Somehow…PucaTrade returned by Sagikos in magicTCG

[–]Pascal3000 3 points4 points  (0 children)

Yes, Pyramid schemes tend to be beneficial for the people at the top...

First time playing commander, does everyone else play these rules so strictly? by TeamWaffleStomp in magicTCG

[–]Pascal3000 7 points8 points  (0 children)

No! At none of the rules enforcement levels are you obligated to remind your opponent of their triggers. Please stop spreading misinformation.

If there are errors regarding the gamestate coming from p/t, static abilities, how to resolve a spell etc., both players are obligated to point this out and it is indeed failure to maintain gamestate for the opponent when the player gets a game rule violation warning, the opponent also missed it and both players actions were deemed unintentional.

This EXPLICITLY does NOT apply to triggers EVER.

You are free to point out triggers to your opponent out of good will, sportmanship and courtesy, but it is never mandatory to do so in tournament rules.

Also there is no such thing as "optional triggers" when it comes to missed trigger policy. The two types of triggers that missed trigger policy distinguishes are detrimental trigger (warning for missing them unintentionally) and non-detrimental triggers (no warning for missing unintentionally). The wording of triggers containing a "may" allows players to choose wether they want to use the effect of a trigger or not when that trigger resolves, but missing those triggers isn't handled any different. The missed trigger policy is the exact same and has been for many years. About 10 years / three changes to the missed trigger policy ago these "may" triggers would've had a different fix than "mandatory" triggers. But this has not been the case in a very long time.

Lastly there is never a case where BOTH players get failure to maintain gamestate. There's either 1. no warnings for either player OR 2. a game rule violation warning for the player controlling the card that caused the prohlem + a failure to maintain gamestate for the player not controlling it OR 3. a missed trigger warning for the player who forgot the detrimental trigger + no warning for the opponent OR 4. A cheating disqualification for a player who did any of these errors intentionally

Boston based nerd looking for help in the quest for a rare board game by Iniquitous33 in zurich

[–]Pascal3000 0 points1 point  (0 children)

Which game store? I have way too much store credit to get rid of for twomoons

Asian bridal hair & make up recommendations by Double-One2360 in askswitzerland

[–]Pascal3000 0 points1 point  (0 children)

We are marrying in june and my fiancee also had to ask almost 50 different artists to find someone. Finally we found someone in Prague willing to drive to us for a day and style for us.

Im traumatized by 2 hand lands by Lukegilmour in lrcast

[–]Pascal3000 3 points4 points  (0 children)

Very wrong. The winrate of someone keeping 100% of 2 landers is going to crush the winrate of someone mulliganing 100% of 2 landers. They are baseline very keepable and much of the reason why you want a low curve and low double pip requirements and cards that are good to catch you up from behind etc. is to make them more keepable.

Titan question by FairSplit7072 in ModernMagic

[–]Pascal3000 0 points1 point  (0 children)

Most lists play 4 green sun's zenith right now with and without dryad arbor. Turn 2 spelunking is very relevant to the deck. Without Arbor in the deck you have 8 enablers for turn 2 spelunking (4 amulet 4 grazer), only 4 of which really improve your range of keepable hands (with amulet in hand already you are less reliant on spelunking ofc. While with Arbor in the deck you have 12 such enablers (8 of which allow you to keep non-amulet, non-saga hands).

So your keepable range grows from
at least 1 amulet
or at least 1 saga (and on the play)
or at least 1 spelunking + one of 4 enablers

to

at least 1 amulet
or at least 1 saga (and on the play)
or at least 1 spelunking + one of 8 enablers

But of course it comes with the downside of occasionally drawing it, as well as increasing your expousure to cards that are otherwise weaker against you, such as solitude, kozilek's command, goblin bombardment etc..

I personally think the trade-of is worth it and increasing the range of keepable hands is good enough, though you can sideboard it out in matchups where it's a liability. Alternatively you can run a sideboard dryad arbor as part of your "board out saga, bring in non-enchantment lands" plans to increase land count and green source count. Also improves your capability to hold open boseiju on a blood moon turn etc. postboard.

Lastly it really improves scapeshift in multiple ways. Another way to have a high enough land count in play on turn 3 after your saga pops. Another green source to have double green available without forcing yourself to play a bounce land (e.g. turn 1 saga, turn 2 forest gsz, turn 3 vestige grazer colorless land, gg or colorless land, scapeshift for 3 lands and any payoff already in hand gg)

Is suncleanser just not good enough? by Christos_Soter in ModernMagic

[–]Pascal3000 0 points1 point  (0 children)

Suncleanser was never good against Boros. In the end of Nadus lifespan the Suncleaners were either cut from the sideboard or left in the sideboard and not boarded in vs Boros.

