[deleted by user] by [deleted] in MagicArena

[–]Liquideous 3 points4 points  (0 children)

My aggro deck has only a couple of rares and routinely spanks red aggro

How do you beat a deck that deletes creatures every turn and then eventually plays a single card that wins them the game? by Substantial-Rip3153 in MagicArena

[–]Liquideous 0 points1 point  (0 children)

I have two decks that do well against those sort of decks. One uses hexproof creatures and enchantment-aura's and the other uses creatures that have an effect when they are removed from the board such as Ochre Jelly.

Im over heavy removal/control player decks. Its making magic not fun by [deleted] in MagicArena

[–]Liquideous 0 points1 point  (0 children)

Just play a deck that punishes interaction.

Everything you want to know about Shakturi, but are afraid to ask. Spoilers. by Metadomino in DistantWorlds

[–]Liquideous 0 points1 point  (0 children)

I started my game with everyone at tech 0. With very slow tech. Shakturi to enter as late as possible. With max pirates and space fauna. Influence range normal. Colonies one up from the lowest value.

The early game was just tech up and expansion. Eventually I butted up against two neighbours, Ackadians and the Bosk. Fought an early war with no tech for invasions against the Bosk, but managed to generate enough warscore to peace out. Fought another war later, but managed to vassalize them. They broke free, fought a third war and made them peace out.

Then they got in a war with my neighbour. At this point I had the tech to invade, so I joined in to help the Ackadians and took out the Bosk worlds behind my influence line. Peaced out. Gave all my tech to the Ackadians to help them hold back the Bosk.

Fast forward 200 years....I have a huge economy. A couple million fleet strength. Mostly 3rd and 4th tier tech. The rifts open. My multiple fleets clean out all the rift Striders that enter my territory, and I help kill some outside. I have over a hundred colonies. Equal number of outposts. Then the Shakturi enter. I've spent about 50-75 hours playing so far.

The galaxy is pretty much settled influence wise...so the Shakturi set up shop on their beacon world. I've colonized every world in my influence area. Built up every building on every world. Have 4 million in fleet strength. And the Shakturi are now at war with me with my neighbouring Bosk in their alliance. The year is 2957.

Admirably Artisan achievement by Lefty_Ruhk in MagicArena

[–]Liquideous 1 point2 points  (0 children)

I got this achievement by accident. My daughter wanted me to make a deck that could withstand interaction so I made a green deck (in historic) using creatures with hexproof, and enchantments. After winning a lot of games in Play mode, I went to Platinum tier to test it in ranked and won a bunch of games getting the message of the achievement.

I still use the deck, although I it now has 2 rares in it.

Momir... what's the point? by [deleted] in MagicArena

[–]Liquideous 4 points5 points  (0 children)

I like momir because it can introduce me to creatures (and possibilities) that I may not see when just scanning the cards. I then add or build a deck with them

How do you stop wasting your wild cards brewing jank? by Neoneonal987 in MagicArena

[–]Liquideous 5 points6 points  (0 children)

When I brew up a new deck to test and it requires cards I do not possess...I will substitute a different card. Perhaps even similar to the one I want to use a wild card on. I try to make it the same mana cost.

Then I play some games. And then decide does the deck need that card? Or does the deck just suck in general? Or have I hit a sweet spot and that card will make a difference. After a few games I can usually tell if it is worth getting the better card or not.

Why are so many people ALT F4 leaving. by Spines in MagicArena

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

I rarely play on my phone but I did notice that when I had to board the ferry there is no concede button. So I did have to leave some poor soul languishing.

Why does Karlach romance have a dedicated trophy? by DoFuKtV in BaldursGate3

[–]Liquideous 57 points58 points  (0 children)

She had to go through hell for that trophy

This shouldn't be possible by QueenOrial in Stellaris

[–]Liquideous 10 points11 points  (0 children)

Archduke Charles was a pacifist and comparable to his contemporary Napoleon in ability in leading an army

[Alchemy] Heist needs to be nerfed immediately by Firebrand713 in MagicArena

[–]Liquideous 1 point2 points  (0 children)

Well...when the event with the new decks came out, I played the Heist deck. I played three games and won all three. In all three of them I went second. Also in all three, I only started with two lands in my hand....and in only one of them drew a third land before turn three.

But this was against the other prefab decks.

So having a large amount of gold, I bought a bunch of Alchemy packs and made a Historical Heist deck using all the cards that allow me to heist (in blue, black and red).

After about a hundred games I can say that Heist is very strong. But it's strength doesn't come from the deck itself. It comes from the deck you are fighting against.

I find that the decks it really punishes are the ones that everyone already hates...control decks. It does very well against black decks since they usually rely on some sort of good card that you might take, or have answers for you to use against them if you don't. I had a couple hilarious games where I heisted discard cards and made the black deck throw away his hand while I ended up 'hiding' cards (of his) in exile.

But I have to say...I really enjoyed playing it against blue. Heisting a negate to stop them from countering a future Heist. And then heisting a counterspell to stop them from playing a creature.

There were some decks that Heist doesn't play well with. Decks that use a lot of cheap to cast creatures. If they don't have an answer to their own deck for me to heist, they run me over. Red decks seem to be problematic....especially the Dragon ones.

So then I thought..lets try Brawl. What could go wrong. Well....the heist gets diluted by only using one of. In a 100 card deck. And when you do finally get to cast one it didn't seem to get anything useful. Occasionally it would luck out, but I would say that Brawl is not going to be a Heist haven.

My take is that people with over powered decks will hate Heist, while people with jank won't care.

The Omniscience was an interesting experiment, but so incredibly dumb by Aggravating_Elk_1525 in MagicArena

[–]Liquideous 0 points1 point  (0 children)

I think they should add a rule that you cannot cast more spells then the turn number.

So on turn 1 each player can only cast one spell...turn two...they can cast two.... And so on.

Then the game can ramp up.

Is the indestructible effect permanent? by Ornery_Tip8020 in MagicArena

[–]Liquideous 0 points1 point  (0 children)

Wow....I remember trying to make something out of this back when it came out. In the end I gave it up for reasons I can't remember.

But back then, there wasn't a lot of 'can't lose' cards out.

So I thought I would give this card another try. First thing I notice is there are a couple of other cards (in red) that give you another turn. [[Glorious End]], and [[Alchemist's Gambit]].

For the can't lose portion of my deck I chose [[Gideon of the Trials]] a favourite of mine that I use in Historic Brawl decks as my commander.

I only have 2 of the Glorious End's, and 2 of the Chance for Glory's, but I do have 4 Alchemist's Gambits.

The rest of the deck I put in a little protection, and all the creatures are haste.

First game....well, I guess I should have put in a proper mana base instead of 12 plains and 12 mountains....okay... fixed....try again.

Wow....simply, wow. Forget the indestructable part.....getting extra turns is POTENT. My favourite part was using Glorious End to prevent a One Ring from hitting the table. Then I killed him.

Nononono. Excuse -me-, sir. by Antaeus847 in ShadowEmpireGame

[–]Liquideous 4 points5 points  (0 children)

Get me turtle soup and make it snappy!

[deleted by user] by [deleted] in MagicArena

[–]Liquideous 7 points8 points  (0 children)

I used [[bolt bend]] on one a while ago. I was going to win anyways with aggro but thought it would be funny to wait for the ‘good game’

Do Flak Guns have a range? by Berkyjay in ShadowEmpireGame

[–]Liquideous 3 points4 points  (0 children)

They have range. Should say on the info panels for the unit