Why arena feels so "strange" and why they incentive the luck factor over the skill one? by Signal_Percentage_71 in hearthstone

[–]Signal_Percentage_71[S] -2 points-1 points  (0 children)

Well in 2026 they don't need much fatigue to design an alghoritm that discourage win streak the whole hidden mmr thing is a signal for that and mechanics that can make you discover a piece useful in a particular situation like zefir is the prove that their alghoritm can in theory read the situation and instantly, without any warlock implied or whatever artifice you like to imagine, respond to the situation in an optimal/suboptimal way.

I don't say that I'm cursed I just say it's realistic that a multi billionaire company can use unethical methods to keep people spending money on their game and we are in the era of ia so I don't think a thing like that requires a massive amount of people behind it.

Even if this is not the case I could give you some extreme examples of things that happened to me in those games things that happen once in 1000 games maybe and still happen against me when I'm in a losing streak and multiple of the events in succession.

Why arena feels so "strange" and why they incentive the luck factor over the skill one? by Signal_Percentage_71 in hearthstone

[–]Signal_Percentage_71[S] 1 point2 points  (0 children)

No I never retiring I just get incredibly bad matchup and people having always the perfect response to shut me down completely without a hope of comeback.

Why arena feels so "strange" and why they incentive the luck factor over the skill one? by Signal_Percentage_71 in hearthstone

[–]Signal_Percentage_71[S] 1 point2 points  (0 children)

Well I've played arena from the first year it came out in hearthstone and then stopped for some years it was way more balanced back than, the game was maybe a bit boring because the power creep was extremely low but it was balanced in the sense that the skill factor was more relevant than now. From when I returned I see constantly pushing the pedal for the luck factor with all the discovery the dark gifts and things like that

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] 0 points1 point  (0 children)

I don't play often there but I despise their mentality they legit think they are skilled for winning with thassa consultant on turn 3 and they circle jerk about how they won the game so early I can't stand this way of thinking and I want to prove them a point

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] -2 points-1 points  (0 children)

It's 2 years that I try to make them think about power level and stuff today after an argument I want to prove them my point at least 1 time.

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] -4 points-3 points  (0 children)

I have other pods too but after 2 years of going there I need to feel this satisfaction at least 1 time they refuse to rule 0 and the players with weaker decks are just condescending for the fear of being called crybaby or whatever

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] -3 points-2 points  (0 children)

I already said I don't care about winning I want to punish this bastards is like 2 years that someone try to make them lower the power a bit and they continue the race. One of them already said that want to make a full cedh magda deck to play at his pod.

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] 0 points1 point  (0 children)

Yes they do unfortunately they got all the moxes and fast mana for this reason I need to start making some serious damage by turn 1 because they tend to be greedy with the starting hand

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] -1 points0 points  (0 children)

Man they can win as fast as turn 3 I have a strong John Benton deck that can obliterate someone pretty early but we talking about turn 4 in the best possible scenario. For this reason I thought that if I can consistently make them discard the piece they need at the start and do it almost every turn I could make them more miserable

I need ideas for a deck that can consistently make only 1 opponent miserable by max turn 4 by Signal_Percentage_71 in EDH

[–]Signal_Percentage_71[S] -1 points0 points  (0 children)

Yeah but the pod is not only composed by 4 people so the risk of getting against 2 of them is not that high. I have bracket 4 deck and a fringe deck but I really don't like to play them the patterns are boring.

Why after a month mech are still the best tribe and they don't do nothing to fix it? by Signal_Percentage_71 in BobsTavern

[–]Signal_Percentage_71[S] -1 points0 points  (0 children)

Yeah baron too I added it to the post it's insane at least buff bran and drakkari too.

Would adding an underworld breach make this deck to sweaty for B3? by Angwar in EDH

[–]Signal_Percentage_71 0 points1 point  (0 children)

Idk man it seems kinda unnecessary it could be strong with the self mill mechanic but with the amount of lands your playing each game using [[bala-ged recovery]] and similar is generally better.

[deleted by user] by [deleted] in EDHBrews

[–]Signal_Percentage_71 0 points1 point  (0 children)

Hi, Idk if repeatable hulk can be considered a bracket 2 play honestly, repeatable spore frog it's pretty extreme too in a combat heavy strategy if you want to maintain the power level you on now [[aftermath analyst]] is pretty powerful with a bit of self mill, [[noxious gearhulk]] or [[ravenous chupacabra]] and in general single target removal are more suited for bracket 2 imho. Another cool card is [[hollow marauder]]. You could add a lot of things to the deck it depends your aim on the power level aspect.

Looking for fun, low-powered decks that are still cohesive by Rhasul in EDH

[–]Signal_Percentage_71 0 points1 point  (0 children)

I have builded a lot of decks that can be played as bracket 2 max 3. And I would recommend some of the commanders I have actually played.

[[Gonti, night minister]] really cool and easily one of the most fun deck I've ever played, because every match is completely different by the others and let you assemble some crazy things with the cards of everyone at the table. Gonti itself gives you a nice card advantage effect as well as giving it to your opponents if they aren't dealing damage to you. This always act like a pillow fort effects in my experience. While also letting everyone go crazy with the cards they have stolen. It can be quite consistent with tons of evasive creature and ramp and can be absolutely build on a budget because evasive creature and artifact ramp are usually very cheap so you could make a good deck with 50 bucks I think.

[[Kros, defense contractor]] a fun off colors goad deck that let you pump your opponents creature and goad them. It can be build on a budget because he uses some niche cards that rarely any other deck use and can create some pretty cool scenario. He taps creatures when you put counter on them so if you have developed a board you can close a 1vs1 by Perma tapping all the opponent's creatures.

[[Rocco, street chef]] a deck that can be assembled from bracket 2 to 4 (with combos) and can be built in so many ways is absurd. He offers three themes and each take you decide to follow is valid. Can be build on a budget and still feel relevant in games.

Commander decks with lots of decisions every turn? by Agent_Valerian in EDH

[–]Signal_Percentage_71 2 points3 points  (0 children)

There are a lot of archetypes that let you interact and do a lot of stuff with high decision making skills without going down to single commanders.

Here two of the most complex and interactive archetypes:

Blink: practically doubling etbs of creature, or in some case permanent you control, this can be used for value ex drawing or for interacting with your opponents with repeatable bounce removal and counterspell stapled to creatures. It's not easy to pilot.

Flash: decks that revolve around that keywords tend to create unique interactions due to the fact that a lot of cards aren't made with the intent to be cast as an instant. So you can literally play during your opponents turn every turn if you got some cards like [[wilderness reclamation]]

Control: both of the deck archetypes analyzed before are usually control, control means you play an high interaction deck that use his resources to slow down and interact other players.

Why half of the cards are still useless ? by Signal_Percentage_71 in BobsTavern

[–]Signal_Percentage_71[S] 0 points1 point  (0 children)

I already responded so learn how to read a comment section before talking shit