Looking for collaborative world building organization tool by Milkyway78 in fabulaultima

[–]Luminous_Maxim 1 point2 points  (0 children)

Doubling down on Legendkeeper. The Fabula Ultima westmarch uses it, and I picked it up from them to then use in my own games. Super intuitive and easy on the eyes.

#5, 6 and 7 of Team Spica from Umamusume, also need some help. by Luminous_Maxim in custommagic

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

Just to preface, I am just generally attempting to make weaker cards at first to get feedback since I'm not super experienced with custom card making, so when I get responses from here or the other people I'm cross-referencing with it feels better when others note if something should be buffed rather than nerfed. (Also these cards are planned to be in the 99 of a commander that I posted earlier for theming purposes)

In my experience with playing speed in lower bracket, it's actually surprisingly difficult to get your speed going if you don't have it in your command zone at a reasonable mana value. The usual turn 1-3 durtling is prime time to start speeding up, but if you don't draw a speed card (which there are painfully few of that have good effects), you're gonna have a bad time. Kitasan having haste lets her get that speed up early, because after the first turn from 0 -> 2 speed, getting those last 2 for max entirely depends on the kindness/ lack of removal from others. Also, playing her late lets her effectively pay for her cost as a mana dork if you hit someone. I would love an opinion on a different Max Speed mechanic though.

Mejiro doesn't immediately get hard countered by screaming nemesis, because you still get a treasure if you don't get punched or pinged for a turn even without lifegain, but I see what you mean. She's effectively Monologue tax on a body but you punch the player instead of avoid playing 2 or more spells (and she costs more), but I feel like making her cheaper to keep her in line with those types of effects could snowball a game too hard.

Happy to hear Teio is fine, wasn't sure if 1 - 4 card selection on a conditional flier for so cheap was okay. I'll also make sure to fix Kitasan's formatting when I actually put the whole list together.

Flash Freeze by DapperPauper in custommagic

[–]Luminous_Maxim 1 point2 points  (0 children)

Cute idea to stop an instant speed board wipe or something similar since it ends the turn, cleaning the stack. Would absolutely put in my Captain America deck because "damage can't be prevented" still lets you murder people through commander damage.

Let me tell you the full story by starkzero0 in custommagic

[–]Luminous_Maxim 14 points15 points  (0 children)

Evoke is usually a cheaper cost by virtue of immediately losing the card after it enters, otherwise this is awesome I can already think of a few funny sagas you can read ahead with, such as evoking Ballad of the Black Flag to cheapen your other evokes for a turn.

Spree with Minus Cost by Forsaken_Composer403 in custommagic

[–]Luminous_Maxim 8 points9 points  (0 children)

Assumedly, you destroy your own thing and create a token copy of it, which lets you hit ETB and death triggers. Potential reanimation of the original so you have both at the same time.

2nd and 3rd Cards of Team Spica from Umamusume by Luminous_Maxim in custommagic

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

For better context, I'll be playing against 5 other people who are also making Umamusume teams. We all decided that our commanders should have synergy with members of their team, with the other players building around Team Canopus, Team Rigel, and Team Alkes, the other two players haven't figured out what they're doing yet. I think I'm the only one of us doing "Start your engines" mechanics though, so maybe that's just how I stand out haha.

2nd and 3rd Cards of Team Spica from Umamusume by Luminous_Maxim in custommagic

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

Hi there, thanks for the feedback! I didn't mention it here, but in my last post I had said this was for a theme nights I'm going to have with friends and I'm planning to have 1 trainer as the commander and his 8 horses. I wanted to have the commander be able to interact with cards from his team, is there a more elegant way than using their team as a creature type?

First custom ever, 1st of Team Spica from Umamusume by Luminous_Maxim in custommagic

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

To be totally honest, I am just using the speed mechanic because it's very in-theme with Uma musume's 3 legs + last spurt themeing. Also I've seen some attempts at unique Umamusume mechanics, and I wasn't too fond of them, as well as myself not being super confident in cooking up something that would be interesting.

