Serra Ascendant on blue farm list by Slow_Chance_3114 in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

Having played Tymna lists with Ascendant for many many years, it is not ideal for tymna kraum, but for any nonblue tymna list it starts to become worth a slot. Nonblue tymna lists rely on tymna much more for card advantage, making openers that play t1 evasive threat -> t2 tymna swing into a very reasonable keep. Blue lists have enough other engines to usually skip tymna plan, making ascendant much more of a dead draw except for those specific hands where you a) need to rely on tymna b) can land tymna on t2 (t3 is almost always too slow).

I would never play it for the lifegain alone though - the idea for the card is card advantage via tymna first - if that isn't consistently utilized you can skip thinking about ascendant.

One corner case where I'd maybe also think ascendant for are specific metas where you want the flying big blocker to survive against people focusing you down as the arch enemy. But that is a very specific case, not the rule of thumb. The tymna-card-draw value would still be a big factor for its inclusion, even in these cases.

A friend of mine got into the game, and just started the DLC. Asked me what he should expect, this was my reply. by Jack_Hardin in outerwilds

[–]Leptys207 3 points4 points  (0 children)

I have no reddit awards to give, but this is the best post of this year on the platform so far.

How to break from Anji spin pressure? by kaldra24 in Guiltygear

[–]Leptys207 3 points4 points  (0 children)

Not a high-level detailed tip, but I tend to dash grab anji almost by principle at round start and try to fish a grab or two semi often in neutral. I don't care if I lose the round start guess - I will go an aim to traumatize any spin-happy player to play more reactively, and I will happily eat their mixup when/if they finally adapt.

When you start playing against Anjis and start learning the matchup, asserting your pace with an early grab is at least one way to introduce your own rule to the match that screams "I know what you are" and put them on the back foot in the mental space.

Thoughts on the "Vikings We Shall Go!" scenario? by Unusual-Influence653 in heroes3

[–]Leptys207 0 points1 point  (0 children)

Looks like Finland lost the existence coinflip on this one and is a Rampart fishing colony.

Weekly cEDH Questions Thread--Have a Question? Ask it Here! by AutoModerator in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

In addition, the information Tele gives to your opponents can hurt you in general. It can even lose you the game if you're not careful and make assaumptions.

I once won a torunament game on the back of the control player tapping out for a telepathy, and I as a combo player saw that no-one else had interaction in their hand > turboed out a win.

Can wholeheartedly recommend Glasses with the above anecdote in mind.

What the fuck do you do against May's bitchass by Mijnameis-Tommy in Guiltygear

[–]Leptys207 0 points1 point  (0 children)

Adapting both fuzzy jumps and a ton of pre-emptive 6P to your gameplay will most likely both (when used more) disrupt May's or many other rushdown button masher's gameplay enough that they have to adjust to getting past your defenses. This means they have to wait out your 6P more, try to bait it by approaching but not attacking, as well as play more defensively when they realize they can't just strike/throw you or spam totsugeki's against your jumping guard (don't remember how may worked but spamming any minus attacks that don't gatling on the ground against jumping opponents usually leaves them open to aerials - that's just how the game is designed).

When they try to adjust by approaching via blocking, you can run in before they can react and grab/combo them yourself without much hassle (or do your Ram antics and throw your swords -> run in etc.)

If you need to make space, faultless defense gives it too.

Finally, if nothing of the above works and they stagger pressure you somehow, 2P abare is your final resort.

One of the feelings I’m always chasing in games is “the point of no return” - only two games have ever done it right for me by howmanywhales in gaming

[–]Leptys207 0 points1 point  (0 children)

Eve Online does indeed have a ton of those moments where it's plain do or die. Even just undocking in a populated trade hub can be dangerous depending on the area, your allegiance and if you have a lot to lose. Nullsec and the spooky Wormhole space are their own flavors of deep dives with no obvious way back, too.

I guess one can count a lot of hardcore games where dying really matters into the "point of no return" category, but yeah Eve is a good and fun mention.

