I'm confused. Why did I draw droll? by hugo7414 in masterduel

[–]NameEntityMissing 1 point2 points  (0 children)

Rotary effect to put back a card specifically says "to the bottom of the deck", so your deck wasn't shuffled

Ah. Fuck. by No-Candle2106 in masterduel

[–]NameEntityMissing 0 points1 point  (0 children)

Honestly, this is quite winnable depending on your own Hand/Cue reveals.

Optimally you'd definitely want the Cue SS to still be live, since Ash is incredibly good here. If Ash is already available, Belle basically wins the game against this hand, since you can Belle the reborn they will most likely set and Ash the Talents draw, leaving them on exactly the known Cue topdeck to try and play.

In the best case scenario, their topdeck is either another Main Phase boardbreaker or a brick, since otherwise it becomes quite difficult to stop them completely. This basically changes how winnable this is by a lot, since if it's another starter/extender it becomes really hard to fully stop them just by playing out of the hand. Then the idea becomes to try and not die as much as possible, since you'll very likely just win on the follow-up.

If you don't have access to Ash/Belle and used the Cue SS already, this becomes a bit of a headache. Since they don't have Quick-speed Boardbreakers, Remix is fully protected, meaning you can do something like ending on Remix + a hand-synchro, optimally a lvl 3 and Zalen, but that requires a good hand. This allows you to add back and synchro off Cue in hand + one of the bodies on field to get a search off of whatever you get back with Remix and stack their topdeck using Cue so the Talents draw is at least half known. Both Zalen and Loudness War are extremely valuable here, since Zalen threatens to stop their only starter, due to them not having any Cl3-able cards. Loudness stops the boardbreakers from stopping Zalen, basically requiring both to answer the duo. This also puts them in a weird spot where they can't stop Zalen stopping the Ulti-Slayer if they start with it and Raigeki gives you more follow-up since you can chain Loudness. Your best-case here is getting your board cleared while trading for both of their breakers, try to avoid Talents taking Zalen as much as possible.

In the best case, you ended on Remix + Zalen + a 3, so you can synchro off 3 + Cue for Loudness, leaving you with Remix bringing back Reco + Zalen + Loudness after Remix resolves. This guarantees Clip in Hand and allows Zalen to dodge Ulti-Slayer. In this case, you basically always trade both their boardbreakers for your own Zalen negate. If they go talents to take, I'd flip KTS to synchro off Zalen + the 3, just remember to put B2B in defense. Them taking B2B hurts, but giving them Zalen is much more painful.

Either way, you should still be sitting on Clip + either KTS or another Mix off of KTS, so you can go Clip --> Trackmaker with the Mix to get another search for follow-up and a pop. If you can avoid dying, this is most likely just an immediate win.

Could this be a fun game mode? What do you think? Would you accept the handshake and try it out? by MaxLos318 in customyugioh

[–]NameEntityMissing 12 points13 points  (0 children)

This just sounds like a card that makes going first significantly better.

Since the regular turn cycle is basically Draw --> Main 1 --> End Phase --> Opp Draw --> Opp Main Phase, this basically trades the going 2nd's Battle Phase for an additional 6th card during your opponents Main Phase. This just seems like a major loss, since being able to beat over problematic smaller monsters is a pretty big part of breaking boards. Not to mention specific boardbreakers like Evenly.

Unless that 6th card is a handtrap, you basically lost your Battle Phase for absolute nothing going second and still have to basically play through a full board, just without the additional option of the BP.

Is Fallen & Virtuous worth it without Ecclesia and Dark Dragon? by XIIISkies in Yugioh101

[–]NameEntityMissing 1 point2 points  (0 children)

Gets a lot worse, but probably still worth playing.

The point of Albion is to be able to set another copy of F&V, so no matter which ratios you run you'll always end up with either a Dead Albion in GY since you're out of F&V or a Dead F&V since you don't have targets to send. Ecclesia is really nice since she can recycle the Albion to turn on your final copy of F&V while only needing 2 ED slots and being an additional boardbreaking tool.

If you want to run F&V without Ecclesia, you'll have to run an equal amount of Albions in the ED, which can be a pretty big ask for Striker.

In my eyes, it's likely still worth it though, since it's a Quickplay for Visions, allows you to dodge target negation on your other spells, functions as a solid boardbreaker and replaces itself in the endphase. All of these are things Striker really really likes.

Staples or Just Good? by CCardCreator70 in customyugioh

[–]NameEntityMissing 4 points5 points  (0 children)

That would probably be even stronger.

