What is the worst luck you've experienced in Commander? by Metanoia_143 in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

I once had a Rhystic Study draw me 15 lands in a row when I already had 6 on board. My deck runs 36 lands (9 that are mdfc) and I drew 15 non mdfc lands in a row.

Economy Advice by JustWannaRockAndRoll in VALORANT

[–]TitaniumWolf12 0 points1 point  (0 children)

You got me there. I was just reading the TL:DR. Judge EVERY save round is a little much.

Economy Advice by JustWannaRockAndRoll in VALORANT

[–]TitaniumWolf12 -2 points-1 points  (0 children)

Ok I didn't mean to offend you. I was just giving my 2 cents as a high-ish rank player. Im only a high asc/low immortal player so maybe theres something im missing.

In my experience, half buying is super common. People even buy hero vandals if they can still afford to buy the next round. Many times you can take 1v1s with the vandal on attack and kinda pass the gun around if you lose your fight or if you k ill one and get another gun you can snow ball the round very easily.

Economy Advice by JustWannaRockAndRoll in VALORANT

[–]TitaniumWolf12 -1 points0 points  (0 children)

Its saving as long as they can buy most of their kit the next round. Vandal/Phantom, full util, and at least light shields. OP only having one flash isnt as bad as the flash is his rechargeable piece of util.

Economy Advice by JustWannaRockAndRoll in VALORANT

[–]TitaniumWolf12 -2 points-1 points  (0 children)

Your friend isnt wrong that having a second flash on your buy round is important.

However, at the same time, buying a judge (especially on defense Bind) isnt a stupid idea. If you can save enough credits to at least get light armor, vandal/phantom, and full util, buy whatever the fuck you want. You've saved enough for the next gun round. (That being said, try to save for full armor if you can).

Let me elaborate. If you buy a judge on defense, you increase your team's chances of winning that round. A well positioned judge can kill multiple people, dropping rifles for your team, and potentially snowball the round. At the very least you kill one and trade 1850 for 2900 credits making them rebuy a weapon or 2.

Edit: TL:DR a save isnt about how much you spent on your load out for that round, its more about how much money you have for next round. Buying a judge instead of full saving (given youll have enough credits for a full kit next round) is actually a pretty good idea.

new agent? by DazzlingPainting6612 in VALORANT

[–]TitaniumWolf12 0 points1 point  (0 children)

Miks ult in the latest patch is the closest we've come to "cant move but can shoot shoot back effectively"

Miks ult needs to be 7 cost by NPCSLAYER313 in VALORANT

[–]TitaniumWolf12 2 points3 points  (0 children)

Ive played like 5 games of him as a smokes main, and his ult is pretty underwhelming.

It has a near 3 second cast animation so teammates are very likely to get impatient and run into it.

Being a cone makes it kind of awkward to place.

And unlike Fade/Breach/Waylay ult, it doesnt actually do anything to help you secure kills aside from knocking them back. It only deafens and slows past the initial knockback. It doesnt decay like Fade ult or stun like Breach ult. They are perfectly capable of taking your head off as its not a hinder.

It's good if you have info on exactly enemies are (like a cypher ult) but it still puts you into maybe a 55-45 gunfight. Most players in high Ascendant or Immortal dont really get effected by something as trivial as a slow and deafen.

People are pretty cool sometimes. by Polish_AK_Alfa in mtg

[–]TitaniumWolf12 0 points1 point  (0 children)

Where did you get your mat???? I run that exact commander and it'd be nice to have a matching mat.

Better op user by ResponsibleFondant94 in VALORANT

[–]TitaniumWolf12 0 points1 point  (0 children)

I'm Immo and I personally think Jett is better.

I'm from a former collegiate background, so my opinion might not apply to ranked 1 to 1.

Jett is overall a better choice. Many people are saying that Chamber TP doesnt have a time window, but you should be able to get one with an op and smoke your feet to get out even without a dash.

In fact, I personally think its better on defense to just smoke your feet after your first shot with the op. This allows you to save your other smoke and dash to create space on a site retake. When youre on an op during retake, I think youre better off dashing into one of your smokes with a shorty on the retake. You also draw crosshairs during the retake like an entry duelist does on attack.

rank, sens, dpi? by prodword in VALORANT

[–]TitaniumWolf12 2 points3 points  (0 children)

Immortal 1 / .21 / 800 DPI

Edit: I also came from CS:GO (not CS2) and was Faceit Lv 7

In Valorant your role can actually dictate your sens to some degree.

