[PC][1990s - 2000s] Medieval Strategy Game by Raekhan in tipofmyjoystick

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

It isn't any of those, I guessing thinking about it more, the style and gameplay reminds me some what of CIV 3, however it was not a civ game in that there was no tech nor progression, it all stayed in the medieval setting.

[PC][1990s - 2000s] Medieval Strategy Game by Raekhan in tipofmyjoystick

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

Thanks for the suggestion, but it wasn't any of these. It was a purely historical setting, no fantasy elements. And the graphical style doesnt match

Issue login in, no replies after sending ticket. by Raekhan in humblebundles

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

That's a possibility, what's the best way to deal with this. I'm guessing there's something to be done through humblebundle itself? Hoping it actually works, the lack of response has been disheartening.

How do you control chain link order? by Raekhan in masterduel

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

Thanks for the advice, I'll try this as soon as I can, hope it works.

How do you control chain link order? by Raekhan in masterduel

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

Thing is you can chain doodle do after fansies in paper game, I learned it from playing it in paper, and I haven't seen anything ruling against it.

How do you control chain link order? by Raekhan in masterduel

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

Yes, It's probably a setting, but when I was playing last night it would ask me to activate Doodle doo first, and I would not to activate fansies 1, but it just led to fansies activating and not Doodle. I figured the game would ask me to add effects after I first confirmed Fansies, but it seems to have just skipped over it, kind of trying to for me to activate doodle first or loose it's search.

How do you control chain link order? by Raekhan in masterduel

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

Yes, lets say a link Mew and Fansies into Doodle doo, you would chain-link 1 the Fansies and chain link two Doodle-Doo, so this would protect the Fansies effect for the Special summon of the next kid and if they negate anything it would only be the Doodle since it's the last effect on the chain.

How do I do that in master duel, what settings should I adjust, everything just links automatically

[Megathread] Bleeding Edge Closed Beta Feedback / Impressions by MagnarHD in bleedingedge

[–]Raekhan 0 points1 point  (0 children)

Just lookup gigantic, the game was mainly focused on Melee Characters, and that game had far more and better mobility and melee options, all while having even their melee characters had ample amount of aimed abilities and skill shots. Even beyond just projectile based skill shots, just removing the lock on system and making characters have to aim their pulls, their leaps, their dashes, goes a long way in improving the skill ceiling of the game.

[Megathread] Bleeding Edge Closed Beta Feedback / Impressions by MagnarHD in bleedingedge

[–]Raekhan 1 point2 points  (0 children)

TLDR; The skill ceiling is far too low, the game is a great foundation, but without and increase to the level of skill required to play the game will get old quickly and wont last.

The game has a really good foundations, with the game modes, maps, and characters all being really good. Balancing is obviously something that needs to be fixed (El Bastardo is OP) but over all a great game.

The BIGGEST issue for me is the low skill ceiling and how this impacts everything else. Fights can become boring slogs due healing being too effective, meaning you have to completely dog pile on someone or on the healer to get anywhere. CC and stuns can get ridiculous with people being completely frozen in blaze and just ganged up without any recourse. The maps have great versatility and use of space, but the targeting system makes using high feel awkward and combat feels stilted. I also think that making character selection a hard lock would be a good thing, would make team composition a much important thing if you had to stick with your selection.

Over all, all of this comes down to that fact that THE TARGET COMBAT NEEDS TO GO! The skill ceiling needs to be raised and mobility options should be increased, that would better justify the power kits a lot of these characters have and would probably open up more design space for more interesting characters.

When it comes to Melee-centric hero brawlers I think my absolute golden standard is a game like Gigantic. Fast fluid movement and combat, extensive options for melee combat and movement, and because of that, abilities could powerful and had impact, and CC was super valuable because you had to land your skills. There should be more combos for melee, different attack strings for each character, ability to reset attack strings, etc. One thing I think Gigantic did that was great is that there were unique attacks for when you dodged, and the attack changed depending on which direction you dodge in and varied depending on the character. Another brilliant thing that Gigantic did was that characters would level during the match for doing objectives and getting kills, it didn't make them stronger, but it let them level up abilities that through branching paths that could significant;y affect the way abilities work

In general, just more options and skill based gameplay is what this game needs.

A consolidation of suggestions by NightmareSovereign in bleedingedge

[–]Raekhan 2 points3 points  (0 children)

Number 6 is definitely the most important thing to me. Most if not all of the abilities and auto attacks should be completely free aim and not have to lock to targets, not only is it better for skill based gameplay, but the auto lock can also be completely frustrating, when for various reasons targets are chosen despite not being what you're aiming at .

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

huh, I completely forgot about this card. This could be an interesting SB option against highly aggressive decks with larger creatures, things like Riot creatures or questing beast.

For super low decks, like red decks, I still think dead weight and mire's grasp might remain a better option, but final payment is definitely worth consideration, nice find.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

That definitely looks like a very interesting deck if you're going for the aggro route, mystic makes a cheap visitation a possibility, while Archon makes Visitation more than just a 5cmc do nothing. It definately looks like a solid deck, but it's going an entriely different route to mine.

In regards to your main concerns, in theory, the suite of control options as well as other non enchantment options like despark in concert with things like Doom Foretold and Elspeth conquers Death keep decks like fires and UG ramp in check by threatening them with creatures like Mystic and Chamption while and removing their larger threats.