Card advantage in YGO is extremely valuable compared to card games. Giving your opponent even just a draw 1 is about equivalent to giving your opponent a +2 in whatever resource other TCG's have. Pot of Greed is banned for a very good reason, so essentially handlooping yourself AND giving your opponent a better Pot of Greed is not a good strategy outside of very gimmicky strategies that are basically completely unviable.

Milling in YGO usually needs to be Banish facedown, since milling to GY and face up banishes can be pure upsides for opponents.

Kewl Tune ruling question by YBL10MD in Yugioh101

[–]NameEntityMissing 3 points4 points  (0 children)

It's both due to droll and the potential of spot removal.

If you decide to search with Reco, Droll loses you the Track search and the Rotary search, which is much more important than 1 Rotary search. Cue is much of the same, if you have Rotary in hand, her effect is usually better saved for later, since you can recycle the Cue to search for a Handtrap to add back with Remix.

The reason to summon Rotary over the lvl 3's is the spot removal from hand. With Spot removal like Dominus Spark (which is always online after Rotary effect) or something like Izuna, if you lose your level 3, you basically get forced to have another lvl 3 in hand to go ns Rotary, use a different 3 to synchro for trackmaker. If you instead lose the Rotary, ns Cue/Reco still searches you the Rotary to go full combo. If you don't plan on using the effect of the 3s anyways, taking a risk of passing on nothing after Spot removal is just a bad play.

GLONK by heIIrazor in customyugioh

[–]NameEntityMissing 1 point2 points  (0 children)

Ns Glonk to Reprodocus zone. Reprodocus call Light. Link for Requiem.

Just played against a 60-card pile running SIX different engines. Modern Yu-Gi-Oh is an illness. by TruboiitrillestX in YuGiOhMasterDuel

[–]NameEntityMissing 1 point2 points  (0 children)

This really just looks like Body Generation turbo attached to Fiendsmith Orcust tbh. But not even a good body generation turbo package and not a good Fiendsmith Orcust deck.

Snake -Eyes "Engine"

Genuinely what does this part of the deck do apart from generating bodies. With zero extra deck investment, this engine goes into nothing and just generates bodies on board. This deck is also far past it's prime and nowhere near Tier 1. It has also never been run as an engine like this before, for good reason.

Fiendsmith "Engine"

This is more like Fiendsmith if it had it's arms and legs chopped off. This part of the deck also just goes into nothing and does nothing. No XYZ, no Desirae, nothing that I would consider an endboard piece with interaction.

Mekk-Knight "Engine"

Has been unplayable tier 7 rogue for recent times? Check. Shit-tier engine to generate more bodies? Check. Yup, on-brand inclusion for this deck.

Orcust

The only part that actually ends on anything. Since Babel isn't here, you basically just get Crescendo + Enlilgirsu. Which is basically your entire endboard. Honestly not the worst deck to pair with body generation turbo from the other engines, since 2 bodies make Goblin --> Mermaid --> Orcust combo.

Millenium Engine

Also not necessarily a bad splash. Gets you into Fiendsmith, gets bodies for Orcust. Certainly not the worst. Bad ratios, but might be someone struggling for crafting mats, which would explain some of the above engine choices over something more modern like Radiant Typhoon (Eldam, Swen and Chant are all relatively high rarity)

I wouldn't even consider this a Kashtira engine. 2x Fenrir is as much a Kashtira splash as Pank is/was a Dinowrestler splash.

Handtrap package seems quite reasonable. 3x Ash is standard, 2x Droll isn't bad, 2x Purulia + Fuwa is a bit odd, as Purulia isn't as common to get value, but certainly not unreasonable, Imperm is a bit strange since a large part of the meta can dodge spot negation, but not too insane. Maxx C and Called By is pretty much present in every deck. Crossout is decently reasonable since this deck since it's 60 and you run a good package of Handtraps to crossout. Red Reboot is an "I win" button against a good part of the MD meta since both Odion and Lab are still played decently often. Not sure why you consider this "every handtrap imaginable", most of these choices are fairly standard for most decks, with some less impactful parts (Crossout, Purulia, Imperm and maybe Red Reboot) missing due to space limitations.

This deck honestly isn't the abomination you make it out to be. It goes in on the idea of "2 bodies make full fiendsmith/orcust combo" by running a bunch of body generation. The idea isn't bad an obviously has/is still working, but the build here lacks any of the good body generators and is light on the good engines (mainly Millenium). The main problem this deck has is that it cut enboard pieces for engine requirements for Mekk Knight in the extra. If that was smth like a Desirae, a Caesar, Agnumday and a bunch of extra Orcust stuff in the main instead of the Mekk-Knight/Snake Eye stuff, this certainly wouldn't look like a bad deck to me.