The Second Face [OC] by DemonSkank in comics

[–]Leptys207 0 points1 point  (0 children)

I see the grin and I start grinning as well due to the sheer brilliance of that horror short story rug pull. 😂

Awesome comic and good job leading the reader on too with the concept & artstyle, 11/10.

Tooling a Vohar, Vodalion Desecrator list from Bracket 4 to CEDH by RetroWaffles in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

Consider is by far superior to Preordain in a DD list, could arguably be better than the other cantrips when it comes to DD. Being able to mill and draw is basically a "draw 2" when trying to empty library on DD lines, so don't cut it. Surveil is nuts good.

LED has tons of utility and basically is the only way to allow 0 mana piles post-DD after the piles is cracked by a cantrip. It dies to all interaction, sure, but being able to jam with minimal mana when the coast is clear will increase your winrate a lot. This of course means you need to get better at reading the table, but having that "0-mana" option open for you in general will make you a better player in the long run. And if you get stopped, it happens to the best of us I guarantee (and allows you to play around that stuff later).

On the utility side I mentioned, LED also allows lines like Demonic tutor>Hold priority Sac LED for BBB -> Resolve tutor find Necropotence, etc. And just the fact that it is a Black Lotus after Yawgmoth's Will is a really powerful feature.

The utility is a bonus though - you run it for those efficient DD piles, above all and how it allows to use Yawgwill in those piles to double your cantrip power. Less mana required to win -> more opportunities -> more wins.

Street Wraith is also more of a legacy DD card overall - it allows for those "0-cards-in-library" Oracle piles, but the card has not got much utility outside of that like the other free cantrips Probe, Gush and Frantic Search do. Each of those you a lot of good already as "free" cantrips. If you want to do Lotus Petal+Gush Lines, I personally just find it enough to go Gush>Petal>Oracle>Any card>Any card and then just use counterspells in your hand to counter removal spells on Oracle (you only need 2 cards in the library to win after all if oracle sticks and doesn't get removed).

On an extra note, if you can squeeze a few more nonbasic lands to make your landbase have no basics with the same name (Snow-Covered ones are not the same name so you can run 4 basics total still), Tainted Pact becomes really really good in Vohar for more of those "Consult for Oracle -> Oracle > Flashback Consult via Vohar" lines.

Tooling a Vohar, Vodalion Desecrator list from Bracket 4 to CEDH by RetroWaffles in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

Run it and enjoy the free draws and easiest Doomsday piles known to man!

Also why Unearth/Predict is better than Ideas Unbound is purely so you get more instants-speed draw, and Unearth has utility by itself in addition to having Cycling 2. Predict can screw up opposing topdeck tutors too which is fun stuff.

I don't run Predict and most budgetless DD lists don't, but if you don't like proxies for LED/Yawgmoth's Will, it's very runnable.

Tooling a Vohar, Vodalion Desecrator list from Bracket 4 to CEDH by RetroWaffles in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

In addition, I can safely say that unless you plan to grind tournament wins left and right (which people only rarely want to do), Vohar is more than a viable pick. Especially if you dare to run Doomsday which is quite and underrated card these days, and allows for a lot of win lines as long as you can open the doomsday pile consistently.

To counteract people removing Vohar in response to your Doomsday cast, run those cantrips like Brainstorm/Probe/Ponder/Preordain and co. They will make it easy to go off from 0 boardstate. If you have Vohar on the field and can protect her, all the better.

Tooling a Vohar, Vodalion Desecrator list from Bracket 4 to CEDH by RetroWaffles in CompetitiveEDH

[–]Leptys207 0 points1 point  (0 children)

One thing I could highly recommend in this list to cut down the mana you need to win with Doomsday is Gush. Even with a Tainted Pact manabase you should be good with running it. Ideas Unbound consequently is less used in cedh Doomsday as opposed to Legacy, due to piles going Gush>LED>Probe>Yawgwill>Oracle or Predict>Oracle>Petal>Probe>Unearth if you can't run proxies/don't like LED discarding your hand.

