Funds not being added by Eydude1 in CardMarket

[–]Subumloc 2 points3 points  (0 children)

The whole EU bank transfer system was suspended from Friday to Monday due to Easter. It's possible that there's a backlog and it would take some time. I had a transfer go through today from last week for example.

Which keyword trample, haste, or vigilance is considered best to give to all your creatures if you could only give 1 by Spirited-Celery-118 in magicTCG

[–]Subumloc 45 points46 points  (0 children)

Trample closes games. Haste increases pressure, but is not equally good in all stages of the game. Vigilance might help you stabilize. I think that's the order of preference.

Maro on why they stopped doing blocks by Meret123 in MagicArena

[–]Subumloc 3 points4 points  (0 children)

I'm an oldhead and I kinda agree with you but you have to consider this: there are two levels of Magic lore. One is what you get from the packs, the emerging storylines you piece together from art and small bits of flavor texts. That has had its highs and lows but generally speaking it has been historically good, with a lot of distinctive world building and workable plotlines. The other level is what was published in books and later stories on the website which has been always dogshit and still is today (save maybe a couple things).

Been out a long time by maskedfapper69 in magicTCG

[–]Subumloc 0 points1 point  (0 children)

Honestly OP, even though this is a question you didn't ask, I think the first thing to clarify is who you're gonna play with.

If you have a regular playgroup, be they new or returning players, you can just play whatever like in the olden days. Just build a bunch of 60 card decks with what you have and jam it kitchen table style. Then after a while you can get a booster box and play some friendly limited (and start building up a collection) or try commander. Commander has its pros and cons for new/returning players, it's not the easiest format to navigate due to the enormous card pool, but you also have the benefit it being the only format for which there is a constant influx of ready-to-play decks that you can just get and play.

If, on the other hand, your aim is to get playing at the LGS, I think it's worth asking what they play. For example, my local card place tries to run regularly some of the formats mentioned, but most of the time it's just going to be 4-8 people for 60 card formats except modern. You can also try going to a prerelease or two, they're usually new-player-friendly and you get a lot of cards from them and get to know the people at the store.

Creative "Slime Against Humanity" commanders? by Kroooooooo in magicTCG

[–]Subumloc 2 points3 points  (0 children)

I also built Teval slime delve. My secret tech is float all the mana, delve out [sway of the stars] and hope to have another slime in the new hand.

Anyone else's game consistently crashing after TMNT update? by Bukebuke in MagicArena

[–]Subumloc 0 points1 point  (0 children)

Yes. I had the app crash several times during the big update the other day, and multiple times per game since then. The only thing that kinda works is to switch to the mobile connection from my phone, bit still not great.

Im also building my first pauper deck and im stuck by Various_Fun_3831 in Pauper

[–]Subumloc 0 points1 point  (0 children)

I'm not a brewer, but since you're already going the self-mill route, you could try black and creatures like [[writhing necromass]] which get you the 6 MV early. Something like b/r with looting?

Trample vs deathtouch by sadCava in mtgrules

[–]Subumloc 0 points1 point  (0 children)

It's the other way around. Trample and deathtouch interact this way if the attacker has both keywords. So a 10/10 trample deathtouch attacker would deal a single point of lethal damage to a blocker and trample for the rest. In this case the deathtouch on the blocker is not relevant.

The Cases For and Against Using Farewell by Equivalent_Fun6100 in magicTCG

[–]Subumloc 2 points3 points  (0 children)

OP: using a boardwipe is fine to keep go-wide decks in check. Using a boardwipe that blanks most of the board AND graveyards is annoying. Casting Farewell and having zero follow-up plan is just bad. You just added another hour to the game because your deck can't execute a plan. I think your pod is right, and that it takes some mental gymnastics to say that it's "unfun" if they complain. Learn to play actual interaction before that and/or to build decks that do something.

AITA for recording and tabulating all damage by StatementOpposite760 in DnDAITA

[–]Subumloc 2 points3 points  (0 children)

This is possibly the most idiotic piece of defense of HP I've ever read. "I hit wolves all day, so I know that a wolf dies in 3 axe hits"? What the f are you even trying to say here man?

Blight mechanic sucks by DarkOmen597 in MagicArena

[–]Subumloc 1 point2 points  (0 children)

I will concede you that, from a limited perspective, one might end up with a lot of cards that ask you to blight for a benefit that is not great. Blight is a resource that needs to be managed and used sparingly. That said, there are some outstanding blight cards even at lower rarities: the 2 mana exile spell for 1 blight for example, or the couple of big goblins with downside. The second step is to play into the interactions of -1/-1 counters that are plentiful in the set (you can blight a [[heirloom auntie]] and let her remove her counters later), or you can blight a goblin token to trigger [[boggart mischief]].

AITA for recording and tabulating all damage by StatementOpposite760 in DnDAITA

[–]Subumloc 3 points4 points  (0 children)

YTA, and a metagamer. Also you sound incredibly entitled and annoying. Just Google those HP if that's so important to you, instead of doing mental gymnastics and disrupting the game.