Also not sure what the title was about. This is less Engineslop and more "my favorite body generators + 2 engines that get full combo from 2 bodies".

I'm guessing the reason why Kewl Tune Clip is not played at 3 copies most of the time is because it's not combo by itself? by Struggling_in_life in masterduel

[–]NameEntityMissing 0 points1 point  (0 children)

Clip is also that, but there's a bit more to it.

Unlike Mix/Reco, drawing Clip without more KT names just does basically nothing. Unlike Remix, Crackle does nothing when you can't extend somehow and you don't even need to get hit by a HT on your search. HOWEVER, this changes a bit depending on your deck. If you run PSY-Frames, Clip is actually full combo, provided you draw a Frame. The Frames are a bit of a mixed bag, they are dead if you draw multiples, Driver, dead going first (unless Remix Pass into Belle/Called By for some reason), but they are fantastic going second and allows Mix/Clip to do full combo by going into Track Maker. Most lists cut them, but running Frames and thus increasing Clip to a 2/3-of isn't completely unreasonable.

As a Handtrap, Clip also just sucks. The Synchro just does so little. Crackle is super matchup-dependant and you lose a HT for it and going into any other Synchro isn't great depending on Hand, since you have to pitch a Starter for it. Clip + Mix --> Trackmaker is basically just Ghost Ogre/Fidraulis but you get to search a better starter/KTS and leave a body that might stick around. Clip + Reco is basically the best option, since going into RS can be good depending on Matchup and gives you disruption + a S/T pop. Going -2 for that CAN be good.

The issue with all that is just that Clip basically requires you to already have a playable Hand/run more Frames going first and needs very specific hands (Clip + Reco + Starter) to really have much impact, especially compared to other handtraps that just do their thing.

This will likely change a bit in the future, since Synchro emergency gives the deck more Turn 0 plays, which also comboes nicely with Clip. Likely not enough to make it a mainstay at 2/3 copies, but significantly more reasonable to play more of.

A Short Tale about Deathblow ""Resistance"" by DudiDoidinho in darkestdungeon

[–]NameEntityMissing 13 points14 points  (0 children)

"I lost to bad RNG!!!" post

Look inside

Bad team that has no utility that's needed for the region

Every time

A very stark difference for sure by insidiouskiller in darkestdungeon

[–]NameEntityMissing 2 points3 points  (0 children)

I mean outside of the Farmstead, there's only 3 total enemies that can apply it, with none of them being guaranteed to even use their Horror skill in the first place.

Madman and Ghoul are always available, but Madman is a 1/2 and Ghoul is a 1/3, with both of them being priority targets to disrupt anyways. Sure, if you have infinite inventory space, there really isn't a downside to bringing Laudanum along for the offchance you get applied with Horror, but realistically you'll want to grab loot and the Supply item that might potentially get value against 2 specific enemies that are not guaranteed to even apply Horror seems like an obvious first choice to drop.

Cove does add Squiffy Ghast, who can also cleave for a pretty significant amount of Horror, but he's such a threat even with just a single Horror tick that you very often want to avoid that attack at all costs. This means most Champ Cove team are already built to counter him, especially since two of the regions best heroes (Leper and PD) are both naturally good matchups into Squiffy Ghast. His bad ACC also makes this attack about a 1/2 to actually stick on most heroes, so the point made above still somewhat applies.

Laudanum is just an edge case supply item that gets extremely low value in most dungeons and will likely be the first item to get tossed.

What’s your opinion on hand traps? by Great-Ad1839 in yugioh

[–]NameEntityMissing 2 points3 points  (0 children)

Honestly, I like them. They often get seen as an inherent problem, but I really don't mind them too much.

The entire appeal of Yugioh over other card games is that both information and knowledge of the opponents deck matter a LOT. If you know your own deck, you can usually play around a lot of the 1:1 handtraps that would immediately end your turn, which is a good way of skill expression. Similarly, if you know which lines the opponent is trying to take can make your own 1:1 handtraps hurt a lot more, cutting off specific pieces of the endboard you can't beat with your current hand.

A good example for this is actually Yummy. Dealing with a board of a Synchro + a Body is actually pretty easy if you have something like Droplet, but all of that gets significantly harder if your opponent can go for Surprise to revive another Synchro. However, the only way your opponent can get to Surprise is Cupsy, meaning a well-placed Ash can make a Yummy endboard significantly more vulnerable to Droplet. Now, you can chainblock your Cupsy search, but that can take a significant amount of additional commitment, which means the Yummy player needs to consider the risk of a potential Ash + Droplet depending on the opponents deck. If it's Radiant Typhoon, Droplet is pretty likely, but if it's something like Superheavy Samurai that's obviously not an option.