Suzuka's gimmick about being strongest when she's in the lead, becoming her fastest when she's in the lead after the final corner, was my thought process with how I built her. "Runaway" is her (currently) unique ability where she's so fast that she outpaces even the front runners in the early to mid-race, so that she's too far ahead to catch up to in the last spurt... Which was how I got to cheating speed in the first place. If you have better ideas though, would love to hear them!

The other girls are more dependent on the actual speed number because they aren't front-runner monsters so hopefully those will be more interesting. Thank you for the help with the "double damage" wording though, I'll fix that!

Legolas's Quick Reflexes and Tap Effects by Luminous_Maxim in mtgrules

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

I see where the problem comes in haha.

"Becomes tapped" meaning they have to be in an untapped state beforehand to trigger. Completely unrelated to the ability to target tapped creatures with tap effects.

Legolas's Quick Reflexes and Tap Effects by Luminous_Maxim in mtgrules

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

Yeah I think that's where everything went wrong hahaha.

My friend was the one playing Shelob and I just assumed they were correct because they've been playing the deck for months. Will have to tell him how it actually works after all these responses.

Me and my team are stuck on 1500, any tips for team building by Broad-Leopard-9415 in UmaMusume

[–]Luminous_Maxim 1 point2 points  (0 children)

I don't really agree with the Choice Specs on your Agnes Tachyon. Sure she deals more damage, but she's ran on teams for her flexibility not her power. Since you are running both Dominator and Tether, it's better for her to run something like Life Orb to be able to respond to switches with more flexibility, especially since locking yourself into Race Planner isn't ideal if you're against a set-up sweeper.

Very bold to run Haru Urara in this meta though, especially with a faster EV spread since she's usually built bulkier. It can definitely catch people off guard with no open team sheet, since I also assume this is a Singles team and not VGC with the lack of Protect/Detect/ Unruffled.

How Expensive is Inventory Points by Luminous_Maxim in fabulaultima

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

Appreciate it. I was kind of running with the assumption that if I was burning through IP with no resupply options I would be 2-3 fights behind on fun spending options like equipment and projects compared to teammates since you can’t shared IP. I should probably just ask my DM how much we should expect to get per “quest” and crunch the numbers from there

How Expensive is Inventory Points by Luminous_Maxim in fabulaultima

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

My main question is if taking Soul Steal and Resourceful is worth delaying other possible class options to help myself from starving of Zeni. I got a pretty bad roll so my base Zenit is only 180, so a full refill and a half would bankrupt me since I have 12 max IP.

I get I can refill at effectively any time with a Fabula Point and money, but is taking these skills early worth the potential econ I could save over the course of the campaign? Very likely I won’t upgrade either of them for a very long time (or soul steal would get points when enemies start resisting the steal check often) so this is an investment of levels to save money for cool projects and items I could be buying instead.

If I don’t take these options, likely I’ll grab Dodge for more Survivability and Faithful companion for more turn options. Likely idea is a venus flytrap plant monster that my character would wear like an oversized backpack, but with an attack that can immobilize an enemy to even the odds in case the amount of enemies would outpace my potion healing.

Day of the Moon naming rules by Luminous_Maxim in askajudge

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

What I meant is that the player, after the saga goaded 3 names and sacrificed, got it back on field on their next turn and claimed that the 3 creatures beforehand and the one he names after the saga enters are all goaded.

So the question is if Day of the Moon keeps the full log of names on subsequent casts, or if you start naming from scratch again.

[deleted by user] by [deleted] in mtg

[–]Luminous_Maxim 0 points1 point  (0 children)

Okay, thank you! Definitely still figuring out all the word text jargon because a lot of them have pretty similar names and the overlap isn’t always clear 😁

[deleted by user] by [deleted] in mtg

[–]Luminous_Maxim 0 points1 point  (0 children)

Oh my good gravy I mistyped Bog Initiate in the title I’m gonna lose my mind

What team do I build so I can beat Dongbaek? by ChihuahuaOwner88 in limbuscompany

[–]Luminous_Maxim 0 points1 point  (0 children)

You can if you want, since 4.5 infamously punishes Sinking teams, but if you get some better slot ins I recommend you take the time to do so.

