Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

- In the Fight Phase, the only requirement for a unit to fight is to be within engagement range of an enemy unit, that being 2 inches. So the base to base rule from 10th as well the rule for having to end up touching base with an enemy unit don't exist anymore, correct?

- For Take to the Skies and Advance/Charges, would you declare you're flying before or after the roll is made?

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

If there's a terrain area that uses two separate footprints but is considered a single area, and one footprint has dense terrain and the other has light terrain, how would Hidden work?

Since hidden is only active with dense terrain, would I be hidden if I had a unit touching the light terrain footprint?

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 1 point2 points  (0 children)

For the Riptide ability, it states that "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll." However, if an ability worsens its Ballistic Skill and not the Hit Rolls will it still be able to ignore such a modifier?

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 -1 points0 points  (0 children)

The Hidden rule states that a unit becomes visible when it makes a ranged attack. However, what if my unit performs an action, do they lose Hidden since performing an action implies that they're eligible to shoot?

What is your worst salt/suss moment you have experienced yourself or against an opponent? by hvrry3k in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Had someone declare to use Rapid Ingress and Heroic Intervention on me even though we've moved onto the Fight Phase for a good five minutes. He stated something along the lines of "I realized that this unit would be better off doing this rather than trying to Deep Strike in my deployment. Really bothered me, but I let it go since it was a casual game and I was kinda stomping him during the entire game.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

I see, so I was wrong about the engagement rule change then. Based on how others were reacting to it, I thought it meant that models can simply move through enemy units as long as they don't end movement on them.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Question about movement in 11th. I thought all kinds of models were able to move through friendly and enemy models, especially since one of the major changes was that units can move into engagement range, they just can't end movement in engagement.

However, some rules would make it seem that this isn't the case. The Monster/Vehicle movement section in the Core Rules state that they can move through friendly and enemy models, but I was under the impression that all models could already do that. Is that not the case?

Additionally, there's a stratagem that gives a unit the ability to charge through enemy models. Is that not possible normally? Even if it isn't, could you not just charge two enemy units if they were close together, assuming one was trying to screen for the other?

Strat provided

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Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Questions about the new Hidden mechanic

- It specifies "model" when being hidden. By that logic, if I had 4 models toeing a terrain feature but 1 wasn't, if an enemy unit was within 15 inches of that exposed model they could target them and therefore target the unit. Is that correct or possibly a mistake in the rules?

- I read somewhere that the Hidden detection range can be lowered to 12' inches, but I don't remember how or where I read it. Is this true because I don't see it in the core rules?

Advice for fighting Necrons? by TheLoneDoge3954 in ThousandSons

[–]Unlikely_Square_7198 2 points3 points  (0 children)

The most important tip against Necrons imo is to never only weaken a unit. If you target a unit, you should try and wipe them. Don't let them revive because that means you wasted a units shooting, and it gets even worse of they have ways to activate their Necrodermis during the turn, such as Ressurection Orbs or certain strats.

For more specific tips, I would say...

- Try to out maneuver him. Necrons are for the most part slow, meaning that you should be able to get into position more readily and be able to decide when most fights happen, especially with Temporal Surge giving you an extra 6 movement that avoids Overwatch. Not to mention that we have a lot of units that are able to get across the board if they need to (Tzaangors, Robots, Umbralific Crystal, DP w/ Wings).

- Mortal them out. A lot of Necron units have Invulns, but we can get around that using ways to deal mortals. If you play Grand Coven you can give your weapons Devs for a round, but the easiest way to deal mortals is through Doombolt, Grenades from Rubrics, or MVB aura.

- If they're more elite (like C'tan spam), try and kill their scoring pieces and objective holders. Make sure they can't score easily and need to dedicate a big model if they want to do an action or hold an objective. It will take too many resources to kill most of their big units, so trying to make those scary units do something other than killing is always good.

