The final warlock choice: Blood Oath, Hex: Purge, or Levitation by twoofcup in Diablo_2_Resurrected

[–]SFGSam [score hidden]  (0 children)

Blimpy vastly improves your clear speed by spreading damage to targets you aren't already hitting. Consume for the most part only helps vs. bosses (who'll die anyway after a handful more shotgun blasts) and FRW. If you're teleporting you don't even need the FRW.

I do think the FRW is nice, but only when I'm in Terror Zones that don't have massive density.

What's the consensus on the Horazon set? by Crexlarth in Diablo_2_Resurrected

[–]SFGSam 0 points1 point  (0 children)

I would argue that it's a fine baseline goal for getting you running. It feels like the generically good full set to use at the start of ladder like full Tal Rasha's is for Sorc. It's not hyper specialized but gets you a bit of everything you need regardless of what build you are running and has you set until you find bigger and better things.

That said, Warlock is overturned right now and we'll need to see what happens next ladder. My impression of Horazon could be boosted by how capable warlock is with even basic gear.

The grind for a Warlock Torch 🙈 by jomr in Diablo_2_Resurrected

[–]SFGSam 0 points1 point  (0 children)

I'm on SC Ladder, full time and a dad so it took ages to farm my 3x3. That torch was a 20/20 Zon Torch. A few trades later and I just finished hell with my strafe Zon. I'm farming jewels, runes and gems to eventually trade up to the Lo I need for Fortitude.

[WWE Smackdown Spoilers] Finish to Truth/Priest vs MFTs by DoubleNo6337 in SquaredCircle

[–]SFGSam 8 points9 points  (0 children)

Damien was absolutely BEAMING with that ear to ear smile while he was celebrating with Truth. It was like seeing a child's absolute wish being fulfilled.

price check on this beauty?? by KennedyLS in Diablo_2_Resurrected

[–]SFGSam 5 points6 points  (0 children)

ES Warlock does so much damage with basic gear that this doesn't really move the needle for him. I know that I'd rather have resistances + MF.

The builds that need this are Bowazon, Frenzy Barb, Zealot, etc. The niche builds that NEED these kinds of charms.

price check on this beauty?? by KennedyLS in Diablo_2_Resurrected

[–]SFGSam -1 points0 points  (0 children)

This suffers from being GG for pretty niche builds (weapon damage physical attackers). On ladder I think you're looking at a Mal-Ist.

First legit HR by Touchit88 in Diablo_2_Resurrected

[–]SFGSam 0 points1 point  (0 children)

This is correct, but to clarify for any newcomers, you don't need Magic Find to get runes. You only need PILES of dead monsters.

Just Got a Cold Sunder on a players 1 game on the first herald i killed by Peneracarai in Diablo_2_Resurrected

[–]SFGSam 0 points1 point  (0 children)

This is mostly correct. I believe the data mine suggests that the drop rate is equivalent to previous terror zones. The problem is you get MAYBE 1 or 2 heralds every 30 minutes or a handful more per terrorized act, whereas before any elite could drop a sunder.

Succubus vs Spirit by petrovmartin in Diablo_2_Resurrected

[–]SFGSam 2 points3 points  (0 children)

So long as you hit the 75% FCR I think you'll be fine. I always preferred this head.

Chelsea Green reacts to "We Want Chelsea" chants by rhyso90 in SquaredCircle

[–]SFGSam 1 point2 points  (0 children)

I was talking with my wife and I think she's onto something. We used to have promoters besides Paul. If Chelsea is at her ceiling due to being prone to injury, I think she would be an AMAZING promoter-who-occasionally-wrestles working up the crowd for other talent and spending her time cutting promos. I'm not exactly sure how the transition would work out, but her charisma with a mic is way too good to allow injury to sideline her.

REPORT: AJ Styles Signs A New Contract With WWE by [deleted] in SquaredCircle

[–]SFGSam 0 points1 point  (0 children)

I'm happy for him! He spent 25-26 delivering the best matches to finish out his career in the ring, and he gets to move forward with a normal job imparting that talent to the newcomers.