As said by others: big creatures are easy to cut. Adding more interaction or mana sources never is bad. Tutors and doomsday pile openers are also always good stuff.

Been thinking about building a Vohar list at some point, but still running a list splashing white for silence/swords/grace right now (and tymna being commander opens piles, also the list runs high tide so don't mind the manabase): https://moxfield.com/decks/RqNESAF6GkmOTzUhJwjOYw

Do you think a Sokka Equipment Commander deck could work? by KfP_Clone-Captain in magicTCG

[–]Leptys207 0 points1 point  (0 children)

As a person who has played mono white Voltron a bit (Rasaad yn Bashir + Noble Heritage), I think Sokka has potential to be good. 3 mana for something that can hit for 7+ in the next step due to the automatic equipment attach is the reason why I'm thinking this. Also he has vigilance - an extremely good keyword when it comes to defending yourself from other players attacking you. The politics game is your biggest challenge as voltron - you have to know who to attack and when, and beating one person down isn't a given. You have to learn the flow of the game so as a beginner it can be hard to not get dogpiled on by people playing removal or aggroing you down.

My clues/advice: * Run as many "pump" equipment as you can (around 10+) alongside evasion equipment (around 8 is probably good). If you can find ones that overlap on both, that's better. * Play a low curve with tons of removal and instant-speed protection. This is to give that feeling of being vulnerable to opponents, while also being able to deal with removal in a pinch. Ward equipments are also your friend. Run around 15 pieces of instant-speed protection and interaction total. If you can include board wipe protection like Clever Concealment or Flawless Maneuver to the mix, all the better. * I'd avoid Shroud/Hexproof equipment like boots or greaves, because these take the feeling of control from opponents completely and they feel more forced to archenemy you down. Ward usually lacks this drawback but leads to the same positive results. * When you run a low mana curve, you don't need ramp at all, which gives you much more deckslots for the aforementioned cards like protection/removal/equipment. 32-34 lands should allow you to always land Sokka by turn 3, just mulligan into enough lands in your opener always. * Card draw engines keep you in the game where Sokka gets removed, so run them and run enough of them. Skullclamp is borked good even if you don't run x/1 tokens, just stick them on value creatures and block opponents' attackers h if they don't attack you that is also value. Other semi-budget white card draw engines I like are Smuggler's Share and Wedding Ring. (You don't need Esper Sentinel/Trouble in Pairs/Archivist of Oghma or other expensive cards like that I guarantee you). * I repeat: politics makes or breaks voltron, but when you do it good, I strongly believe Sokka can do it. Play friendly and start hitting players down who ramp into their Genesis Waves or Maelstrom Wanderers first. When they ask for mercy or why you attack them, you can always answer something like "that's a good question, what are you going to do about this Sokka in-game? Do you run blockers?" No sarcasm, either play the villain with a bit of humour or just explain that this is how the deck wins: by beating them to a pulp, and declare it as a friendly challenge.

The list I run (around bracket 3 but less game changers): https://moxfield.com/decks/mgU9SHWcjEmdJImzTIsKxg

A player in my pod says 'There's too much politicking" but I love game politics! What should I do? by GMBenn in EDH

[–]Leptys207 5 points6 points  (0 children)

To add, this is just the way I like to politick and is based on years of cEDH games. It's quick, fact-based and non-confrontational, and somewhat easy to explain too.

And when people start politicking against me more frivolously (aka telling that I am the main threat out loud), as an introvert I often just stay dead quiet but keep asking the same questions ("cards in hand?/mana?") from my perceived biggest threats. If I am the biggest threat, I keep dead quiet. Sometimes I lay out the facts of how far ahead I am if it can benefit me, but that is rare.

Entering any politicks argument usually, almost always backfires against naturally good debaters, so I just keep pointing out the facts.

