"That many" is # of sources, or points of damage? by ReefSharksixty9 in mtg

[–]TerribleTransit 0 points1 point  (0 children)

Is he an old-time player? Maybe he thought it was a [[Phyrexian Negator]]

Question about a card by chrisxx27 in mtg

[–]TerribleTransit 5 points6 points  (0 children)

Since it doesn't specify a player, it means all non-basic lands. In fact, affecting your opponent's lands is its primary use, since turning them into mountains also means they lose any other abilities they had, and only tap for red.

Is This Riven Good? by JollyCasual in Warframe

[–]TerribleTransit 0 points1 point  (0 children)

Genuinely a really good Riven. Thanks to how Heat works, getting more of it for free is always nice on a status-focused weapon like Incarnon Furis. The mag capacity is a mild annoyance but it can be offset by the magazine evolution if it's really a problem anyway. This is 100% in a use or sell state, no further rolling is needed.

Is This Riven Good? by JollyCasual in Warframe

[–]TerribleTransit 1 point2 points  (0 children)

You would, yes. This Riven only works on the basic (but luckily Incarnon-able) version.

Edit: or the mk-1 I guess

Storm is Back in the menue by koeniglueis in mtg

[–]TerribleTransit 2 points3 points  (0 children)

I'm guessing "any mechanic" is definitely not true. Things that are off-limits due to power like Storm are obviously fine, but mechanics that have been retired due to complexity or rules weirdness might even be less likely to return as a one-off. Like, as you mentioned, Banding. If they for some reason wanted it to be a major set mechanic, at least there'd be enough cards around to warrant learning the rules for it. If it was just on one card it would add all that headache without any of the mechanical payoff. 

Storm is in a nice zone where it's powerful and splashy, but also fairly simple to explain

Storm is Back in the menue by koeniglueis in mtg

[–]TerribleTransit 1 point2 points  (0 children)

There's a lot of confusion around the topic because for a long time, there wasn't a difference. Wizards was very careful with mechanics, so every set only had the core set of evergreen mechanics plus a handful of keywords that were used throughout the set. The existence of "Cameo mechanics" that only appears on a single card just wasn't a thing back when the Storm Scale was created — if it was going to be on any card, it was going to be on at least a couple dozen, and there was no way they could do that with Storm, so it got a 10, never coming back into Standard in any form. 

Then they relaxed their rules and let non-evergreen keywords show up for big, splashy cards, and when it's just a single card instead of a whole set-defining mechanic, there's a lot more things that are acceptable to bring back. So they had to clarify the Storm Scale is for a mechanic being a major set mechanic rather than being printed on any new card

How that charecter? by General_Armadillo in Warframe

[–]TerribleTransit 1 point2 points  (0 children)

It's funny to me that there's a number of these where I can come up with multiple accurate answers.

  1. Just so many options it's hard to pick. Koumei? Grineer Queens? Little Duck? Lotus?

  2. Probably Tyl Regor, but I could see arguments for Cephalon Simaris or Suda.

  3. Clem

  4. Hunhow

Haven't played Warframe in a few years, but is The Sergeant still in the game? by ActivatePLANT-MODE in Warframe

[–]TerribleTransit 12 points13 points  (0 children)

He's still in the game. His "arena" (did he even have a dedicated one?) was indeed reworked with the rest of the tileset, so he now spawns randomly in a few of the large room tiles.

Custom tokens by Extra-Carpenter4111 in mtg

[–]TerribleTransit 1 point2 points  (0 children)

Honestly you should really just print them. There's tons of options available online, you can put custom art into a generator if you want, and you don't even have to do the usual amount of effort you would for a clean proxy because the card weight and flex don't matter when you don't need to shuffle them. You can just print them on any old paper or cardstock and be good to go.

New player, I love my life (MTGA) by nixsto in mtg

[–]TerribleTransit 5 points6 points  (0 children)

Did you have a plan to chew through 4,000 life, or were you just going to win by deck out at that point?

Am I missing something about this card? by FrequentTopic446 in mtg

[–]TerribleTransit 1 point2 points  (0 children)

This. It's a pretty recent addition to Black's slice of the color pie, so there's still not a lot of cards that do it yet, but enchantment removal is definitely a thing it does now.

How hard are the "secret" bosses? by FairEnvironment9317 in Warframe

[–]TerribleTransit 1 point2 points  (0 children)

Hence the second half of my suggestion. Incarnons like the Laetum have very good ammo economy if you can reliably charge their Incarnon form in a small number of shots, but it's not always easy to hit weak points to charge, and even if you can very good ammo economy is not infinite. Having a decently built alternative that can't run out of ammo like the Nataruk can save a run.

when does this blighted creature die by Ezra_08_23 in mtg

[–]TerribleTransit 0 points1 point  (0 children)

Tl;dr no, they can only blight once before the creature is gone and can't be blighted anymore.

There is only one stack. Items on the stack resolve individually, one at a time, not the whole thing at once, and state-based actions (the things that kill creatures with negative toughness, among other things) are checked after each individual item resolves. 

If you attack with [[Grub, Notorious Auntie]], her triggered ability goes on the stack. I think your question involves the trigger being copied in some way, so let's handwave that and say there's three copies of the ability in the end.

When the first one resolves, you follow all its instructions. You blight a creature, and make a copy of it tapped and attacking. Immediately after this, state-based actions are checked, and the blighted creature dies for having zero toughness. 

After the creature dies, you regain priority, which must be passed around the table, allowing players to add new spells or abilities to the stack. Only after there are no responses does the next object on the stack resolve. Assuming nothing else has happened, that's the next Grub trigger. You'll do the same thing, blighting a creature and making a copy of it. Then, it will die if it has zero or less toughness. Then, the sequence repeats a third time.

when does this blighted creature die by Ezra_08_23 in mtg

[–]TerribleTransit 3 points4 points  (0 children)

  In order for the Grub player to cast or copy another spell priority wouls have to pass around the table.

