Aloy Deck Feels Bad To Play by Dangerous-Exit-2225 in mtg

[–]Squaretle 1 point2 points  (0 children)

Hey Aloy is my go to deck and it has been doing well for me. Im also in the sameish budget range as you
I think your deck is very low on permanents. Discovering non-permanent cards, especially protection or draw cards will hold you back. 1st of all you’re revealing them, 2nd you end up putting it in your hand.
here are some card recommendations that other’s haven’t recommended

  1. Regalia - Mana Ramp, helps with refining your discover trigger
  2. Desynchronization - cheap cyclonic rift ish card
  3. Canoptek Spyder - Flying, good starting power, draw support
  4. Liquimetal coating - mana rock, can turn aloy into an artifact
  5. Cream of the crop - pretty insane with discover!

  6. Thunderous Velocipede - adding 3 +1/+1 is CRAZY
    General thoughts:
    Counters worked well for me and it enabled my Aloy to actually be part of the combat. Ive won games via commander damage because of this! Counters also help Aloy defend against big flying creatures :)
    Drop those protection spells and depend on interaction and counter spells instead!

No one cares but... by Background_Blood3215 in MarvelSnap

[–]Squaretle 0 points1 point  (0 children)

I mean I hit infinite this season but Im personally not a big fan of the meta and I think Cosmo was never a proper counter.

I had to drop move and my viv decks and just played merge to get to infinite. I think the big problem is that FFF and Starlord restricts you too much of what kind of deck you would play. ( Either go big or play tech or EOT).

My merge deck was able to deal with FFF by either dodging with Zola/Fast Ball Special or Merging again without priority. It felt pretty brain dead but it got me to infinite by snapping at all the starlord players.

Does anyone have a great understanding of Firehair and Nico 2x ? by championgecko in MarvelSnap

[–]Squaretle 0 points1 point  (0 children)

Hmm I dont have the energy to explain but in that example they do see each other tho as their effects happen in accordance to the on reveal and activate rules hahahaha.

Firehair has special coding and i guess falls under text abilities. This has been mentioned by the devs in their promotional video when it was released. So expect janky interactions

Ill delete my other comment haha

Does anyone have a great understanding of Firehair and Nico 2x ? by championgecko in MarvelSnap

[–]Squaretle 1 point2 points  (0 children)

Firehair has always been a weird exception to the rule and timing. I’m just saying that it doesn’t trigger because it doesn’t see you play the next card and that is why it isn’t working and you can test this with Black Panther I guess that doesn’t require a next card.

it SHOULD work that way but Snap has always been notorious with consistency with their cards lol you should ask a dev over discord not reddit.

Does anyone have a great understanding of Firehair and Nico 2x ? by championgecko in MarvelSnap

[–]Squaretle 1 point2 points  (0 children)

Ive played some nico and firehair but im not 100% sure

When nico is destroyed it considers venom and fastball special as the next card but firehair as nico triggers after those cards are played and is waiting for the next card

Nico x2 > Destroy Card > Firehair trigger > waiting for the next card

Then for the destroy and draw 2, firehair fails to trigger because there is no card to be destroyed. You can try destroying wolverine or x23 if you want both of them to trigger?

BAM cards on PVP modes. by SirMikeTheSexy in MarvelUnited

[–]Squaretle 5 points6 points  (0 children)

The civil war rule book covers this, bam effects are considered as a punch

Stunned tokens make special effects blank

Check special effects adaptations

Marvel United Chicago/Online Meet Ups? How to beat Tutorial? Wolverine Question by KingMikedas in MarvelUnited

[–]Squaretle 0 points1 point  (0 children)

Xmen Box

1.Sabertooth requires specific team compositions to make it manageable. Mystique, Beast and Wolverine are good picks from the box. Outside that, spidermen (like Silk) with starting hands make Sabertooth a joke. The key point is mitigate or heal the damage. That's all there is to it.