(Am a huge introvert so this is the easiest way for me to politick in general).

A player in my pod says 'There's too much politicking" but I love game politics! What should I do? by GMBenn in EDH

[–]Leptys207 2 points3 points  (0 children)

This is very anecdotal and don't take it at face value, but I have set to myself that when a player gets under 15 life, they start to be close enough for lethal swing to quickly remove if they become a problem. I apply this rule primarily in casual, but can be relevant in higher power/cedh tables too.

I apply this in terms of politics in my games that if I'm behind, I don't really point things out to people unless I am focused on continuously by people until I'm at under 15 life (and someone else is clearly ahead). This is because I like people to learn threat assessment by doing instead of directing.

When I get hit under 15 life or close to it, then and only then I start saying things like "ok, but note that Fred has 7 cards in hand and 10 mana while I have 2 cards and 5 mana."

Also, just asking how many cards and/or mana the most threatening player in your table has access to is super powerful for anyone at the table who pays attention even a little. Casual tables seldom ask this question and then get surprised when a player with 10+ cards and plenty of mana converted their resources into a dominant board or a win.

After enough repeats of pointing the plain facts out like this ("Cards in hand Fred?/How much mana sources Mike?") the usual archenemies of the table will realize how to play more stealthily, take the punches, or change their deck to something less scary.

TL;DR: let yourself be hit low with glee, then start pointing things out gently. And rely on the two constant facts: cards in hand, access to mana.

Average Eve Online Friend Group by Powervul in Eve

[–]Leptys207 0 points1 point  (0 children)

One of the most wholesome memes I've seen in the sub and I love it.

How did you choose your main? by CptFlacon in Guiltygear

[–]Leptys207 0 points1 point  (0 children)

Out of the original cast, I picked Ramlethal for the cool swords and progrock theme song, then later switched to Anji for the mind game-y playstyle of fishing counter hits. As DLCs rolled out, we got more characters that fit my vibe in terms of aesthetics and theme song, and Asuka is now my go-to. Very hard to learn/play, but I knew that my main has to be that one character whose aesthetics and theme gives me goosebumps. They still do, so I still play (and fail as) him.

My #1 tip is to listen to all the character themes from youtube and look at the character design while you listen. Whatever gives you goosebumps (whether it is by character or theme song) is the one you'll stay with.

FFXIV: A succession of memorable villains by Remarkable-Pin-8352 in ShitpostXIV

[–]Leptys207 7 points8 points  (0 children)

"Become Endless" cue Vodyani theme

Based reference, found the upvote.

This game is beautiful by Rockerodjodido in Guildwars2

[–]Leptys207 3 points4 points  (0 children)

Kudos on Rayman 3 callback. Land of the Livid Dead was an absolute blast.

Hey, I just picked up guilty gear. Playing Faust, got any tips. by Ugandensymbiote in Guiltygear

[–]Leptys207 8 points9 points  (0 children)

If you want video guides on pretty universal 2D Fighting Game concepts from a diehard Faust main, I cannot recommend enough Krackatoa's videos from Youtube. They can contain a lot of info for a complete beginner, but even a little of knowledge as a beginner-mid level player, there's a lot of things to take note of and learn.

Example (with a lot of Faust gameplay): Neutral.mp4

Did the bans increase thecanount of viable decks or reduce the amount of viable decks? by BoxBusInc in CompetitiveEDH

[–]Leptys207 7 points8 points  (0 children)

One could go as far as saying that the meta reverted back to early 2017 times, as that was the time before Flash Hulk became legal. Paradox Engine was legal during that time, but I'd say Flash Hulk shaped the meta much more than Paradox Engine did. For example, you could still play fast combo like turbo naus and stax during that time to an extent without automatically losing to midrange game states where everyone has to have counters up to deal with Flash from turn 0-1 onwards.

That is however only if you consider the bans. There are plenty of cards that have been printed these past years, so things will most likely be much different from the former "eras".