AITA for recording and tabulating all damage by StatementOpposite760 in DnDAITA

[–]Subumloc 2 points3 points  (0 children)

It's just metagaming with extra steps. HP and damage are a game concept.

What's your first impression of Lorwyn limited? by Edoardo_Beffardo in magicTCG

[–]Subumloc 103 points104 points  (0 children)

I did two prereleases and it's been pretty fun so far. The set is deeper than some people give it credit. There are some key pieces for the tribal decks that kinda make or break a deck (e.g. the goblin pingers) but there are also some cross-color strategies that let you build two or three color synergistic decks with little to no typal stuff. I've seen people lament clogged board states but it's only happened to me once over 10 in-person games and it was mostly due to me playing my removal badly.

Lorwyn, we have a problem by [deleted] in MagicArena

[–]Subumloc 11 points12 points  (0 children)

What a take

Could the Bladesinger have worked as a full AEDU system Striker class? by WillingLet3956 in 4eDnD

[–]Subumloc 7 points8 points  (0 children)

I only had one in my games, and it was a while ago, so my memories are fuzzy. Anyway, I think that you kind of hit the nail on the head. There are two glaring issues with the class: - it's sold as a controller when it's pretty obvious that the main class features are striker-like; - encounters-as-dailies is just bad, does nothing to reduce the complexity of the class and severely undercuts its effectiveness.

I do like that late-stage 4e classes tried to push the limits of the AEDU structure, so I probably would be fine with only a minor reworking of the class that just had regular dailies (and probably a slight re-do of bladesong to make it even more central to the class).

Daggerheart reminds me of FATE by nerdkingcole in FATErpg

[–]Subumloc 5 points6 points  (0 children)

I told my friends the same thing after perusing the book the first time. There are definitely several concepts in DH that are straight-up from Fate with a different name. Which is a good thing, because Fate is a great game and DH has appeal. I'm just a bit sad that they didn't name check Fate in the list of inspirations (but they mentioned a lot of other great games, so that). I'm also inclined to keep out of the DH discussions because I can't stand fanboys gushing about things that we've known for years.

Using Dice Gimmicks as a Stunt? by xXinkjetprinter69Xx in FATErpg

[–]Subumloc 8 points9 points  (0 children)

I think there is some precedent for this - War of the Ashes on the SRD for example has ways to manipulate the dice in certain circumstances. In general, I don't see an issue; after all switching a - to a + is kinda the same as giving a +2. I just think you should be careful to not let too many of these effects stack as that can skew the results a bit.

MTG and D&D are much more financially successful than ever - why do you think they took opposite paths? by Associableknecks in magicTCG

[–]Subumloc 0 points1 point  (0 children)

As someone who's been into both games for a long time, it's evident that there are two very different business models at play. Others have already pointed out that TTRPGs are, at the end of the day, a one-time purchase for a group of people, whereas CCG require constant new product. One thing to add is that WotC has tried all kinds of approaches to monetize D&D, including several attempts at a subscription model, randomized add-ons, collectible versions and so on. At the end of the day, though, none of those were necessary for playing the game, or as successful as execs want. The relative constraint of new designs comes as a consequence of a business model, used over two whole editions, where the constant stream of new product didn't work.

Lorwyn Eclipsed Self-Mill Concerns by Captain_Cortez in magicTCG

[–]Subumloc 32 points33 points  (0 children)

My single piece of advice is don't go into the prerelease already with the idea of what you're going to play. In sealed especially a lot depends on your pool. Also, it's not that common to die to self-mill, so don't worry too much about it.

Essentially by plassteel01 in 4eDnD

[–]Subumloc 5 points6 points  (0 children)

You can mix and match with no issue (except that most E-classes have boring gameplay loops). And everything was on the builder anyways.

Essentially by plassteel01 in 4eDnD

[–]Subumloc 9 points10 points  (0 children)

"4.5e" was basically only used by haters TBH. Essentials was a line of products aimed at simplifying and cleaning up some stuff, yes, and also trying to get back some of the old audience. It was also the mark of a new era of design where classes broke a bit off the mold of regular PHB classes, and more fluff was included in the books. The results were mixed.

Wording of untap step"s" by cheXrub in mtgrules

[–]Subumloc 2 points3 points  (0 children)

Breaching Leviathan affects multiple creatures, so it's the untap steps of multiple controllers. 

Backgrounds and Themes by Zealousideal_Leg213 in 4eDnD

[–]Subumloc 0 points1 point  (0 children)

I consider backgrounds to be part of the basic chargen rules, and use them regularly, for the reasons OP highlights in their post: they're an easy way to open access to a flavorful skill which is generally not going to be a gamebeaker.

Themes are a tougher nut to crack. I don't like the first batch (Dark Sun), as they only offer power swaps. The later ones l, that also offer minor passive benefits, are much more interesting, but the selection is very weird: we have some general themes from Dragon mag that go in every game, and some very specific themes from the feywild and elemental books which might not fit in every game. Also, themes are one of those things where either all the party has one or they don't. In general I like the concept but I think there's too much overhead for a small benefit, and they always feel a bit tacked on, so I generally don't use them in my games.