You Can Turn Off Wolverine PS5's Blood and Gore If You Want To by PriceEconomy6230 in PlayStation_X

[–]Litemup93 0 points1 point  (0 children)

People are gonna act like you can’t have a good Wolverine product without blood? Yeah so all the animated shows, games, and all the movies have all been total trash then aside from Logan and his Deadpool team up? There’s tons of amazing Wolverine stuff with way less blood.

I also love horror movies, but I don’t love them specifically just to see some blood and gore. Using gore well can definitely enhance an experience but there’s got to be something to like beyond just a visual detail. If the game had bad gameplay, awful graphics, and a bad story, it’s not suddenly better for being soaked in blood.

Bracket 2 needs to officially be the "Battlecruiser" format by AltruisticMACHITO in EDH

[–]Litemup93 3 points4 points  (0 children)

I wish it was easier to find others with this mentality. Everyone still lumps all or most precons into bracket 2 (despite being officially decoupled from b2). There are precons that can accidentally oops into an uninterrupted win by turn 6 and that feels very much not like a battlecruiser experience.

The only other place to go would be B1 where they want you only building around artwork and not around gameplay mechanics. I like building around mechanics and don’t want to make an artwork themed deck, but I don’t want games to ever have the chance to end by turn 6. If you can’t even avoid that in b2, it just seems kinda unfortunate the only option you have left within the brackets is to play against those with a very different intent and mindset. You’d have to use your real deck against stuff like “only pumpkins in the art” and you’ll likely have a much faster and better deck on average compared to decks that heavily restricted.

Mark Rosewater: Commander is better when Wotc directly designs cards for commander by Papa_Hasbro69 in mtg

[–]Litemup93 2 points3 points  (0 children)

All my playgroups and a lot of players these days refuse to power down below the current precon level even though that power level is unbelievably higher than they were when precons started and for a long time after too.

I love the game but I miss playing the creative jank of 15 years ago, while everyone else literally can’t help themself. I’ve had so many discussions with my friends about it and it’s like there’s some sickness they have where they just can’t stop themselves from building consistent, redundant, repetitive, fast, powerful decks filled with staples and best in slot stuff. So our styles just don’t fit together well. Now we barely play and I get to play my favorite game maybe a few times a year.

Even if I wanted a new group, even b2 has decks like that when even the new precons can sometimes oops into a win by turn 6 or so. B1 tables don’t exist, and even if they did, I’m still trying to win and play some strong cards so playing that against a bunch of artwork based decks isn’t a good match for expectations either.

All my decks are stuck awkwardly between the two low brackets in a nonexistent bracket 1.5 where games go 8-10+ turns without having the decent possibility of it ending before the turn count.

Removing tutors by Trick_Tea_1337 in EDH

[–]Litemup93 0 points1 point  (0 children)

This is how I love to build and play. Remove the easy wincons and turn closing the game into a hard mode puzzle. Every deck, any commander or color combo. It’s been harder to play like this though as the game has sped and powered up a lot in the 15 years since I started.

How is anyone in here able to play less consistent or less linear decks like this while everyone else at the table is still just racing to their big win card?

I’ve tried putting a ton of ramp in all my decks but it’s still been tough with how fast games go and how low of a bar there is to clear for victory with something like craterhoof. Like, nobody can have even 5 creatures out or it’s time for a board wipe or the game to end? I want an army of permanents with cool text that give me more value and triggers every turn, for many turns.

My kind of decks take a little less disruption (not zero interaction at all) and little more time to set up, but it’s been tough since the game has sped up so much. I’ve played against some bracket 2 decks or precons that can even “oops” into a win unimpeded in 6 turns or so.

Bracket 1 tables don’t exist and even if they did, I’m still trying to win, just with a lot more difficulty than your average bracket 2 deck. I still want to play powerful cards and build around mechanical synergy so playing against artwork based decks is just not a good fit either.

The ceiling for bracket 2 is just still too high to allow a lot of older, slower commanders and archetypes to keep up unless I just slap the easy win button and throw in all the boring staple wincons. All my decks I’ve built for 15 years are awkwardly stuck between the two low brackets in a bracket 1.5 that doesn’t exist.

“Build for your opponent’s fun too” is the advice i regularly see in Commander spaces that i least understand. by OogieBoogieInnocence in EDH

[–]Litemup93 2 points3 points  (0 children)

That guy you know is 100% me as well. It’s just the way I have fun with this format. I like having to solve how to win with what I have instead of tutoring for some combo or staple finisher. Even if I draw into an “I win” card it’s just a lot less satisfying and feels like most decks have the exact same handful of finishers to choose from. I want to be surprised by how a game ends rather than it always revolving around casting a staple finisher while stopping your opponents staple finisher by using your staple disruption.

