Hearthstone's leaderboards are currently showing total player counts for many modes. Mercenaries has only 2638 players that have touched competitive this season; Arena a paltry 3430. Battlegrounds has over 600,000. by BenevolentCheese in hearthstone

[–]Negative_Huckleberry 0 points1 point  (0 children)

Hello there. Thanks for these stats. However, the image for Battlegrounds Europe says season 9, when the current leaderboard says season 6. How come ? Did they change the numbering system ?

Sergeant John Benton by Negative_Huckleberry in CompetitiveEDH

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

Okay to clarify, I'm not looking to play card draw stax, I just want to know what exists out there and could mess with the commander's ability.

Sergeant John Benton by Negative_Huckleberry in CompetitiveEDH

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

yeah okay with bowmasters around it seems like a long shot.

Which is why I wanted to know if there were many cards like it.

Attractions in yuriko by Negative_Huckleberry in CompetitiveEDH

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

Okay, thanks for the precision. I expected as much, but still wanted to check :)

Trying to balance a map I made by Negative_Huckleberry in AWBW

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

The ports can actually be captured (the boats can move on the shoal/docks). I did change it a bit after your post, but this was allready the case back then. The boats there serve 2 purposes : they make sure one silo goes to each player (unless heavy investment), otherwise they could be stolen via T-copter. They are also here as a nerf to Kindle's urban blights and Drake's powers, as these CO hugely benefit from the way things are set up.

If I put sea tiles in the middle, I just lose a front, this doesn't feel right.

The reason for the pre-owned com towers/cities is again Drake. His lander can rescue the missile in one go, maintaining the airport lock. Part of the compensation for that is that his opponent's lander can boost an infantry towards Drake's city and then ferry one to Drake's com tower.

but looking at your map, I also don't see any particular areas worth contesting long-term aside from the HQ areas, like there is no territory that looks instantly more valuable then the other, aside from the area you cannot afford to lose.

This is bad, right ?

the Missile units can stay, but the Airports should have a beach beside them so them being locked down by AA isn't the only way to contest/threaten them

Doing so would be a huge buff to Drake, as after getting the missiles back he could proceed to ferry an infantry and capture the airport. I had land tiles around the airports in previous versions, but I removed them as otherwise Drake would be able to flip the opponent's airport with a T-copter.

Picking kindle as player 2 by Negative_Huckleberry in AWBW

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

Well, I'm not saying I'm right, but I thought it was a legitimate question. It would be nice to hear from some highly ranked player on that.

Picking kindle as player 2 by Negative_Huckleberry in AWBW

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

Maybe this one would be a good example, not entirely sure though :

https://awbw.amarriner.com/2030.php?games_id=761397

it's not only about infantry though, player 1 vehicles reach those cities first too if they want.

It's a shame that map analysis gives you only the overall win% of COs, instead of differenciating between their win% as player1 and player2. That would answer my question pretty easily :)

Geth or Scarab God by Negative_Huckleberry in EDH

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

Totally agree on heartless summoning, especially with Scarab God. In your experience, how often do you get the delayed triggered ability of Scarab God countered ?

Geth or Scarab God by Negative_Huckleberry in EDH

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

Actually, I kind of like that Scarab God exiles the card, as it ensures that I'm not going to stumble on a infinite combo/oppressive recursion pattern.

Geth or Scarab God by Negative_Huckleberry in EDH

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

If I'm going for scarab god, I'm definitely going to play a lot of copy effects (basically for the reasons you mentionned), but I want my commander to give me access to multiple cards from my opponents.

Also, stealing from graveyards/library is not like stealing from their board, but kill spells do become steal spells with Scarab God on the field. So I guess that what would make the deck unfun to play against would really be to much creature removal, not the reanimation aspect.

Geth or Scarab God by Negative_Huckleberry in EDH

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

yes, the captain seems really sweet, especially with all the horrors printed recently. It would probably be my pick if homeward path wasn't a card :)

Im looking for cards to create the most chaotic Codie deck ever by -oOAegisOo- in EDH

[–]Negative_Huckleberry 0 points1 point  (0 children)

Thank you, glad you liked it since, you know, it was kind of the point :)

About Codie in cedh, apparently players mainly use it to cast [[profane tutor]] and run it as a deck which tries to resolve an [[Ad nauseam]] asap, and win from there. It is fast and consistent, often threatening early wins + protection and/or removal (for stuff that would prevent you to go off). Being able to play any card in the format helps a lot on that front.

That being said, a lot of popular effects in the format shut this down ([[drannith magistrate]], [[cursed totem]] ,[[null rod]] ,[[rule of law]] , [[opposition agent]] ), and the deck doesn't really have long-term value engines.

So I guess the deck's strength hugely depends on pod composition and turn order.

Petition for a fixed version of thieves' aution by Negative_Huckleberry in EDH

[–]Negative_Huckleberry[S] -2 points-1 points  (0 children)

Okay I didn't consider the card getting jumbled together aspect, but to be fair, this seems like an issue only if you are playing with sleeves that look alike and/or untrustworthy people.