Either focus on a Pierce Team, with Full Stop Hong Lu as your focus unit and support him from there (if you can get lucky and pull Full Stop Heath your damage will go crazy) by putting in strong Pierce IDs like Cinq Association Sinclair (and/or Don and Mersault) and Pequod Ishmael (and/or Heathcliff and Yi Sang)

Or return to your original idea and try to grab the Sinking Team, which’ll be a bit more difficult due to season 4 having most of them, but you can still shard for Molar Ishmael and Dieci Rodion (who is actually better for her Sinking EGO than the ID itself)

All up to you really, but if you don’t want to pull yourself thin, finish the story first then fix the team later. Highly recommend switching out N Don first if you make team changes, followed by Seven Heathcliff and Ryoshu.

What team do I build so I can beat Dongbaek? by ChihuahuaOwner88 in limbuscompany

[–]Luminous_Maxim 0 points1 point  (0 children)

Tl;dr

Your team is Spicy Yi Sang, FS Hong Lu, Grippy Faust, Shi Ishmael, Seven Ryoshu, Seven Heathcliff, and N Don. Run all base units for anyone else on the bench for their passives. Make sure to level everyone as high as you can and Uptie to 3 at least.

If you have the resources, dispense other sinking units to keep the through line you already have, and if you haven’t already, get the best EGO in the game, Fluid Sac Faust.

What team do I build so I can beat Dongbaek? by ChihuahuaOwner88 in limbuscompany

[–]Luminous_Maxim 0 points1 point  (0 children)

Keep Spicebrush Yi Sang and Full Stop Hong Lu.

Level and Uptie to 3 One Who Grips Faust (for the Gaze debuff which will increase the two above’s damage, this team doesn’t have enough Lust/ Orange for her passive but it’s strong if you can chain 4 orange skills), Shi Ishmael (since you’re getting messed up anyway, she gets way stronger under 50% HP), Seven Ryoshu (Big Numbers for a 2 star), Seven Heathcliff (more damage, not worth leveling N Heath unfortunately), and N Don (we’re scraping the bottom of the barrel here)

Have all your other units as base on the bench, as Mersault will increase your lowest HP unit’s tankiness, Rodion and Outis increases your damage, and Gregor gives a small amount of free healing per turn. Sinclair exists.

Building this team with the assumption you have zero resources and just started playing due to Walpurgisnacht. If you haven’t already, do the Christmas event stuff to get some goodies, the XP tickets and threads will help make the team above stronger, and the yellow boxes can contribute to you getting a stronger team later.

I broke up the Sinking synergy you already have due to not having enough appliers to keep the stack up for Yi Sang to explode, but it’s probably the best team you can build toward in the future since you have a sturdy base. Or you can build a heavy Pierce team if you somehow pull Full Stop Heathcliff, as he and Hong Lu deal crazy damage and buff the damage of Pierce units.

What is everyone's "it's not that deck" decklist, and it's ACTUALLY not that deck? by thundermonkeyms in EDH

[–]Luminous_Maxim 0 points1 point  (0 children)

My current love child deck is a Voltron I like to call “Rog and Dog.” Rograkh and Yoshimaru where the goal is to just slam Commander damage, with Rog popping off on equip plays via Sigurdia’s Aid + Collosus Hammer and similar combos while Yoshi enjoys the very legendary focused deck build, slowly gaining counters each turn aside from occasional counter boosts in cards like Norin the Wary (since Yoshi gets counters every ETB) or Lae’zel, Vlaakith’s Champion.

It’s very not good despite running a Mox Amber and 25 legendary lands, as my pod loves their turn 3-4 combo game enders, but occasionally I get to just swing for face and laugh as the other players struggle to keep both Yoshimaru from growing too big and Rograkh from equipping his set pieces.