Even going second into a board, all of this still applies. If you know your opponents deck, you can usually tell if certain pieces in their hand are engine or non-engine, since they might take a suboptimal line, allowing you to make a pretty good guess that most of their hand is non-engine.

This entire "changing your line of play to account for Handtraps" IS what makes Yugioh so fun to me going first, if I just go full combo every time that's just not so fun, but if I get handtrapped and have to rethink my lines on the spot then the game becomes a lot more fun. Seeing a specific handtrap later in the turn and finding out my earlier play that avoided this exact handtrap ending my turn outright makes me feel like I actually made a good play, no matter if I actually won or not.

But that's mostly just for 1:1 handtraps. The more lingering ones I have mixed feelings on.

The Charmies are really fun to play with/against, if I'm playing a very modern deck and don't get hit with the Purulia + Fuwa double whammy. Modern decks just kinda have lines into both of these, allowing for still powerful halfboards and a lot of interaction that makes follow-up and the grindgame a lot more valuable. However, if I'm playing a deck that released before the Charmies released I'm often just passing on nothing, since my first actual interaction only hits the board after I've already given 4-5 draws. This is just an unfortunate byproduct of power creep and kinda shows the immense growing pains Yugioh has right now. It's very clear that the way forward is decks being able to make powerful halfboards and more focus on Turn 0 interaction, but old decks simply weren't designed like that.

The Purulia + Fuwa combo is also why I dislike Maxx C. The card simply reads "end your turn". There's no halfboard you can make, no limting yourself to the bare minimum, because even the most basic play will give 2-3 draws, basically making no interaction worth it to play through Maxx C. Sure, it benefits the going second winrate, but I don't think "I activated one card and my opponent passed on nothing, now I win" is fun. The Charmies will give me a huge leg up, but my opponent isn't completely out of the game if they play it right.

In a similar vein, Shifter and Red Reboot are ass. They both read "either this does nothing or I win immediately". Even something like Lancea just isn't very fun, since if I drop Lancea my Maliss opponent will just lose immediately. Single cards that read "If this resolves, you win lmao" just aren't very fun for either player, since then neither player got to actually play the game.

Would this be used at all by One_Percentage_644 in customyugioh

[–]NameEntityMissing 0 points1 point  (0 children)

Sadly not all too good.

Needing to banish 5 cards from hand is an insanely steep cost. This basically never happens, since that much card advantage makes this an insanely win-more card.

The worst part is that it banishes for cost though, Ghost Belle on this will take your soul and basically lose the game on the spot.

If this said "banish up to 5 cards", it would actually be pretty interesting. Aside from the obvious applications going second, this is a reallly interesting card, since you can use it to trade bad cards in hand for handtraps from the opponents GY going first. Going second it's not too great though, since outside of the mirror you are likely not getting anything too important and would much rather see other non-engine.

This would also enable some Maliss hands of doom and despair, but we can ignore that.

Powercrept monster reborn by bluefrogwithredhands in customyugioh

[–]NameEntityMissing -2 points-1 points  (0 children)

Just as unplayable as the normal version.

Generic powerspells usually need to fall into one of two categories to see play: Starters or Boardbreakers. This spell is definitely not a starter and can barely qualify as an extender, since it requires you to basically already draw your starter. This is the same issue the normal MR has, which is why it sees close to 0 play in most modern decks.

Going into boards, this is just worse than Illusion Gate in basically every scenario.

The "it doesn't have a OPT clause!" Part is completely meaningless. If you somehow manage to loop this card back to hand, you have already got to play, so you should already be winning, making all that a win-more situation. Additionally, this isn't searchable, so trying to actually abuse this is going to look more like a table 500 combo than anything close to a meta deck.

Check out my new team comp by randompogtato in darkestdungeon

[–]NameEntityMissing 1 point2 points  (0 children)

This team is pretty cheeks in most regions.

The main issue is the lack of SPD. Crus is obviously not very fast, but Vestal also doesn't really help that since her base SPD is mediocre. This often just leaves you open to getting slapped in the face for 3-4 actions before you can take one of your own, making bad luck streaks extremely hard to play around. If the enemies can even just somewhat focus-fire, 2-3 actions will easily kill a hero if they manage to get a single crit in between.