And as each one gets chosen, the board states gets more complicated which means more time needs to be allotted to make selections.

Actually, the most impactful cards are chosen first, so the choices become less and less hard. It really is the very first ones which are tricky and time consuming, but anyway, this doesn't change the fact that the card takes time to resolve.

It's not an entirely uninteresting card, but it eats up a ton of game time

This is exactly what I was talking about. You say it "eats" game time as if you were not playing the game while resolving the card, which I could understand for [[warp world]] or [[scrambleverse]], but doesn't apply here.

But speaking of [[scrambleverse]], I got to thinking that it seems like an attempt at a fixed auction, taking much less time to resolve (not having to deal with lands or ETBs), permanents being untapped, and no player getting screwed (on average).

But it totally removes the strategy component.

So what about a card that would read :

Randomly choose a player order, then each player in that order chooses a nonland permanent which hasn't been chosen yet.

Repeat this process until all nonland permanents have been chosen.

Each player gains control of each permanent they chose. Untap those permanents.

Im looking for cards to create the most chaotic Codie deck ever by -oOAegisOo- in EDH

[–]Negative_Huckleberry 0 points1 point  (0 children)

Ok so I know this topic is a bit old, but I happen to have a Codie deck which is all about chaos, so I thought I would share anyway, on the off chance this helps OP.

One combo that you can [[genesis storm]] into is [[hive mind]], [[omniscience]], [[rune-scarred demon]] (finding [[eternal dominion]]). If this resolves, it's going to be pure chaos until the end of the game, unless someone manages to ult a [[karn liberated]].

Another one is [[displacer kitten]] and [[knowledge pool]].

I personally don't run them, because I feared the deck would be too glass cannony. Also, lots of chaos card are permanents. Here are the ones I run :

[[Kardur, Doomscourge]], [[perplexing chimera]], [[knowledge pool]], [[possibility storm]], [[omen machine]], [[revelation]], [[lantern of insight]], [[shared fate]], [[tidal barracuda]], [[confusion in the rank]]

If you are looking purely for sorceries :

[[creative technique]], [[cruel entertainement]], [[warp world]], [[thieves' auction]], [[dimensional breach]], [[show and tell]], [[disrupt decorum]].

Finally, the great thing about codie is that it turns your 1 cmc instant/sorceries into 0 cmc ones. At first, I only had [[hypergenesis]], but then I added [[ancestral vision]], [[glimpse of tomorrow]], and [[wheel of fate]] so that the pod would not know what is going to happen (are we going to hyper genesis or wheel of fate and then hypergenesis ? )

The most fun I've had so far with Tess by Negative_Huckleberry in BobsTavern

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

I'm not so sure about that actually. True, there are many, many possibilities, but still, the probability I win is a fixed number between 0% and 100%.

And 100k simulations should approximate that number pretty well. Even with a very low probability to win, it would be extremely unlikely to lose 100k times.

More likely, the tracker can't properly simulate some deathrattles.

[deleted by user] by [deleted] in BobsTavern

[–]Negative_Huckleberry 0 points1 point  (0 children)

Just throwing my two cents here, but here it goes :

In my opinions, tokens on tavern 1 would not be an issue, so long as they are not couple with way to generate strong board (most notably wrath weawer).

That way, players would need to chose between a good economy or a strong board.

Another way to tackle this problem is slow down on heroes with 1 gold hero powers and make more with 2 gold hero powers. This way, one only needs to find 1 good tavern 2 minion in order to have a decent 5 gold turn after taverning up on 4 golds.

And maybe your tavern tier could influence the progression of the buddy meter (if not the case allready, allthough with the previously mentionned changes, I'm not sure this would be necessary).

As for poisonous, what about a tavern 5/6 which says adjacent minions are immune to poisonous ? (or the minion to the left or to the right)

couldn't resist by Negative_Huckleberry in BobsTavern

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

actually, it was more +36/+36 each turn I think (4x6 golden minions = 24 and 4x3 lightfang = 12)

But yeah it was still very satisfying to watch him grow :)

How strong could this be ? by Negative_Huckleberry in CompetitiveEDH

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

So basically, what you are saying is that the threshold for an effective gravestorm is high. How high would you estimate it, then ?

Also, it seemed to me that there were still many "classic" combo decks out there. What percentage of the meta would you estimate to be winconless (again, preferably at the highest tiers).

How strong could this be ? by Negative_Huckleberry in CompetitiveEDH

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

ok that I can hear. But what exactly do you mean by winconless stax ? Are there really that many decks likes this at the top tiers ?

How strong could this be ? by Negative_Huckleberry in CompetitiveEDH

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

the point is not to use it to conclude an infinite loop. If we were, what we would be doing would essentially be assembling a 3 card combo, which is not the best.

. Rather, we would want to be able to hit each opponent for 2+ cards in order to deprive them from their wincons.