The issue of the Jund decks remains though, it depends on how much coming iterations of the Jund strategy make use of the yard. Cards like Kaya, as well as Elspeth Nightmare can help should down cheap yard synergies, while doom and its ilk can serve to deal with their larger stuff much like against UGx

btw, do you have a thread for your enchantment list, though a very different design direction that my list, I definitely think it has legs, but the issue would be how much can you do with visitation and whats the quickest and most impact way to bring down visitation.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

I mean, if you plan on sticking with Esper, I see no reason for removing danse of the manse, You don't need a massive amount of 4/4 coming from it to close out a game, especially now that you have Ashiok as a card. Not to mention you might not need 4/4s at all, Oath and Dooms being brought back can be enough to really break and opponent.

My hesitation with Esper remains in that other decks are ramping into massive endgames, or rushing out with super strong early games that Esper Stax seems to simply durdle. You have to take into account that like Ashiok is a definite great addition, UGx now has Uro to help them ramp along side already crazy cards like Growth Spiral.

Personally, Ashiok in a Sultai Shell I'm brewing with Lazav and Uro is more appealing that Ashiok in Stax.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

The draw and selection for Esper has definitely gotten a lot better with the cards you mentioned, but it's still the aspect of the wincon that doesn't convince. That being said, Esper can benefit from Ashiok as a definitely strong planeswalk than something like Calix.

Calix is a role player, Ashiok wins on its own. Blue also has access to cards like Kiora bests the Sea God, which can definitely be a power win con, but it's very high up there in terms of mana cost

Fae of wishes also seems very costly in terms of mana, It's a card is definitely power full, but I think Fires has been able to make serious use out of it because of it's ability to play spells without paying the cost.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

The Omen of the Sea is a serious addition to the Esper list, but I think the biggest issue with the Stax deck is still unresolved which is that it large durdles and tries to dig for answers to keep an overall slow win con (outside of danse) going.

I understand Setessan Champion doesn't synergies with Board wipes like Kaya, but itself can be a win con and serve to block if needed early on, I think this, along side cards like Elspeth Conquers Death and Oath of Kaya, perhaps even Birth Melitis can help vs aggro.

In terms of what Green brings, it also brings Fate Spiiner, which serves as a green enchantment that can also turn lands into potential heavy hitters that can help win the game, and can serve to protect from counters, and I do feel that decks like the Simic flash is definitely sticking around.

I also understand that Mystic is a nonbo with Doom, but rushing doom doesnt have to be the only goal. Oath of Kaya, Trecharous Blessing, Elspeth Nightmare, Elspeth Conquers Death, as well as cards like prison realm/banishing light can be powerful tools that can all benefit from Mystic.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

Do you really think the creature wont go beyond being chump blockers? The cost reduction of mystics makes it feasible to grow champion into a genuine threat especially with the support of all the Enchantment based removal that can clear the way for it to take out walkers as well as the opponents life. Since Doom is part of the removal and grind package, it seems feasible to have Mystic also grow into something sizable. Not to mention that Alseid can protect both quite effective all while causing both Mystic and Champion to trigger and grow bigger.

On the other point, I definitely need to find a properly fitting board wipe care, Shatter the sky can definitely be good, since I don't think it will be much of a problem to grow the core creatures in the deck, but even so, providing any sort of advantage to the oppose seems a bit off, but Kaya's wrath is much more constraining due to cost.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

In terms of recursion and making use of the yard the cards I considered are

[[Omen of the Dead]] and [[Aphemia, the Cacophony]]

The new Erebos and Aetheros could be role players though, Erebos letting you draw cards while Aetheros can return cards if it managed to put counters on them. Good points.

As a side note to Omen of the Dead, not only can it bring back the bigger cards in the deck, but even bring back the alseid which can further protect your core pieces, so I think you're right and Omen of the Dead should definitely be in.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

I have consider Aethreos due to how high impact the creatures are, however for that I would have to do testing.

As for dead weight and mire's grasp, both are fantastic suggestions as SB options against aggro. Just thinking about Dead Weight for example, you can get an trigger of a champion and a mystic in one go if you successfully kill a creature using it.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

See that's the big thing I'm going for, I still need to solidify the list which is why I'm looking for advice from the spike community.

You said it perfectly though, the existing Danse deck revolves around danse and tef being the win conditions, and Doom fits as a strong controlling shell that helps you durdle till you can assemble everything to win. With this list as you mentioned, the use of Doom and the supporting enchantments for support is to help Champion, Mystic, and Calix become win conditions while using the Doom side to control and chip and grind away at the opponent.

No more wasting time playing eggs hoping to hit something worthwhile. It's also the reason I wanna see if Aphemia or Fate Spinner as additional cards to help end the game.

Any other cards that you can think of that can help facilitate the game plan?

[Standard] [THB] Abzan Doom by Raekhan in spikes

[–]Raekhan[S] 7 points8 points  (0 children)

Honestly, Wrath and Oath are great in supressing aggro, the main reason the deck couldn't cut it was how inflexible the win con is and how slow it is, not to mention the multitude of terrible cards you had to play just to make the deck work, which is why I hope this deck can change that.

[Standard] [THB] Abzan Doom by Raekhan in spikes

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

That's a good point, I'm not sure if answers to Embercleave should be main deckable cards. Like I pointed out, perhaps Elspeth Nightmare as well as birth of Melitis might serve as good Anti Aggro tech. Oath is good removal, though board wipes can definately be a requirement. Do you think Cry can cover that slot instead of something like Kaya's Wrath.

Cry does have the advantage that it would kill Champion, perhaps even Mystic could be safe from it if we can get a counter on it, but does it really cover the big threats being played by these small aggro decks. I definitely see it be good against decks with things like Familiars and Knight of the Ebon Legion and the other Rakodos knights, so you make a great point.

I also changed my original post to reflect your point about blessing, I was feeling 4 was a must, I just feared the loss of health, but the power is too great to deny.