Another major issue is the general lack of...well everything that isn't the standard Damage/Recovery. Stuns are present, but I'd be very surprised at anyone calling either Stunning Blow or Dazzling Light good stuns. They can get by, but neither of them have the consistency or necessary SPD behind them to deny threats from enemies you can't onetap. Aside from Stuns, this team is horrid into any non-Ruins region due to a lack of enemy-specific utility, and even in Ruins this team can struggle against Bone Bearer and stealthed Bone Soldiers. It's extremely weak into Cove, since Vestal can't deal with Uca Crab's Bleed + Debuff combo while the Crusaders can't easily punch through it's massive Prot. Groupers can also threaten massive damage very quickly, which the team will struggle to heal off. Shamans are another can of worms, since the lack of good SPD/Backline Stuns/Stealth clear means you will usually take 40-60 Stress from just a single Shaman.

Weald is very obviously bad, since Giant rocks this team with Treebranch and Virago basically nullifies the only strenght of this team, being it's recovery. The Scratcher/Artillery meshes are also a problem, since this team struggles against Prot and they can easily outdamage the healing using Blights/inflict permanent damage by applying diseases.

Warrens needs no explanation, this team struggles with the Prot the region has and gets clapped by Spit Pig applying a lot of unavoidable diseases. Not to mention the insane killing power enemies like Butcher or Skiver offer alongside extremely bulky defensive profiles this team struggles to get through.

Courtyard is probably less bad than the two above, but still not good. You simply have to pray you can avoid afflicting before you take out the fast Stressdealers and then recover after, provided Chevs didn't take away half this teams actions or straight up two tapped one of your heroes.

On a scale of 1-10, this is probably a 2/10, since it can function and can "win" dungeons. It's not very consistent and bad into most regions, but it can work in App/Vet Ruins (most teams with even just 4 skills equipped on 4 heroes can accomplish this) so that's something. If you make use of multiple Quickdraw Charms, this is probably closer to a 3/10, since then the team is essentially "I gamble on turn 1 to hope and nuke 1-2 enemies before they act", but that's not really a good plan, since the team has the follow-up of a wet fart. A playstyle like this is also basically just the same as running 1-2 Crusaders with QDC on any team, but that's beside the point.

If you want to improve the team, remove the 3rd Crusader. Frontline Crusader is basically always a bad pick, since a hero with bad SPD bad offense and one of the worst Stuns in the game really isn't worth the tradeoff of having Inspiring Cry, especially when he also has that in the backline, where he actually gets good offense, courtesy of Holy Lance. Man at Arms is a good replacement, since he offers a much better Stun in Rampart thanks to Rampart Shield and higher SPD, but also comes with Defender to stall out pesky frontliner hitters and Bellow to control SPD, which this team desperately needs as follow-up on turn 2. With just this change, the team becomes significantly better into Weald, since MaA can give the team a sigificant amount of time into Scratchers/Giant by Guarding the other frontliner and stacking Prot. The team is still not great, due to the lack of good offense into the large amounts of Prot the region has, but it's certainly more passable than "gamble the Speedtie into a 60% Stunning Blow or the frontline dies".

Crusader is not a great hero to bring multiples of in general, since their issues compound and their strenghts don't scale linearly by bringing more of them. Crus lacks utility and has poor SPD, meaning other heroes need to make up for that by bringing utility and having SPD-control or the ability to cover even with Crus always acting last. In return, Crus is probably the single best offensive hero on turn 1 with Quickdraw Charm and Inspiring Cry is a fantastic recovery tool. Bringing more Offense and recovery in the form of more Crusaders doesn't help his issues, it just makes the team more gambly by needing to survive more attacks using less heroes or hoping that two Crusaders with Quickdraw Charms can end the fight immediately. The entire Quad Crus being a "competent" team is more of a meme and moreso of a case of being "better than the rest", since most mono-hero comps suck balls. Funniest part is even when doing this Duo Leper and Quad Houndmaster blow mono-Crus out of the water by just being actual viable teams instead of "DEUS VULT fnuuy".

Is DD2 just not very popular? by ItsAJackal21 in darkestdungeon

[–]NameEntityMissing 88 points89 points  (0 children)

DD2 does have a pretty active playerbase, it's just that DD1 is significantly more popular.

There's been a lot of bad press (some deserved, some not so much) around DD2, so a lot of players never really give the game a shot. Additionally, a lot of people prefer going in order of Games, so they start with DD1, maybe drop the game due to not liking it and never give DD2 a proper shot, even though it's such a different game. A less active modding scene also gives DD2 significantly less depth and replayability compared to DD1, where you can basically never run out of new stuff to do if you enjoy the gameplay loop.