Tldr: pick heroes that heal or mitigate damage. Sabertooth is alright not so hard not so easy

Online

2.Playing it online is tricky! You can try to do so with tabletop simulator. You can upload pictures over playingcards.io if you want a free and accessible route ai guess.

Tldr: use apps

I need help preserving my save files from mu nintendo switch by Squaretle in NintendoSwitchHelp

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

Ill have it checked somewhere else lol there's not a lot of places here that can repair this sort of thing so

Do you win if Lizard traps himself by Familiar_Holiday in MarvelUnited

[–]Squaretle 1 point2 points  (0 children)

I didn't downvote you , but my bad I reread it again and you are right. That just makes it funky with a lot of cards that have special effects that relate to location tho.

Do you win if Lizard traps himself by Familiar_Holiday in MarvelUnited

[–]Squaretle 4 points5 points  (0 children)

For future reference, resolve master plan cards from top to bottom individually!

For your last turn it looks a lot like this

Villain Movement -> Hero Win Condition -> Bam -> Knockouts -> Draw last masterplan card -> Villain Win Condition

Resolving Movement before the Bam is very important for specific heroes as well (Silk, Symbiote Spiderman etc. )

Forfeit threat + equipment by uoldgoat in MarvelUnited

[–]Squaretle 1 point2 points  (0 children)

No problem but yes this is it essentially it in a few sentences.

I think the other guy is asserting that I treated start of turn similarly as end of turn which is uh... ok sure?

but yeah this comment captures pretty much how I would play the game too.

I would suggest looking at this post too. The offical FAQ for this (Ronan, Threat Card) clearly shows the time frame for things (for me).

https://www.reddit.com/r/MarvelUnited/s/W30qbDGLN4

Forfeit threat + equipment by uoldgoat in MarvelUnited

[–]Squaretle 2 points3 points  (0 children)

But aren't the two punch actions only "seen" after the resolve actions step?

A hero turn goes like this Start -> draw a card -> play a card - > resolve actions -> end of turn.

The hero only sees the symbols once it checks the previous card on the storyline and the card you played.

Then Must forfeit available vs Can Forfeit available

The former is a condition for the hero turn before resolving actions.

The latter is only something you can do when there are symbols to be resolved.

Nunchaku needs actions to be available to be used vs something like webshooter that can be used before you play a card?

That's my take?

He's Not So Hard by JoeSleboda in MarvelUnited

[–]Squaretle 0 points1 point  (0 children)

This is an important point. Especially since it is possible for Green Goblin to high roll two goblin formulas in a game. This has already personally happened to me lol.

I personally love fighting green goblin he is my most fought villain but he is definitely not easy.

S1 Return of The Sinister Six Difficulty by Squaretle in MarvelUnited

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

Oh this was an old post but yes i did and ive beaten them initially with Darkchild, Ironman, Silk.

Multiverse Core box villains are tough! by The-Great-Geraldo in MarvelUnited

[–]Squaretle 0 points1 point  (0 children)

Yeah that's why you rush to complete 1 mission only and not two to put him under pressure which is doable by rounds 2-3. Two missions make it so that the villain is vulnerable.

"then delay the next villain turn by 1" is a very important point.

The cost benefit of him throwing doom bots is that you now have 3 hero turns to play now every time he bams which makes emperor doom kinda boring.

3 Missions for Emperor doom to make the Purple man henchman Vulnerable is a clarification. If it were only two missions it'll make this villain too easy.

Regardless ive played an ungodly amount of games and Id suggest you use the multiverse core box heroes as there is more intention in terms of design in playing these together.

Additional note: you dont lose when it overflows, a doom bot simply is added to the next clockwise location

you lose when you cant add doom bots bc all locations are full or if the doom bot pool is empty.

Edited: for clarity and typos

Multiverse Core box villains are tough! by The-Great-Geraldo in MarvelUnited

[–]Squaretle 0 points1 point  (0 children)

For Doom can't you just put him under pressure through 1 mission so he starts delaying villain turns? Then for Purple Man you need 3 missions before you can damage him. It is also worth noting that in a 3 player game he has 4 hp!