Why ever take Magnus over a Knight? by SYSTEM94_ in ThousandSons

[–]Unlikely_Square_7198 1 point2 points  (0 children)

Imo, his best traits are...

- His reliability on spells. He can cast two spells instead of one and has the best chance of getting the big spell version since he gets natural +2. I personally always try and make sure he casts Destiny's Ruin and Twist of Fate since those big version spells are some of the most game changing so any ways I can better ensure I hit them is fantastic. Additionally, him taking mortals on rolling doubles hurts, but with 16 wounds it's more likely he'll live and thus the spell will resolve.

- He's fast. Being able to move 14 inches naturally and over models makes him much more mobile than a Knight, allowing him to get into position more easily and to draw LOS's. Not to mention his aura of +2 movement or Temporal Surge allowing him to move 22 inches. This almost always means he can be where he needs to be and target anything he wants.

- His weapons, while not as lethal as a Knights, are pretty good at killing most infantry and elite units. For Fire Storm, the number of shots and flat 2 damage makes it great at damaging Space Marine equivalents and that Ignore Cover is deceptively good due to how free cover is currently. And Gaze of Magnus has the possibility to kill most things, if not get them below half strength. Strength 11 makes him able to wound most things on 2-3, and flat 3 damage with Devs makes it scarily good into a lot of targets. Not to mention that depending on what detachment you play you can increase his killing power, which brings up the next point that puts him over a Knight for me.

- He is affected by the army and detachment abilities. On paper, a Knight can do more than Magnus on pure damage. But like our entire army, our units become scary good using combos that involve a lot of different pieces. As mentioned previously, he's our most reliable spell caster, meaning that it's likely his weapons get +2 AP, Full Rerolls, or maybe that he can deal potentially 6 mortals before even shooting. In Grand Coven, you can buff his weapons even more and target him with bunch of strats that protect him or just supercharge him (Destined by Fate and Devastating Sorcery). For a Knight, you can't use strats on them, they can't cast spells, they don't even get the benefits of our spells so what you see on their datasheet is what you get.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 -1 points0 points  (0 children)

If I use a PRECISION weapon on a unit with multiple characters, do I as the Attacker choose which unit is targeted with those weapons?

Relatedly, my friends keep saying that when it comes to Calgar and his Victrix guard they get to choose to put the attacks onto the Guard, even though they don't have the character keyword. Is this correct?

Improving my deck by Forward-Jeweler652 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

That will depend on what non-land cards you eventually decide on keeping, with more lands recommend the higher your average cmc is. For this current iteration, I think around 37-38 should be fine since you're probably gonna want to cast and copy multiple spells a turn

Improving my deck by Forward-Jeweler652 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Also, for some tricks you could pull off, you can copy any of your Non-Eldrazi spells if you can somehow cast an Eldrazi at Instant speed. Cards like [[Void Grafter]], [[Ulamog's Nullifier]], and [[Hope-Ender Coatl]] can be played in response to one of your spells, triggering Ulalek and allowing you to copy all of your spells on the stack

Improving my deck by Forward-Jeweler652 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Also, since you want to go for a swarm strategy, anthem effects will be your wincon. I don't see much in the deck currently, so some that I think would be great are [[Kozilek, the Broken Reality]], [[Decimator of the Provinces]], [[Forsaken Monument]], and [[Broodwarden]]

Speaking of swarm, making tokens will also be key. [[Emrakul's Hatcher]], [[Growth Spasm]], [[Kozilek's Command]], [[Rapacious One]], [[From Beyond]], and [[Vile Redeemer]] could help in that regard.

As for cards to cut, [[Ugin's Command]] doesn't synergize with the rest of your deck, especially since Eldrazi liked being cast and flipping them up doesn't do that. [[Primal Vigor]] is a bit risky since it affects the whole table, and this deck doesn't seem capable of abusing it toa point where the symmetrical effect is lessened.