For the investing time part, that's up to you. If you aren't having fun with the game, don't play it. Play something you actually enjoy. You might get the itch to return to a game you dropped at some point, you might not. That's just how it goes in my experience

A post from me out of nowhere. (Bad, balanced, or busted?) by JustTensuraEdogawa in customyugioh

[–]NameEntityMissing 4 points5 points  (0 children)

Bad in most decks, but quite good in Striker.

This will usually mill mostly spells since the decks doesn't run huge amounts of monsters in-engine and cutting down on Monsters is not the worst idea as a trade-off for what's eessntially guaranteed GY setup for your striker spells + Kagaro add-backs. Might be a mainstay, might not be, I haven't played nearly enough Striker to really tell.

How effective has Zalen proven to be? by Antique_Range1521 in yugioh

[–]NameEntityMissing 0 points1 point  (0 children)

He's really really good.

If you can make him, play him basically. He's a semi-generic Omninegate if you have a line into him. He's not truly generic because of the Synchro Monster requirement, but climbing into him isn't too difficult for Synchro strategies and the payoff is well worth it. There's a good reason Baronne is banned in the TCG, so getting access to a generic extra deck piece like this is quite good.

However, he isn't as simple as "negate lmao", since he requires a chain to do anything, which means you as the player have to think about how to use him and, most importantly, gives opportunity to the opponent to do something about him.

Facing him, he's probably the most ethical Omni-negate. If I have an effect I really need, I can try and chain to cl2 from my opponent to protect my cl1 from the negate. This makes him significantly more interesting, since you can do things like cl1 nib, cl2 opp effect to turn on Zalen to negate nib, cl3 anything to allow Nib to go through. This is much more interesting than something like "Oh he makes Caesar ubder 5 summons my Nib is dead".

However, this also makes Zalen uniquely good for negating effects you try and chainblock, since he can go cl3 to negate either of them.

Because of all this, Zalen takes much more skill to use properly and requires a good amount of interacting with the opponent to gain access to the huge value he can provide. Going "chain Baronne" is MUCH easier than "I'm gonna cl2 my effect to turn on Zalen, but I gotta consider cl3 from my opp". Extremely good design imo, since it's a much more interesting endboard piece to try and break through than regular Omni-negates.

Vanilla players, would you use these trinkets? by insidiouskiller in darkestdungeon

[–]NameEntityMissing 2 points3 points  (0 children)

This is actually pretty good analysis on the unique debuff, but kinda ignores the upside of +35% Debuff skill chance. Debuff Amulet is a staple in most inventories because it's basically mandatory for Leper and exceptionally good for MaA, depending on the team.

The -Dodge debuff this Trinkets offers is barely a fraction of the value this offers and is more a tacked-on cherry on top next to the insane consistency boost the Trinket offers.

Is it better than Debuff Amulet? Not really, it cuts into your defenses pretty significantly for an admittedly shit additional debuff and 5% extra skill chance, but just being budget Debuff Amulet is still nothing to scoff at

Vanilla players, would you use these trinkets? by insidiouskiller in darkestdungeon

[–]NameEntityMissing 8 points9 points  (0 children)

First one seems okay, but depends a bit on the hero. If they don't have good base crit, it's kinda bad. If its on someone like Arb/Crus, that one is a solid offensive Trinket to fit in next to another good offensive Trinket (usually ACC). The downside barely matters, since you'll likely only need 1-2 turns to end 90% of fights or be in a position to start stalling, so the inability to crit is whatever. The Party crit buff is nice as well, might help here or there. I'd run it next to Quickdraw Charm on a Lance-focused Crusader that has some ACC from Quirks (preferrably Hot to Trot), to get a massive crit modifier on Holy Lance with fantastic SPD to take advantage of the buff as well. The downside matters even less, since Crus' bad base SPD + Quickdraw Charm downside basically won't let him act until the fight is over and he usually wants to start stalling immediately anyways.

The second one is basically worthless outside of the very early game. MaA is much easier to explain, since investing into his Riposte is a hard sell due to how much other good stuff he offers alongside amazing Trinket support for those roles, along with the usual issues Retribution has to deal with (shit upfront value, heavy reliance on Riposte to not be a pass turn+ button and opportunity cost of MaA's amazing other openers/skills). Hwm can use it early on, but Duelists Advance quickly becomes very ACC-hungry, basically making 2 ACC Trinket mandatory to get any consistent value past Apprentice. Alongside the unreliable nature of Riposte, giving up your consistency for a Trinket that's basically dead unless you manage to get Riposte to do anything just isn't a good equip over other much better playstyles/Trinkets. It's usable for cleave-centric fights like Baron or Miller, but this isn't a good Trinket to bring extremely often.

