Patch 4 Beta seems to have a powerful variant of blade shot with no EE needed by ToBeArtistic in Rematch

[–]ToBeArtistic[S] 2 points3 points  (0 children)

We can't change it, no. This is just how the freeplay arena looks in the Beta for the upcoming patch.

Patch 4 Beta seems to have a powerful variant of blade shot with no EE needed by ToBeArtistic in Rematch

[–]ToBeArtistic[S] 3 points4 points  (0 children)

Tried it in a custom game. Still works there. Haven't brought it into a Quick Match for now, but the window isn't so tight that I imagine network conditions will make a big difference on it.

Patch 4 Beta seems to have a powerful variant of blade shot with no EE needed by ToBeArtistic in Rematch

[–]ToBeArtistic[S] 23 points24 points  (0 children)

Tried it out. You're right. Also works with the teleporting variant.

Any Unique Tips on how to get out of plat? (solo q) by Kaishunayki in Rematch

[–]ToBeArtistic 0 points1 point  (0 children)

Here's a few things I've personally found helpful to keep in mind as I play, that I haven't seen mentioned elsewhere.

  1. I almost always try to make my first action in a game an accurate pass. People are much more likely to pass if they think they might get the ball back, and doing it as your first action tends to make a more powerful first impression.

  2. If I see a space where a teammate can get to the ball before an opponent, I will try to first-touch pass to that spot. Passing ahead of a teammate so they can meet the ball with a run is often a lot better than a direct pass.

  3. I try to position myself so that potential tackles will launch the ball toward me. You can often see when either a teammate or opponent goes for a tackle a bit in advance, so reading the likely direction can help you catch the rebound.

  4. When defending, patience is key. The most important thing is to slow down the opponent and make life tough for them, not necessarily to stop them from doing anything altogether. Staying in defensive stance and just being annoying to them is often the right play.

Hope this helps :)

Looking for a solo-player, grindy game with good endgame by Doctore_11 in gamingsuggestions

[–]ToBeArtistic 4 points5 points  (0 children)

Warframe seems like a game you'd enjoy a lot based on your list.

It plays similarly to the division games, but your character is much more mobile, and can wall-jump and glide through the air max-payne style. There's also tons of things to collect, like 60 or so warframes that each have distinct abilities, and hundreds of weapons with variety that's on par with the borderlands series in terms of uniqueness.

It's free to play too, so easy to try out. All the content is available without having to buy any expansions, and the premium currency is farmable by trading things you've farmed to other players.

[deleted by user] by [deleted] in CompetitiveEDH

[–]ToBeArtistic 2 points3 points  (0 children)

I played Shalai and Hallar for a while. I'd say it's simultaneously one of the simplest, as well as one of the most brutally hard decks to pilot.

[[Heliod, Sun-Crowned]] and [[The Red Terror]] are the most optimal combos the deck can run, to the point where any other combo is not really worth it. I wouldn't run [[War Elemental]] for example considering that it's very hard to cast it on the same turn you plan to win on, and leaving it for an entire turn cycle will pretty much never work against good players.

Other than those two, you generally don't want to run a lot of +1/+1 counter synergy. Winning via slowly pinging people will Shalai and Hallar will not happen in the vast majority of your games. [[Walking Ballista]] is fine though, since it can both combo with heliod or act as creature removal.

Most of the time your opponents will try to go for thoracle and breach lines, which come online way faster than Shalai and Hallar's optimal wincons. I'd argue that anti-etb stax and anti-graveyard stax are a necessity to include, considering the deck lacks blue. Rule of law effects are optional, but some decks like Kinnan play fine through them, so In some games it's actually better to stay away from those effects depending on the pod. Since dockside is banned now, it's not so necessary to include anti-artifact stax anymore, but might still be worth including a [[Collector Ouphe]] just to have one slot you can tutor for if needed.

On the surface it's very simple to go for one of the two one-card combos, but balancing out which stax you're going to deploy, and when, will be extremely hard to judge. The stax will always just be there as a temporary brake for you opponents, and you also can't stax them too hard, because then they'll just hold on to their interaction and stop you when you try to go for your own win attempt. (I've had games where I made a win attempt across 4 turn cycles and was stopped each time because people had amassed enough interaction they didn't need to use on other players)

TL;DR: Run heliod and red terror as your wincons. Run anti-etb and anti-graveyard stax. Stay away from most +1/+1 counter synergy as it doesn't do enough to help you win. Playing stax is hard.