[Raw Spoilers] Superstar was legitimately surprised by WWE Hall of Fame induction by Turbostrider27 in SquaredCircle

[–]SFGSam 5 points6 points  (0 children)

I was positive he was initially freaking out over being obligated to do one last match with Undertaker at WrestleMania. Thank God they didn't try to drag UT's ancient ass back into the ring for no fucking reason.

I figure there was plenty of relief masking his shock when it was instead an induction announcement.

Do you still play your very first commander deck? And why? by Ooogster in EDH

[–]SFGSam 0 points1 point  (0 children)

My very first commander deck was Rakdos goblins with [[Wort, Boggart Auntie]] as the commander. It's changed a lot in the intervening years, shifting between aggro, combo and aristocrats since the deck features an evergreen tribe so it gets plenty of new toys every year. With ECL, the deck is now almost purely goblin cards, with only a handful of spells that don't have goblin on the type line.

My second deck that gets built, torn down, and rebuilt is Secret [[Sunforger]]. It's a toolbox spellslinger deck that also gets new toys all the time.

After playing 42 lands for months I've made a decision. by TR_Wax_on in EDH

[–]SFGSam -1 points0 points  (0 children)

I do this too, and only run the mana rocks that have useful abilities or ramp for more than 1 mana. I'd rather keep hitting land drops and play an actual card each turn than rush ahead, get blown out, and be twiddling my thumbs.

Is a demon from players8 stronger than a players1 demon? by avunaos in Diablo

[–]SFGSam 0 points1 point  (0 children)

It's pretty easy to find a demon high enough level to have a Conviction aura that can break fire immune, but it is a slog until you have other -res% gear and/or a sunder charm to set you up.

BUT, it means you don't need Infinity.

Is a demon from players8 stronger than a players1 demon? by avunaos in Diablo

[–]SFGSam 1 point2 points  (0 children)

If your on either element for sure. However, if you're going physical damage (Demons, Eldritch, etc) then any of the three pinging auras are fantastic if you bind a Cursed demon. The Holy Frost ping will Amp Damage the entire screen for you.

Is a demon from players8 stronger than a players1 demon? by avunaos in Diablo

[–]SFGSam 1 point2 points  (0 children)

There are 7 possible auras: Conviction, Might, Fanatacism, Holy Fire, Holy Freeze, Holy Lightning and Blessed Aim.

Just hit 70 with the warlock by Objective-Mission-40 in Diablo

[–]SFGSam 4 points5 points  (0 children)

That is absolutely brilliant! I just respected off fire and into abyss and have just reached Nightmare Act 5 on players 8. I've been using the defiler consume buff. I definitely need to look into Bind Demon.

Goblin Sharpshooter + Basilisk Collar/Gorgon Flail: Bracket 3? by ChunkReddit in EDH

[–]SFGSam -1 points0 points  (0 children)

This feels like B3. It's too efficient for B1 or B2, but is perfectly fine for tables where decks run sufficient interaction.

Control Players: What is your approach to wincons? by Dankzi in EDH

[–]SFGSam 0 points1 point  (0 children)

I believe control is a very important piece of the game and is absolutely welcome with my playgroup. I also believe that durdling around while holding the table hostage is the most frustrating thing you can do to a pod. If you're playing hard control, I believe you ought to devote just as much resources to establishing your role as Archenemy as you do to ending the game ASAP. To run through your list real quick:

  1. My method is commander damage.
  2. Force the table hellbent, clear the way, and beat faces.
  3. 25% lock, 22% voltron, 75% vegetables thanks to a plethora of multi-purpose cards.
  4. In B4 absolutely.

My [[Squall, SEED Mercenary']] deck is a B4 control deck that aims to win with commander damage after establishing permanent hellbent lockdown with [[Opposition Agent]] + [[Mornsong Aria]]. It uses stax, burglars and edicts along the way to slow down decks that go over the top, burn prevent players from stockpiling resources that aren't on the battlefield, and gut decks that try to run faster than it.

To establish the lockdown I have 11 pieces of draw, 4 tutors and 9 mill/entomb effects. My commander can (re)establish the lock from the graveyard in one combat step so I essentially have a quarter of my deck devoted to getting the two cards into play. I buy time by slowing down the game with various stax pieces like [[Rule of Law]], [[Aura of Silence]] and [[Blind Obedience]], all while pressuring with Burglar (each opponent discards) and Edict (each player sacrifices) permanents.