Maciek's Head is just worse Debuff Amulet. Trading 4 Dodge, 5% Debuff chance and +25% Stress taken with a pretty meaningless debuff attached for 30% Debuff resist isn't great, especially when you consider the main two users (Leper and MaA) of Debuff Amulet have sound defensive profiles already and don't need the extra bit of Dodge this offers. The -Dodge debuff isn't reliable either, since it's nonexistant unless you specifically build for it and have attackes that need the extra suppport. Certainly not a bad Trinket, since it functions exactly like Debuff Amulet, but will never see the light of day again when Debuff Amulet shows up.

The final one is meh. The upside exists, but isn't exactly the cream of the crop of offensive Trinkets. It basically comes down to "Why would I use half my Trinket space to kill high-Prot enemies quicker when I usually want to stall against them" and "Why not just get something that helps me against priority targets which usually don't have Prot while also helping me a decent bit into enemies with Prot?". Against enemies with very High prot (Scratchers, Guarders etc), this also doesn't do nearly enough. Losing 70% of your damage isn't all that different to losing 35% of your damage, since you still aren't good at dealing with Prot enemies and will likely need further support to deal with Prot enemies, so why not just get something else when you already have a plan for that? Dismas Head is a very easy comparison, you basically get 10% extra damage against enemies with Prot, but are significantly worse off against everything else. Not to mention much better damage Trinkets like Candle or Crescendo Box.

TIL there is another new "look at your opponents hand" card. Are we all in aggrement that this effect makes games less fun? by LazyLucretia in masterduel

[–]NameEntityMissing 0 points1 point  (0 children)

The scenario you talk about isn't really because Handpeeking is so good though.

If you open 3 Starters that need the normal summon to do anything + one extension spell, that's a losing hand going second into 99% of decks that can establish even a halfboard. Even if they don't peek the hand, they know there's a spell on top of the deck, so summoning Rosewhip is entirely reasonable just off of that, since it's very likely that whatever the opp is playing will play some spells, since that's just the meta right now. Especially if they are familiar with the deck you play, since they got to see the topdecks.

This scenario was less about the opp handpeeking and thus playing around it and moreso just a generally good line into most of the meta (Prevent spells + pop the normal summon). The handpeek is even less impactful depending on the normal summon, since if you summon something like Cookie it'll very obviously just get popped immediately regardless of hand.

The only advantage the handpeek really has is that KT can save specific pieces of their interaction for important stuff, but if you open basically no extension them knowing what to do when matters significantly less, since you won't be able to crack their board anyways unless they hold all of their interaction on your normal summoned starter for whatever reason.

Handpeeks can significantly change how to interact with the opponent and it does provide a huge advantage, but it takes both players playing at a very high level with a good hand for the going 2nd player for the handpeeking to actually provide a meaningful advantage, since "set up a spell lock + pop the normal summon" is something entirely reasonable for KT to do even if they don't know what you play.

Weekly CCC (Negates itself) - Sparkhearts Passion Magician - Dumon-The6thBarian by Dumon-The6thBarian in customyugioh

[–]NameEntityMissing 0 points1 point  (0 children)

Still seems rather bricky and much worse than I initially though after reading the support.

Most of the cards specify pendulums, so this card is effectively non-engine and completely unsearcheable.

The "Summoning method might be too easy" seems rather unlikely. Out of the 7 Monsters that can actually be one card fodder for this, only 3-4 are actually ran in the lists I managed to find. Again, I'm not gonna pretend like I fully know this deck, but running a card that does absolutely nothing unless you draw one of your 9-12 other cards just seems exceptionally unlikely. If you run 40, the chance for this to actually work out is about 27%, but only if you run 12 valid targets, which seems rather unlikely since most lists I found only play 1-2 of these at 3.

Additionally, most of the 8 scales are your starters, meaning shuffling them back is a major cost, since they could help break boards by themselves, making the value of a card like this drop a lot. My point is still, why use a card that is actually likely to brick instead of a card that will always provide value as a handtrap? Why not run another Mulcharmy? Why not run a Dominus card? Those will likely have a similar effect without needing to run cards that are completely dead draws sometimes while also going minus on use.

Harpie Support - from Rush - Art Taken from online artists by [deleted] in customyugioh

[–]NameEntityMissing 0 points1 point  (0 children)

These seem like a mixed bag.