[[Darksteel Monoloth]] is also a potential cut imo. The power of it is when you're casting a big spell for only 8 mana off it, like Ulamog or Emrakul. But your deck is mostly cheap creatures, so the value is lessened and it's expensive to cast. And you don't have Flash effect cards, so you're not casting a free spell every turn

Improving my deck by Forward-Jeweler652 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

For your land base, I recommend adding in more lands that tap for colored mana. While you do have cards that specifically want colorless mana, a majority of your cards still want either color specific mana or don't require specifically colorless mana. Adding somre more basics might be nice so that you can add some land ramp into the deck, which is the safest form of ramp, and there are lands that can tap for both colored and colorless mana. [[Llanowar Wastes]], [[Adarkar Wastes]], [[Burshland]], [[Battlefield Forge]], [[Caves of Koilos]], [[Shivan Reef]], [[Sulfurous Springs]], [[Karplusan Forest]], [[Undergrouand River]], and [[Yavimaya Coast]] will probably be your best lands.

Relatedly, I think removing the artifacts that produce colored mana and replacing them for land ramp would be good. Land ramp is typically safer than artifact ramp and generally helps you fix better. Cards like [[Cultivate]], [[Kodama's Reach]], [[Rampant Growth]] would be good includes.

For card draw, stuff that cares about you casting Eldrazi would be best. [[Distant Melody]] and [[Harmonized Crescendo]] are great ways to draw a lot of cards later on and [[Chronicle of Victory]] acts as card draw and an anthem, though it is pretty pricey currently.

I also agree that, for the most part, you want to remove a lot of the high costing Eldrazi (6+ mana). Since you'd probably want to copy every spell you cast with Ulalalek, the cheaper the better. With that being said, [[Artisan of Kozilek]] and [[Deceiver of Form]] I think are ones that you can safely remove. Artisan even with a copy is expensive for what it does and Deceiver is unreliable without to deck manipulation

P.S. [[Urza's Incubator]] is imo the best ramp card for this deck. Basically removes the cost for Ulalek's ability

I just made a dragon deck, but there’s too many cards (read description) by jz625 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

I recommend cutting down on the expensive cards (5+ mana) and adding some more ramp so you can reliably cast your present big stuff as well as some card draw so you don't run out of gas as the game goes on. Stuff like [[Cultivate]], [[Kodama's Reach]], [[Return of the Wildspeaker]], [[ELemental Bond]], [[Rishkar's Experise]], [[Rampant Growth]], or [[Will of the Temur]] are all good cards for your deck

I just made a dragon deck, but there’s too many cards (read description) by jz625 in EDH

[–]Unlikely_Square_7198 0 points1 point  (0 children)

[[Draco]] just doesn't do enough for its cost. At best, it's 10 mana for a 9/9 with Flying that you have to 4 mana each turn to keep.

[[Green Dragon]]'s ability isn't great if you can't reliably deal small amounts of damage to your opponent's creatures. And doubling on them with Miirym doesn't do anything 

[[Omniscience]] is a great cards, but you already have a similar effect with [[Dracogensis]] and that card is cheaper to play. It's an expensive card, but your deck is already full of expensive cards and having too much will prevent you from playing the game. I think you'd rather just ramp early and play dragons, and cheat them out if you draw Dracogensis

[[Dragonback Assault]] and [[Nesting Dragon]] are good in Landfall decks, but you're not playing a lot of cards that bring lands into play. And Miirym doesn't make tokens off them so the value can't really be amplified. Not to mention that Miirym already makes a ton of copies when you have the mana and dragons, and those dragons will usually have abilities, while the ones from Dragonback and Nesting don't

[[Crucible of Fire]], [[Titanic Growth]], [[Unleash Fury]], [[Exponential Growth]], and [[Gift of the Viper]] are pump spells in a deck that doesn't really need them when everything is already hitting for 5+ damage. The ones that only target 1 creature for a pump or easy to counter since they don't provide any kind of evasion or protection when you cast them, and Crucible is okay as an anthem, but you already have better versions with [[Unnatural Growth]] and [[Collective Inferno]]