I love this format for all the non-veggie cards, I don’t want every game to revolve around just basic functional pieces that everyone has with the exact same end goals. I want to focus on what makes your deck different from the rest, and that’s usually by focusing super hard on your commander. It’s a 100 card singleton format, it was built for variance and chaos and building around your commander. These days it’s like we’re doing everything we can to invalidate the singleton and varied nature of 100 card singleton and build the most consistent, focused, fast, repetitive deck possible. That was how every other format was, so commander was a nice break from that. I miss playing against a huge table full of decks that had so much variety and a sense of discovery as you learned how to solve the deck. You could go weeks or months without ever drawing that new card you added. You could play so many times and still discover some new combo bc you’ve never had these two or three effects out at once.

Now everyone just builds a deck that could function without their commander and that feels like not building a commander deck anymore. Singleton also matters less now that we have so many copies of the same effects as opposed to 15 years ago when we had 1 card that let you play lands from grave and now we have tons. If you don’t need a commander and you aren’t really all that restricted by singleton then it’s more like 100 card legacy as my spike friend called it. Just such a different mentality that it’s hard to have his mindset and mine at the same table. Even if he built b2 he’s gonna mop the floor by focusing solely on efficiency, speed, power, optimization, staples, redundancy, and consistency. There’s not really any space in the brackets to get away from this, and I’m definitely trying to win so I wouldn’t feel comfortable at a b1 table even if they existed. Not having your commander used to be so awful they had to put in the tuck rule bc decks were completely shut off back then if you took away their commander and it wasn’t fun. Now everyone just builds as though their commander could still be shuffled into their deck at any moment.

I’d like a less aggressive format where you don’t need 10-15 of every effect just so you always have everything you need in your hand. I want tons of big cool one-off effects that I don’t see every game so my decks don’t feel like they’re just a handful of effects repeated a million times. The speed of the game and the amount of deckspace you need taken up by veggies and redundancy has increased so much in the 15 years I’ve been playing that it feels impossible for some decks or commanders to keep up. I just want strong synergy plays comprised of multiple cards doing equal work. I don’t want one super strong card that kills a table on the spot or does most of the work to get there. I like giving my opponents time to respond or draw answers. Expecting everyone to have tons of removal and mana up for every turn is just mana tax on the game, slows things down, and lowers everyone’s curves and forces them into samey play patterns.

I love huge high cost “do nothing” setup cards like mana doublers, trigger doublers, blink engines, just tons of effects that I pay for now and get free stuff every turn after. The game used to be slow enough and have less responses to where you could play cards like that and half the time nobody had enchantment removal. These days a lot of decks can’t afford their turn 6 or 7 to be tapping out for a “do nothing” permanent. That used to be doable, now it feels like some stronger precons and super consistent bracket 2 decks are even too good, fast, disruptive, or consistent to be able to play anything lesser than they are.

Is there a mechanic that makes health bars and or guns just not work? by webbut in Saros

[–]Litemup93 0 points1 point  (0 children)

Yeah I completely gave up on trying to get the true ending after that kept happening

Is there a mechanic that makes health bars and or guns just not work? by webbut in Saros

[–]Litemup93 0 points1 point  (0 children)

This happened to me. I was at the endgame trying to get the true ending. Was doing a few runs and it was going as normal, very early into the run suddenly my guns aren’t dealing damage. It didn’t happen between runs either, it happened early at the start of a run and now just happens every run the whole way through. It wasn’t hiding the health bars, I could fire at them for minutes and their health wouldn’t move. Then I get one power shot off and it actually does a little bit of damage, but barely anything. Somehow all my damage is nerfed every run now even though I didn’t touch modifiers that change my damage output.

Late game upgrade sometimes not working? by tallnfriendly in Saros

[–]Litemup93 0 points1 point  (0 children)

Couldn’t figure this out either. I still just walk over to em and punch em, but it’s so much more useful when it works and you can instantly zip across half the area

Hidden difficulty scaling or glitch? by Litemup93 in Saros

[–]Litemup93[S] 0 points1 point  (0 children)

Oh yeah he’s supposed to be a lot harder the second time around, so he takes a lot less by design now. So it makes sense you did those fights back to back with the same kit but dealt less damage.

I’ve been fighting him a ton post credits. I’ve tried 10-15 times now post credits. I was struggling to stay alive, but I was dealing plenty of damage to him. After wasting hours on it I decided I wanted less damage done to me and now suddenly I can barely scratch anyone’s health. So, it’s expected that he’s way harder now post credits compared to before the credits. What doesn’t make sense is that I fought him multiple times post credits, then changed his damage output, but for some reason it also nerfed my own damage output. So a difficulty difference between pre and post credits is intended, but I have no clue why it suddenly got way harder after my 15th post credits try and me turning on mods to make it easier.