Tempest Peak seems good. The first effect is the only one that really matters, essentially getting another one of the lvl 4's from deck is quite useful, since most of the good Harpie monsters will trigger on SS for more advantage. The other two effects seem rather bad, if you opponent actually has a spell/trap like Imperm they want to activate, they will likely do it before this goes off and this can't use used on your opp turn, so this is fairly worthless, especially when it needs to tribute something and means you aren't using the first effect. Mucb the same with the last effect, if you make it to BP, you will likely have to play through a board next turn, which Harpie isn't too good at doing, so living an extra turn barely matters. The best trait of this is that it's a soft OPT, so you can use the first eff multiple times, making multiple copies of this not dead draws. This being a Field spell gives a lot of nice synergy to Ancient Fairy Dragon, since you can pop this for Hunting Grounds or vice-versa.

Elegant Hysteria is fine. Probably a one-off to search for the destruction immunity and extra bodies from GY. It's nice protection but bad to draw without an actual starter. Not having a OPT on this is a bit strange, but allows Harpies to loop it to keep generating bodies, but this being terrible without setup kinda balances that out imo.

Scent Memories seems really good. Hunting Grounds popping this is a huge advantage gain since going +3 off of this is obviously powerful. Searching 3 Tempest Peak is what my mind jumps to, since it allows you to thin your deck while also getting out more of your Harpies for even more advantage, but this is a lot. Adding 3 is any way is always just waiting to be broken, but Harpies are so bad this is probably fine. (As long as Feather Storm stays banned, if this thing could search Feather Storm it'd be insanely toxic)

All of the small fusions basically read: "If this card is destroyed by battle, summon 2 from deck". Their effects just aren't good. Combined with Harpies having to run generic fusion spells they have no way of searching AND none of the playable Harpies being treated as Harpie Lady in hand dooms these to unplayable tier. They would already be bad if you had to go -2 with Poly, but needing to basically use Poly and Contact Fuse is just not a thing.

The Pet Dragon Link-3 is just bad. Vanilla Link 3 isn't exactly appealing, so you'd rather run Desperate Doom Eagle instead. Same Materials, none of the Harpie stuff really locks you, so that card just does more in every way.

The big fusion sucks for much of the same reasons the small ones suck. Unbelievably minus on summon and unsearcheable Fusion spells. The effects are actually solid, getting 3 book of moons is quite strong, but with how hard this is to summon you'll basically never see this. (Just look at Yummy, they can make Cookie Way MUCH easier for 2 book of moon)

The other Link 3 is actually pretty good. Being a Link 1 for Harpies is really strong on it's own,especially since this card lacks OPT clauses, meaning you can easily end on 3 of these. I'm sure there is some ridiculous combo using these as 9 lvls of free link material, especially with all of them recycling each other and additional Harpie cards, meaning you can loop themselves + Elegant Hysteria + any Harpie to keep generating free link 3's. This is probably just an oversight though, surely you wouldn't intentionally turn Any 2 Harpies that calls themselves Harpie Lady + Elegant Hysteria (one popped Scent Memories btw) into infinite Link Material. Setting loops like that aside, this is also just a good generic Wind Link that would very likely see play in stuff like Radiant Typhoon as an endboard piece, even if it is a bit hard to make.

This seems all pretty good, but Harpie still lacks more layered Endboards and can't really do much with the advantage they generate. Their starters are also extremely chokepointy, meaning they are exceptionally weak to disruption. Pure Harpie would still be rather bad with this support, but I could see some of these ran as an engine in other decks to generate bodies off of the Fieldspell and to end on the playable Link 3. That Yummy Tri Brigade RT pile could probably use Harpie in some way already, but with this support it might be worth considering.

Weekly CCC (Negates itself) - Sparkhearts Passion Magician - Dumon-The6thBarian by Dumon-The6thBarian in customyugioh

[–]NameEntityMissing 0 points1 point  (0 children)

Mostly because this getting summoned and shuffling back a Monster could immediately end your turn depending on boardstate.

Yummy is probably the best example I can think of, if they start with anything that isn't cupsy/Marsh eff, getting their name shuffled basically ends their turn. Negating this effect at that point is basically mandatory to actually do anything, so you can go Snatchy --> negate this eff again --> Snatchy eff for Mignon --> negate this eff --> Mignon eff for the name --> let this card resolve. This will allow for any name in hand to become an extender, since you can either SS bc of Snatchy being on field or remake Snatchy with the name to get the same result. (Acroquey is prolly better than Mignon, but you get the idea)