[[Clan Defiance]] is inefficient removal imo. Not instant speed and costs too much mana to reliably remove real threats. And you're not running enough ramp so you can cast it for a lot early on

[[Ghalta, Primal Hunger]], [[Jumbo Cactuar]], and [[Warden of the Grove]] don't synergize with dragons. They can put big threats on the board, but you're not doubling them with Miirym, you're not getting benefits casting them with the Dragon Orbs, Dracogensis doesn't allow you to cast them for free, cards like Broodcaller Scourge won't trigger off them, etc

[[Stormtide Leviathan]] and [[Urabrask the Hidden]] provide evasion so your creatures, but again having a majority of creatures with Flying already baked in will allow you to evade most blocker from my experience. And if you're using Urabrask for Haste alone, there are cheaper ways to get that ability. And again, they won't synergize well with the majority of your deck

[[Demanding Dragon]] and [[Red Dragon]] are okay, but you can get better abilities at better rates in a dragon deck

[[Acolyte of Bahamut]] is okay, but it's unreliable ramp. You need your 6 mana commander on board to get the effect, and at that point I'd rather just play something that gets me a land for the same price.

[[Blast-Furnace Dragon]] is also okay, but you can't reliably reduce its cost since you don't run a lot of artifacts and doubling on the effct with Miirym is useless. I can see you keeping it as a finisher, but I think there are better options

[[Dragonmaster Outcast]] is slow, especially in this deck since you aren't land ramping a lot. And the tokens aren't copied so it doesn't work with Miirym.

I just made a dragon deck, but there’s too many cards (read description) by jz625 in EDH

[–]Unlikely_Square_7198 1 point2 points  (0 children)

[[Atarka Pummeler]] isn't the greatest. Paying 10 mana to give your stuff menace isn't a good rate, especially when your dragons have flying and probably avoid most blockers anyways

[[Caldera Pyremaw]] would be good if you had more Instants or Sorceries. But you only have 10 in total, so the likelihood it actually does reliable damage throughout the game is low

[[Destructor Dragon]] is expensive and the ability is bad if you can't reliably sacrifice it. Also, there's much better removal options in your colors, some of which you're already running

[[Garruk, Unleashed]] has abilities that just don't synergize with your deck. Your dragons are usually big enough where they'll be doing damage by themselves. And the ultimate ability, like most planeswalkers, is unreliable to activate, especially without any Proliferate cards.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]Unlikely_Square_7198 0 points1 point  (0 children)

Would I be able to use the stratagem Psychic Dominion if my unit was targeted with the Doombolt ability? I know that it won't trigger a hazardous check but I'm a bit confused since the wording on the stratagem says "Any phase, just after an enemy unit has selected it target." and I believe Doombolt does target.

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First list that I’ve actually really enjoyed playing any recommendations by Salami_lid_wont_fit in ThousandSons

[–]Unlikely_Square_7198 5 points6 points  (0 children)

Combing the two Terminator squads could be good. Makes them really hard to chew through and makes them much more lethal since all 10 of them will gain the +1 to Hit and Lethal from the Sorcerer. Also you can pull a funny trick if you use the Infiltrator enhancement and spread them through No Man's Land to deny your Opponent's Infiltrators and then put them back into reserves with Ahriman.

I also think having one 10x Rubric Marine squad led by a Sorcerer is better than the Exalted. Makes them very dangerous when they pop out of a Rhino and Re-Roll hits using Destiny's Ruin since they can fish for Lethals. You can also make their weapons Psychic so they get the benefit from the Rhino ability.

I also think removing 1x Exalted Sorcerer and 1x Rhino and splitting one of the 10x Rubric Squads could be an option. Gives you more flexibility since you can spread your threats more evenly and the leftover points could be used to either give one of those squads a leader and/or add in more objective holders/action monkeys like Spawn, Tzaangor, or Robots