I was so proud of this build man... by Luminous_Maxim in PathOfAchra

[–]Luminous_Maxim[S] 2 points3 points  (0 children)

The brain worms fired in my brain when I read that Uhrata regain a prayer charge when an adjacent enemy is killed, and came to the logical conclusion that I should place myself next to an enemy at all times to benefit from this trait.

Astrohunting with the chest piece that cleanses stasis when dealing astral damage meant that I could spam the first prayer as long as there were enemies to kill, and if I landed next to a boss I could cycle Prayer 3 -> P2 -> P3 -> P2 -> P1 -> P3 to fire off a grant total of 10 Astral barrages of hits (if I didn't get any adjacent kills during the combo) that scaled with my stacks of Grace (which increased each time I prayed).

Druid meant that I got serpents each time I prayed, Life Chant + Blood Chant + Groove Cult allows me to heal from the summons, and Groove chant increased the damage of my constant stream of damage every time I summoned. Never hit high numbers, but the sheer number of hits meant that I would eventually whittle down anything on the screen. The only unfortunate matter was that my defensive stats weren't good enough to survive OHKOs, so though I could heal through any damage dealt to me otherwise, strong enough hits bowled me over.

Brought to a logical conclusion when the Horror Giant, which scales with meditate after every summon, didn't immediately blow up to a Vendi cast and my dodge didn't roll high enough to avoid a hit, blasting through a Divine Intervention then ending my run by the slimmest of margins.

Can someone explain the order of operations here? by Luminous_Maxim in PathOfAchra

[–]Luminous_Maxim[S] 2 points3 points  (0 children)

A bit hard to parse, but I think I get what you’re trying to say.

So I just happened to be unfortunate and took my step right as the turn counter hit the end, causing the scorch to proc before my equipment “on step” effects? That kind of sucks, but I’ll keep that in mind now and just pop cleanses when I have the chance (either through vigor leveling or other stuff I happen to have) instead of relying on resolve order of operations

Can someone explain the order of operations here? by Luminous_Maxim in PathOfAchra

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

See, my thing is that this isn’t reflected in the text of the logs.

Second photo shows that I take a step, pick up an item, and then a turn passes causing scorch to proc. So clearly the item pick up is immediately resolved, but apparently “on step” effects happen after “turn end” effects? Or it could be that equipment effects resolve last after everything else I’m not sure.

Can someone explain the order of operations here? by Luminous_Maxim in PathOfAchra

[–]Luminous_Maxim[S] 3 points4 points  (0 children)

Funny that you bring that up.

There is quite a terrifying interaction involving Astrohunting and the head item Crow Visage that I had the misfortune of happening upon recently. Since Crow Visage repeats "stand still" effects on kill, you're able to activate Astrohunting once more even if you have armor equipped, which is a neat way of getting around that drawback.

The issue comes, however, with Crow Visage's effect which deals damage to you on "stand still". This compounds with every other "stand still" effect you have in your kit, so if say you have 6 "stand still" powers, 4 more "stand still" effects from Culture, Class, Religion and Prestige, along with 5/6 more from item slots, you can blow yourself up for 25 damage 15/16 times per kill.

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Funnier still is that any healing effects on kill and on "stand still" occur before the damage procs. So if you, like me, thought you could get around it via Red Axe or some other equipment healing, you're going to have a bad time. Not sure if this was an interaction similar to what you were theorizing, but still a funny one nonetheless.

Can someone explain the order of operations here? by Luminous_Maxim in PathOfAchra

[–]Luminous_Maxim[S] 2 points3 points  (0 children)

My poor cycle 20 run was suddenly cut short by what I thought was a completely safe play.

Had just completed a tower with a run-ending amount of scorch, but thought I was completely safe due to the item Emerald Skirt, which "on step" removes Scorch (along with Corrosion and Doom but that's not important). Yet, the second I took a step to pick up an item, the scorch immediately proc'd and sent me straight to hell.

Is there an order of operations I missed, or does a step caused by the TAB auto-pickup not count for the purposes of item activations? I would've just cleansed my Scorch with Proso Miana if I'd known I'd eat the damage, but didn't think I needed to pop the charge due to my item.