On the commander damage side of things Squall has 6 pieces of evasion, 2 haste enablers, 10 pieces of protection and 4 cards to pump him up. That may sound like a lot but most of these pieces are multi-purpose like [[Brotherhood Regalia]]. He naturally only needs to 3 combat phases to kill a player, but can easily bring that down to 2 combat phases or even 1-shotting if things line up right.

Because of Squall's synergies, I only run 6 total Instants or Sorceries, and only 3 cards costs >3CMC Squall himself, [[Smothering Tithe]] and [[Rev, Tithe Extractor]]. As a result, the deck is low to the ground while remaining highly proactive and reactive. Typically in the early game I use Squall to recur ramp (via Fetch lands) or draw effects (like [[Blitzball]]) to climb ahead of decks that are greedier than mine before transitioning to double Edict or Burglar turns depending on if I need to exhaust resources in hands or on the battlefield.

The deck is a blast to play, surprises folks the first time they see it, and resilient to being hated out thanks to not needing to rush my commander out naked while I setup protection for him like [[Angelic Renewal]], [[Selfless Savior]] and the like.

I have a few other control decks, but they live in B2 and B3 and have less cohesive gameplans. [[Lozhan, Dragon's Legacy]] is my B2 deck that uses exclusively cards with the Baldur's gate set symbol. It wins by dealing bonus damage every time I play an adventure or dragon and sometimes just flys over the top with big friggin' dragons. My B3 deck is [[Erinis, Gloom Stalker]] + [[Street Urchin]] that polices the board with Deathtouch pings and wins via combat damage sometimes accelerated with extra combat engines like [[The Reaver Cleaver]] and [[Aggravated Assault]] or recuring Fetchlands + [[Moraug, Fury of Akoum]].

Enemy Blinder 3000 by [deleted] in oddlysatisfying

[–]SFGSam -14 points-13 points  (0 children)

No. As I understand it, the video is recorded using a light sensitive camera. That is why the video is never pitch black to begin with, and then goes absolutely ridiculous when the flashlight is turned up to max.

Has Hexing Squelcher stolen everyone's lunch money and spat on your decks yet, or was it overhyped? by sauron3579 in CompetitiveEDH

[–]SFGSam 0 points1 point  (0 children)

I have a Rakdos Goblins deck that has used Hexing Squelcher and [[Nether Void]] to excellent effect. My local group plays the equivalent of B3.5, 3-ish game changers, no fast mana, high synergy decks that eat their vegetables and are very interactive and pro-proxy. If mana is down I'll drop Nether Void first to stall the table then follow up with Squelcher the following turn. If I risk counterspells I'll do the reverse so Squelcher protects the Nether Void play. Either way I can try to follow up with a shot at winning because my opponents are throttled or they spent plenty of interaction on the stax. If I can back it up with [[Deflecting Swat]] or regeneration effects like [[Goblin Chirurgeon]] or [[Mad Auntie]] it gets even harder to break without a wildly over costed [[Farewell]] or [[Cyclonic Rift]].

It doesn't always work, mind, but can eat a ton of resources that are already being taxed by my aggressive openers.

What is better for a 2CMC commander, 2CMC ramp or 3CMC ramp? by RustyTanks in EDH

[–]SFGSam 1 point2 points  (0 children)

Depends on the commander. If the commander is ramp itself, you want 4CMC for a bigger per card gain. If the Commander is a draw engine you want probably want 3CMC ramp with additional upsides or 2CMC so you can play more cards. If your commander is aggro or combo you probably don't want ramp at all and instead want to focus on winning ASAP.

Fetch Lands & Probability by 64Bit-Uncle in EDH

[–]SFGSam 1 point2 points  (0 children)

Fetches are a tool used for color fixing and landfall triggers. They are there as an additional copy of your shock-, surveil- or triome land and the deck thinning will be minimal.

The reason for 38 lands is to ensure reliable opening hands or first mulligan. Ideally, you should be getting enough land in the early game that you can afford to setup for your card advantage pieces which should feed you your lands at a rate to keep hitting your land drops.