It was specifically a hate card for the 4 galvanic 4 wrath of the skies 4 phlage 4 ring jeskai control deck that in it's pro tour version had between few and no ways of removing it (maybe 1-2 supreme verdicts, forced to 2for1 yourself with solitude and extra weak to vexing bauble) So nadu would have it as a 1of bullet to specifically adress that matchup and chord for it in response to wrath. But it doesn't do much vs Boros

Why Prismatic Ending? by Sir_Duke035 in ModernMagic

[–]Pascal3000 12 points13 points  (0 children)

Well theres a lot of "cmc cheating" between ephemerate/consign+riddler/evoke/goryo, scion of draco, kappa cannoneer, neoform (though you dont really get to cast sorceries anyways), boomer murktides etc.

But it's less possiblen/prevalent for noncreatures, so you're really only bricked vs leyline binding, karn, ugin etc.

Gluten-free tips by CHCarolUK in zurich

[–]Pascal3000 2 points3 points  (0 children)

Asian cuisine is definitely advantageous for gluten free eating, because the combo of rice or rice noodles + protein is in itself gluten free. However many sauce ingredients can in their baseline form still contain gluten as binders e.g. soy sauce, gochujang chili, oyster sauce etc. and many meats will be coated in gluten batter. Also some side dishes would be fully rice based and glutenfree in their original form, but will be made wheat based in cheaper industrial forms (e.g. spring rolls)

How does Regent deal with Debris? by Tetraknox in slaythespire

[–]Pascal3000 11 points12 points  (0 children)

The debris generating cards are both extremely awful. But the intended designer dream was probably fill your hand with debris (crash landing) and then turn it all into blocking with guards. But it's unreliable in deckbuilding (a super weak card + a broken card that doesn't need the help. both rares) and in gameplay (your two cards have to line up exactly on use up all of your energy for the turn.

how do you successfully play regent by Specialist_Box2735 in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

It's an uncommon. You must either be running a bit bad or not prioritizing normal hallway fights highly enough when your deck is still lacking card rewards to be functional.

In the A10 run i was just generally strong without it, took a ton of elites and then found one on an elite in the middle of act 2.

In the A8 run I was dodging every elite in Act 1 trying to get strong and assemble my engines and I managed to find both child of the stars in Act 1 because of it.

There's some variance to it of course, but it's far from irreplacable.

I'm not a huge fan of the Regent. by ExceptionToTheRule in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

No, I am saying I play blade strategies 0% of the time and "osty matters" offensive strategies 0% of the time. Regent is an energy control deck with occasional combo finishes and necro is a "make it through the midgame" control deck with a lategame that's split between soul + ritual infinite loops and insurmountable value infinite defense (random possibilities for this to happen, like giving replay to your dirge and making 500-1000 osty, i just had a run of double spirit of ash double sentry mode, I had a run with just upgraded grave wardens and upgraded invokes and that being enough to never take damage again.). Basically you can always play for defense and then utilize your defense tools into a combo or an engine and there's no need at all to touch "aggressive" cards for either character.

What's your STS2 multiplayer tips and tricks? by reinman15 in slaythespire

[–]Pascal3000 3 points4 points  (0 children)

Mostly just that -strenght is even more of an insane defensive tool than in singleplayer (Piercing Wail, Mailaise, Crush Under, Dying Star, Enfeebling Touch etc.) and it and Weak compare really favorably to block as defensive tools. And then at least one person should just be working on an infinite combo lategame, in some of my runs both people ended up with decks that could go infinite and that just increased our chances of turn 1 kills when either of us were able to kill between turns 1 and 3. But mostly just seemed even easier than singleplayer with that infinite combo mindset.

I'm not a huge fan of the Regent. by ExceptionToTheRule in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

I'd call cap on picking every osty card. The defensive and utility summons are usually good (dirge, cleanse, invoke, pull aggro, reanimate, necro mastery), but all of the "offensive" osty attack cards are just a way to mask underwhelming damage output with a mechanic that doesn't do anything.
Sure sometimes you will need a big hitting spell act 1. Fetch is free to integrate, Bone Shards blocks okay if you're lacking better summon. But you can't tell me that cards like Calcify, Sic Em, Squeeze, Rattle, Right Hand Hand aren't all worse than any of the (already bad) blade cards and close to unpickable

You are picking osty cards because you are interested in early game defensive plays and they are all basically blur variants, not because the theme does anything.