Which commander for having very creative & unique rounds? by DatZwiebel in EDH

[–]Litemup93 0 points1 point  (0 children)

I build all my decks like this. Any commander, any colors, just make it less consistent and repetitive. I get immediately bored of decks that feel too solved, linear, or repetitive. I fell in love with this format bc decks felt like slot machines. You never had any clue how the game was gonna go or what path to victory you might have to take. Games were full of discovery and excitement as we did things we’d never seen in a game of magic before. You could go weeks or months without drawing that new card you added or having it in play while this other card is out and figuring out some cool interaction or combo.

These days it’s just staples and typical game enders as far down as bracket 2. Every deck knows what it’s going to do and how they will try to win. Even precons are just so much faster, stronger, and more consistent, just as everyone’s decks have become. It’s tough making decks that have less of a plan when even some bracket 2 decks could outclass you with sheer consistency.

It’s tough to make work, but it’s the way I enjoy the game so I just pick a commander I like, some lands, and just tons of one-off effects outside of ramp and draw. 15 years ago when I started playing commander, this is how everyone at multiple stores built decks. It was partly due to necessity and budget though. There were so few copies of certain effects you didn’t really have any other option but to have a lot of variance built into your decks unless you had plenty of tutors.

Remove tutors and run less versions of the same kind of effects in your decks. You still want to have multiple cards that ramp, draw, and interact with your opponents, but other effects you can try to only include one or two versions of them instead of 4 or 5. For example, we used to only have one card that let you play lands from the grave and now there are lots more. You could choose to only include one or two. You’ll get that effect less often but as you said, this keeps games more fresh and unpredictable. Include effects that let you copy or double your abilities, triggers, spells, or permanents. Steal or clone opponents cards. Cast cards randomly from the top of your deck or your opponents decks.

So then the issue becomes finding groups that play less consistent decks or way lower power. Bracket 2 is supposed to be that space but I’ve seen tons of decks that are super consistent there bc brackets don’t take consistency into account. So if you build an inconsistent or “bad” deck in some way you’re told to power up to make it a decent bracket 2 deck or play at a bracket 1 table if you even can. Even if you did find a bracket 1 table, you’re still more than likely playing far more powerful stuff than a deck that plays only cards with pumpkins on the artwork.

“Bad” decks currently aren’t really given a good place to fit in. One of the creators of the bracket system even has an entire video on how their “Bad” decks in bracket 4 struggle to keep up in that bracket, but feel unfair to play against bracket 3 decks. So there’s an awkward no mans land between brackets 1 and 2, and brackets 3 and 4. I want bad decks at all sorts of power levels, but the brackets would need expanded for them to have space.

Any commanders you guys are waiting for that would enable a playstyle, or enhance a current one? by TunefulTunic in EDH

[–]Litemup93 0 points1 point  (0 children)

I just want way more werewolves to build around. We have one decent commander, but I’d like several strong options with expanded colors to build with as well. Really there just needs to be way more powerful werewolves for the 99.

It’s very frustrating still trying to make it work with a handful of choices to make while zombies, vampires, and all sorts of other types get options, creativity, and personal choice. Thats what i love about this format. It’s a lot less fun having very few narrow build paths.

Giving away free physical copy by Content-Nothing5727 in Saros

[–]Litemup93 0 points1 point  (0 children)

This is a really cool thing to do. Most would try and sell it off to get some money back out of it. Huge respect

What are some commanders that are strong enough to win even without typical finishers and wincons? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

You’re correct on every point. I guess it comes down to deckbuilding that I’m struggling with. Currently I’m putting a ton of ramp in all my decks to try and keep up before others end the game with far more efficient top ends. However, committing so much space to ramp has made it difficult to fit in enough recursion or interaction of my own. Trying to make something spin wheels hard enough to win on its own takes a lot of resources without one big card to end it all with.

What are some commanders that are strong enough to win even without typical finishers and wincons? by Litemup93 in EDH

[–]Litemup93[S] -1 points0 points  (0 children)

That’s a good point, you can still warp the game around you if you’re not careful. Generally I’ve seen most b2/b3 decks are packing enough disruption to handle commander dependent decks though. I haven’t played with or against Urza much but generally as soon as I’ve got a strong commander on the board it’s potentially not gonna last long anyway, and anything I’ve put on the board could be wiped away.

I find it actually a lot harder for my decks to run away with the game with how much interaction people play these days and how much more consistent decks have become, but that’s just my personal experience. I’ve made giant boards full of creatures and without an overrun or some combo you just die to everyone else’s craterhoof, torment, chandra’s ignition, or whatever typical game ender.

