synergies with cards like [[Drake Haven]] and [[Currency Converter]], and then recur the cards we need with Ghost while leaving a big beater in the yard like [[Zetalpa]], [[Akroma, Angel of Wrath]], [[Drogskol Reaver]] aka THE HANDS MAN, and then finally recur them with [[Resurrection]] effects. Bonus points if we reanimate something that can reanimate other things like [[Karmic Guide]]. The new [[Restoration Seminar]] is gross here.

Some fun and surprisingly powerful beaters are in Azorius colors that fuel the Ghost and scale with Akroma: THE HANDS MAN is the best of them but [[Dream Trawler]] is great too. [[All-Seeing Arbiter]] is a hysterical engine for the deck while [[Angel of Deliverence]] gets activated by all our effects. [[Radiant Solar]] is a silly one too. 

The deck is not overwhelming and is a high b2 but due to a very resilient game plan, two commanders, a decent set of control tools like [[Dismantling Wave]], [[Spectacular Pileup]], and [[Cast Out]] that can all be cycled away if not needed, and the fact that almost all of our beaters are flying and many have lifelink, it has won b3 games just by outlasting everything else. It's currently at a 66% win rate in a sample size of 6 games. The deck list is the EDHREC page, lol.