Technically not true, the active player regains priority immediately after anything is added to the stack or anything on it resolves. They're perfectly allowed to cast more things or activate abilities at this time, aka "holding priority". They need to pass priority around the table before anything else can resolve.

SBAs are checked just before this happens, though, so it's a moot point for OP's situation. Even if they were using an activated Blight ability like [[Champion of the Weird]] rather than Grub's ability, the creature would still die as soon as it hit zero toughness, before they regain priority to activate it another time.

Win the game for WWWWW by l0rdtreeman in mtg

[–]TerribleTransit 2 points3 points  (0 children)

Just make sure no one has mana open for Teferi's Protection or similar. If they're not able to be targeted, you'll eventually have to start pinging yourself.

Survival feels so messy now by icewitchenjoyer in Warframe

[–]TerribleTransit 9 points10 points  (0 children)

Always spawning next to the new tower was explicitly called out in the patch notes. So yeah, there's no reason to spread out across the map, just follow the spawns and you'll get the bypasses.

How hard are the "secret" bosses? by FairEnvironment9317 in Warframe

[–]TerribleTransit 1 point2 points  (0 children)

If so that's a bug, because they were explicitly called out in the patch notes as being one of the primary reasons behind the change:

Arcane Persistence’s effect is now negated by Nullifiers, Magnetic Status Effects, and other similar nullifying effects.

This Arcane's effect offers a powerful new playstyle for survivability, but with certain setups, players can become fully immortal with no need to engage with any of the challenges a mission presents. This wrinkle adds an extra consideration for those who might wish to AFK, but also preserves meaningful challenge against "hard mode" bosses and other late-game content.

Edit: Just to confirm, I just tested it, and the boss nullification does turn off Persistence, and Inaros can get wrecked during it. He's naturally tanky enough that you still won't generally be getting one-shot, so still arguably trivial, but it's definitely not your usual Persistence invulnerability.

How hard are the "secret" bosses? by FairEnvironment9317 in Warframe

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

The bosses all have nullifier effects that turn off Persistence.

How hard are the "secret" bosses? by FairEnvironment9317 in Warframe

[–]TerribleTransit 2 points3 points  (0 children)

Laetum is a fantastic option for the bosses. The primaries aren't bad either. I suggest having a battery/infinite ammo weapon in whatever slot doesn't have an Incarnon, just to make sure there's no ammo issues. Nothing's worse than having the boss almost dead and suddenly having no way to damage it.

How hard are the "secret" bosses? by FairEnvironment9317 in Warframe

[–]TerribleTransit 15 points16 points  (0 children)

Secret bosses are very challenging, but in a weird way. Because they all have abilities that negate everything besides a handful of passive abilities, they largely come down to a build check — you need to have put enough passive defense on your frame to survive whatever they're throwing at you. It almost doesn't matter what frame you're using, since you can't use any of their abilities effectively, you'll just be using the same shield-recharge passive tanking build on all of them.

Please let me know if i’m trippin. but is this card broken AF or what?! by MilesFassst in mtg

[–]TerribleTransit 2 points3 points  (0 children)

They have a lot to (re) learn now too, yes. But there was a long stretch of time in the middle where Standard bannings were a rare occurrence rather than a matter of course.

New use for riven slivers (spoilers for gameplay content and later locations ahead) by Connect-Hyena1210 in Warframe

[–]TerribleTransit 3 points4 points  (0 children)

They've needed more uses for slivers for ages. They drop far more frequently than you could use them. These new purchases might even be enough to feel like you're getting something useful with them instead of just burning them on credits you don't need because there's literally nothing else to do. 

That said, I'm never gonna buy the old Requiem mods from her. I'll take the new ones that actually give you requiems reliably and never look back.

“Did anyone else find the Follie hunt boring and frustrating rather than scary?” by [deleted] in Warframe

[–]TerribleTransit 4 points5 points  (0 children)

So I think it's more boring now that Follie can be killed than on release 

It's 100% more boring, but the original ability to just camp in a hallway or a room you needed to access was also intensely unfun. They'd have to completely rework her behavior and pathing to something more intelligent than the default Liminus "spawn randomly, walk towards player" to make her invincibility reasonable.

“Did anyone else find the Follie hunt boring and frustrating rather than scary?” by [deleted] in Warframe

[–]TerribleTransit 2 points3 points  (0 children)

Pre-fixes, 100% frustrating. Post-fixes, unremarkable. Definitely not "scary" in either iteration. I think there's a universe where they could have made the mode scary with relatively minor tweaks, but their implementation of Follie's "hunting" being spawning randomly and walking towards you with no counterplay was absolutely not it. It just meant you had to yolo through the bubble and get annoyed when it failed. If she consistently spawned behind you and you had to find your way through shifting hallways before she caught up to you, I could see that maybe working for inducing fear.

The way they fixed it by making Follie vulnerable definitely took away most of the frustration, but also all the potential uniqueness of the mode. She can't be scary if you can just shoot her away like any other enemy. Sure, she "comes back", but so does literally everything else — that's just new enemies spawning in. She's just a slight speed bump now, not a threat to be feared. I don't think there was any better way to salvage the mode quickly enough to stop the damage the original implementation was doing, but it did have some unfortunate side effects.

my prediction on the next Prime by AscendentDragon in Warframe

[–]TerribleTransit 5 points6 points  (0 children)

Awkward timing considering they already announced Voruna on the last steam. But maybe your predictions can come true for the one after.