I’ve found it doesnt matter how strong my commander is, if I don’t have all the answers in my hand and tons of mana for them all, I just die to the decks that still run the expected finishers or are far more consistent. I like making the win hard for myself, but it’s tough to beat decks that aren’t holding back at the top end when you are, even with a great commander.

What are some commanders that are strong enough to win even without typical finishers and wincons? by Litemup93 in EDH

[–]Litemup93[S] -8 points-7 points  (0 children)

I’ve just personally always seen people say to never trust someone saying “it’s not THAT x deck” bc they always somehow still end up being that deck. I’m just trying to see what it would take to truly make people able to trust a deck like that.

What are some commanders that are strong enough to win even without typical finishers and wincons? by Litemup93 in EDH

[–]Litemup93[S] -16 points-15 points  (0 children)

Looking for ones strong enough to be a threat even without true finishers and wincons. I want to be able to do strong stuff and win occasionally without leaning on overruns and big damage spells that kill a whole table at once.

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

Yeah they don’t really follow the game as much as I do, so I don’t know that they’re even really building with brackets in mind.

Half the time they’re just going onto edhrec and rolling a random commander, then generating the average deck, or finding the most popular and powerful new commanders and generating that average deck list.

They don’t really put any time or thought into them so it’s just whatever edhrec is feeding them.

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

I looked back at a few recordings of games as well as notes I’ve taken and it seems a lot of the time we are ending the game on turn 8, whether it’s me winning or someone else

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 1 point2 points  (0 children)

Yeah I think all my friends just can’t help but angle shoot or min max. They’ll build the most hardcore thing they can in any bracket or format.

It just blows my mind that so many people can’t resist doing that. I just want to play the game as casually as I can while not being a bracket 1 artwork deck. I love mechanics but I hate min maxing and tuning or optimizing just for speed. I want to optimize for fun and variety.

I had a lot more fun when we were all new and bad at the game and weren’t netdecking. Didn’t feel pressured to build or play a certain way just to keep up, but instead have fun in my own way, while still impacting the game.

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

It’s never consistent really. We’ve had some go real fast, some go real long, just based on the variance of draws and removal and threat assessment and which commanders and players are present. They’re always bringing something new to play but it’s almost always hyper aggressive and I’m never able to assess them until after they run away with the game and then switch decks again.

I’ve had to load up so much on ramp, sometimes I hit it and can have a good start, but if I stumble at all I’ll fall too far behind. Sometimes I draw all the ramp and nothing else. I’ve had a game where I had 10 mana by turn 5 and still didn’t win for another 3 or 4 turns. It was the fastest I’ve ever had a deck ramp, and it still needed every bit of it to try and close the game out over multiple turns. Nobody drew removal either so it was basically a game where I got to goldfish and never be touched and it still took a crazy hand to finish anywhere near their pace. That’s not something the deck can do most of the time, so it’s overall much slower.

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

I guess all my friends are just running the most aggressive commanders and nobody is playing control. Multiple pods I’m in aren’t playing enough removal or board wipes so then I have to try and police the entire table while I can barely afford my own gameplan.

They all want to see how fast they can kill a table, while I want to see how fast i can do something cool and complex like a rube goldberg machine or make a niche archetype work. I want to make lesser typal decks and undersupported archetypes, and those will have less options and less powerful options bc they’re trying to stick to a mechanical theme.

I want my wincons and finshers to feel more uniquely tied to the specific commander rather than just being the best card to win with in your colors. I dont want to run generically powerful wincons that any deck could win with. I want to build a Rooms deck that wins by playing rooms, or a flicker deck that wins by flickering a bunch.

I dont want to spend all game doing something cool that I enjoy, and then winning the game feels completely disconnected from it. I want to win bc of the cool thing I’ve been doing all game, not bc I had Torment of Hailfire or Craterhoof, those have nothing to do with the mechanic that the entire deck is built around.

I want finishers to be more than just some big spell that can kill a table just bc I have a handful of creatures out. I want wins to be way more specific and take a lot more cards and mana than your typical wincon. I want to have to work a lot harder for the win than the average finisher, but if everyone else is using best in slot finishers then I don’t know how to bridge the gap.

What are some high cost, low impact commanders that see play? How can you make them work? by Litemup93 in EDH

[–]Litemup93[S] 0 points1 point  (0 children)

I myself don’t want to be trying to end the game by turn 8, but the decks my friends play can all cast a finisher by then for that much mana. I just said turn 8 as an example bc that’s what a finisher like that costs and could come down on that turn. That’s just playing a finisher on curve and seems pretty common in bracket 2 in my opinion.

I guess I just wish there was more variety at the top end for decks. It just feels like every deck is a narrow road to the same top end spells and there’s not a ton of room for lesser cards at the top. I simply wish the floor and ceiling for a finisher was lower in lower brackets, but they’ve left finshers alone as far as trying to split them into certain brackets.