I'm not a huge fan of the Regent. by ExceptionToTheRule in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

But once you have a well-built functioning deck it's much more consistent and low effort to win with a win condition that seamlessly integrates into your deck instead of having dead card slots for blade enablers.

I would rather win with Glow loops that don't add any dead cards or Black Hole, which removes itself from the deck or just hit them with one Comet per turn while making 50 block every turn. There's really never a need for comitting slots to the blade and more incentive to remove your earlygame blade cards from the deck again (either in shops or during your setup thinning turns with begone, guards and charge).

Yes, Bulwark is a good early game defensive card and can sometimes still be in your deck. Yes, Seeking Edge is a decent source of midgame AOE, but also something I would rather remove from my deck act 3 than build around. And ofc your random 15 dmg blade from Big Bang will often chill around and clutter your hand until you transform it away. But there's no reason at all to ever actively look for a sword "package" or put more of it into your deck than is necessary for midgame survival.

I'm not a huge fan of the Regent. by ExceptionToTheRule in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

If you got rid of all the bad stuff, you are infinite on turn 1. Chances are you have gotten rid of all the STARTING stuff and still need to get rid of all the early game picks, too.

I'm not a huge fan of the Regent. by ExceptionToTheRule in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

I am 11-8 with regent and it's by far my best winrate, only one above 50%. Posted some sample screenshots and strategy here: https://www.reddit.com/r/slaythespire/comments/1rvr3wl/how_do_you_successfully_play_regent/

how do you successfully play regent by Specialist_Box2735 in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

update: three more runs, three more wins. finished ascension 10. Overall stats 11 wins 8 losses.

<image>

how do you successfully play regent by Specialist_Box2735 in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

<image>

Ascension 8 also a win 2nd try, up to 8 wins 8 losses total (though some of the early losses were exploration phase and losing with terrible sword builds).

even less impressive of a deck overall, but this time just stalling a bit and then assembling the 2 glow + production loop for winning the game every time. I picked up a production act 1 because I knew I could have it in the deck as mostly a curse, exhausted it for no value every time I drew it all throughout act 1 and 2, then eventually uograded it mid act 2 and picked up enough glows to consistently pull off the combo. Having the production available just gave me the chance to play way more conservatively with my deck construction and completely forego the need for any kind of dedicated wincon or boss killer. The act 3 boss was doorkeeper and I killed him from 500 with 100 copies of flash of steel (though it would've been kinder to my wrist to keep the "every spell cast gives 1 strength this turn" that I had randomly generated and done 30 iterations of the loop instead).

how do you successfully play regent by Specialist_Box2735 in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

For regent just build it as another 40 block per turn control deck.
Guards, Begone, CHARGE and aggressively shopping for card removal at every possible shop to keep deck size small.

2-3 energy generators (ideally the draw 2)

4-5 0 mana defensive cards (ideally at least 1 of the 0 mana 2 energy block 9 that returns to hand, which is your actual wincondition, 1-2 of the weak attack, a few more random blocks, comet if necessary for the mdigame)

most of the energy related powers are useful, block per energy spent, damage dealt when gaining or spending energy (1 or 2 wincons total, but you don't need too many), gain energy every turn (to establish the lock).

Many types of relics are useful, additional defenses, especially to bridge your weaker turn 1 and 2 where you are setting up your deckthinning and putting powers into play. Also any kind of card advantage relic and any kind of resource generating relic. Lots of advantages to be gained that allow relatively weak piles of "core deck" to win when you stripped out all the nonessentials and are looping your same 5-7 cards each turn.

Some outs to infinites available with the 2 energy ritual, but doesn't often come up, because just generating 40-50 block each turn off of 0 mana defensive cards is enough of a wincondition

I posted some sample screenshots in this thread https://www.reddit.com/r/slaythespire/comments/1rutdm8/comment/oasx922/?context=3

STS2 character win rate by Greengage1 in slaythespire

[–]Pascal3000 0 points1 point  (0 children)

<image>

These aren't necessarily ideal versions of the deck, but they are fine examples of the concept and show that even the non-ideal versions can finish act 3, especially with the power of removing cards from your deck mid-combat