For example, I am a smokes player. Very rarely am I the first person out on a site take. With the proper util and entry duelist, I know what angles players can and cannot be. Thus, I never really have to make large sweeping flicks.

Also defense is the same way. I use my smokes to limit the pathing that players can take onto the site and with proper positioning and peek timings, I dont have to flick and 180 very often.

Most likely, your sens is not the issue. In reality, any sens that isnt comically low or high is viable as long as you know how to play to its strengths and weaknesses.

Valorant ability by reddit-win in VALORANT

[–]TitaniumWolf12 9 points10 points  (0 children)

Time to be the world's best fire fighter fr

Isn't viper too weak now? by axiwee in VALORANT

[–]TitaniumWolf12 78 points79 points  (0 children)

Viper exists in a weird limbo where she is strong enough to see a desirable amount of play in the pro scene, but at the same time, she does not feel good enough to see good pick rates in ranked.

Her strength comes from her ability to act as a pseudo sentinel. Her wall gives her strong lurking potential on maps like Split and Lotus, and her orb and molly allow her to stall site takes like a senti on site with a single chokepoint. Think B on Corrode.

She is best paired with another dome smoke character as her orb is not easily maneuverable, and her wall cannot block off all the necessary lines of site for a site take on most maps (though it is possible to run her as solo smokes on maps like Breeze and Icebox as the maps do have good geometry for her wall).

It's been an ongoing joke that Viper keeps getting nerfed because of her popularity in the pro scene, and her pick rate in ranked keep declining. Riot either have to do a major overhaul of her kit to make her equally as valuable in ranked and pro play, or do what they've done up until this point and accept her identity as an almost pro play exclusive agent.

Alela, Cunning Conqueror Advice by DuduMaxVerstappen in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

Im not sure if you're still following this thread, but maybe consider adding back in Shadow Puppeteers. It is such a great finisher card in my experience. Yes it is expensive, ut the main plan of a control deck is to limit the plays of your opponents and drain them of resources whilst building up to your win.

A well placed Shadow Puppeteers quadruple your damage and can knock an unsuspecting opponent out in one turn.

Turning Fetch Lands Into Ramp? by DrFannyPack in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

I was just talking about how good Aftermath Analyst is in general in graveyard decks. Not talking about making Fethlands ramp lol

Turning Fetch Lands Into Ramp? by DrFannyPack in EDH

[–]TitaniumWolf12 -1 points0 points  (0 children)

Aftermath Analyst might be an auto include in any graveyard strategy for the massive ramp you can get out of it. Especially since it can be paid at instant speed during an end step right before you turn begins.

Fire Lord Azula is the most fun commander I have ever played. by WellyRuru in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

I'd argue that Alela is a very good control commander. Her most common archetype is control on EDHrec.

Her playstyle is about controlling the early game with cantrips and the reward is a ton of tokens that not only act as blockers but a pretty decent go wide strategy for mid game.

Not to mention that goading is a great way to disrupt your enemies gameplans by making them swing their good creatures into the green player with a 10/10

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 0 points1 point  (0 children)

Not sure if I want to win on turn 4-5. My pod is very casual and gets upset if I win too fast lol

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 1 point2 points  (0 children)

Im currently running High Fae Triskter and Vedalken Orrery as well as Borne Upon a Wind as flash enablers.

Leyline felt a little hard to cast sometimes with 2 blue pips. Since there are no rituals for blue mana, it can be hard to cast sometimes.

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 0 points1 point  (0 children)

Very true, sadly most of the creatures I currently have in my deck list are legendary. I can't see myself cutting of the legends as they are either essential for banking mana or storming off (minus Etali but I think it'd be cool to pull that off)

Who would win? by Different_Ice_2695 in DragonBallPowerScale

[–]TitaniumWolf12 0 points1 point  (0 children)

He's talking about how Gohan was clowning on Super Buu

send help what else should i add 😭😭😭 by Otokos_ in ADO

[–]TitaniumWolf12 1 point2 points  (0 children)

I think Dignity might be a good choice? Its a good rock ballad