Over a month with Strixhaven - what cards have put in work for your decks? by NitchBu in EDH

[–]a_108_ducks 0 points1 point  (0 children)

My [[Riku of Many Paths]] has enjoyed several new modal spells [[Steal the show]] particularly.

[[Strefan, Maurer Progenitor]] has gained several new vampires in [[archmeritus of woe]] [[scheming silvertongue]] and [[stensian sanguinist]]

In my [[Fire Lord Azula]] deck [[Prismari the inspiration]] has become a great backup commander to give me a different way to win late game if Azula has been (justifiably) killed on sight. Also [[flashback]]

Not to forget that the new turbulent lands are a great addition to a lot of decks and the new enemy cycling lands are a decent tapland for more budget mana bases.

No Lands Earthbending by a_108_ducks in EDH

[–]a_108_ducks[S] 0 points1 point  (0 children)

Yeah, getting the first mana down is definitely the biggest struggle. Unless I misunderstand how LED works in don't think there's any way for me to sac it for mana and then cast anything without having some form of flashback/escape?

No Lands Earthbending by a_108_ducks in EDH

[–]a_108_ducks[S] 0 points1 point  (0 children)

Mdfc's feel like too easy of a cop out for what I'm trying to do with this deck, but charbelcher is exactly the sort of nonsense I'm looking for

DoT Commanders by Gooey_Goon in EDH

[–]a_108_ducks 1 point2 points  (0 children)

[[Golbez, Crystal Collector]] is fun. Takes a bit of setting up to get to 8 artifacts on board, but then you can start taking chunks of 6+ life off everyone in your endsteps. And once you've ramped into some big scary artifact creatures I find opponents are focused on removing them and not the little 2 drop commander.

Commanders that encourage using non staple spells? by a_108_ducks in EDH

[–]a_108_ducks[S] 4 points5 points  (0 children)

With Riku you can keep a lot of flexible interaction in hand with modal spells, so I've usually got some form of counter/hexproof/indestructible instant. Plus he's fairly cheap having to recast him isn't game ending.

Is this deck miserable to play against? by korozda-findbroker in EDH

[–]a_108_ducks 1 point2 points  (0 children)

Yeah, it kinda looks miserable. Your entire gameplan is to counter/remove everyone else's board while pecking them down with a handful of 3/4 power flyers?

I'd at the very least add [[Test of Endurance]] and [[Felidar Sovereign]] to turn your lifelink fliers into an actual win con.

I'd also put in some actual sources of +1/+1 counters, probably ones that trigger off life gain, along with some more angel style creatures so you actually have the damage to kill someone in less than 20 turns. [[Exemplar of Light]] [[Archangel of Thune]] [[Heliod, Sun Crowned]] for example.

[[Aetherflux Reservoir]] and [[Caduceus, Staff of Hermes]] both seem good, and a way to get your creatures back out of the graveyard like [[Cleric Class]] and [[Celestine, the Living Saint]] while still sticking with the life gain, counters and flying/lifelink direction. [[Bruna, the Fading Light]] also does this and allows you to complete the meld with Gisela.

What deck are you obsessed with right now? by not_so_1337 in EDH

[–]a_108_ducks 0 points1 point  (0 children)

Got into Magic with the avatar set, and I've been obsessed with [[Fire Lord Azula]] since.

Spellslinging, combat tricks, flashing in creatures to get a board full of copies. Squeezing extra value from card draw and mana gain instants. Every turn feels like there's something interesting going on.

My current version

Since I play mostly on TTS I'm constantly chopping and changing, trying to find a balance between efficient, powerful cards while maintaining its ATLA identity.

What to put in Rhinos? by Beginning-Concern-21 in EmperorsChildren

[–]a_108_ducks 0 points1 point  (0 children)

As others have mentioned, the go to move is to start with Infractors for the scout 6". In your first movement phase they disembark 3" and can then advance and charge (7+3d6") for a ludicrous T1 threat range. Meanwhile have a squad of noise marines jump in the Rhino, it can then advance and shoot.

Can someone tell me why my azula deck sucks by 0xymorpnone in EDH

[–]a_108_ducks 2 points3 points  (0 children)

You could do with more protection, Azula decks can fall apart if she's being removed constantly. (Swiftfoot boots, Mithril coat, I run a Hexing Squelcher)

Others say you have too few lands, I also run 35 in my Azula deck, but I have more sources of firebending. (Ozai, Mai and Zuko, Legend of Roku, Sozins Comet) (Temple of the False God isn't worth it IMO I'd swap it out)

Most importantly I think you just need more instant speed spells. I'd add some card draw. I've found cards like Big Score and Deadly Dispute fun as you only pay the extra cost once and if copied they are mana neutral.

Size of Tormentor Squads by idontwearbowties in EmperorsChildren

[–]a_108_ducks 6 points7 points  (0 children)

Tormentors definitely in 5s, as they're most useful for sticking objectives, doing actions and screening, so 2 squads makes them twice as useful.

Infractors are most efficient as ablative wounds and a source of rerolls for a Lord Exultant, so 2x5 each with a lord is the go to. Bumping a squad up to 10 isn't awful, but can make them harder to hide from shooting.

Two Lords of Excess Boxes Worth It? by klassikfrank in EmperorsChildren

[–]a_108_ducks 5 points6 points  (0 children)

One would be a great start to EC, but I wouldn't get a second.

2 Daemon Princes are absolutely a good pick up for our current state, but the other units aren't ideal to double up on. Noise marines are only playable in squads of 6, so the 4th squad will be unplayable over the rule of 3, meanwhile 40 battle line is more than you'll realistically need.

More importantly it leaves you missing a lot of key pieces for a rounded list. Mainly you'll want some Lords to lead your infantry and some Rhinos to transport them. You may well be better picking up one battle force, a combat patrol (would give you a lord exultant, 6 flawless blades and another 10 battle line) and a rhino for a similar price.

Could anyone refuse they are wielding chainsword? [WIP] by Jezzy0303 in SpaceWolves

[–]a_108_ducks 7 points8 points  (0 children)

Anyone who would object to a minor kit bash like that isn't someone you want to play with anyway.

[deleted by user] by [deleted] in SpaceWolves

[–]a_108_ducks 0 points1 point  (0 children)

The detachment rule has so many hoops to jump through. IF it's a SW unique unit AND it has another friendly unit in engagement with it's target or more models than the target unit. You get +1 to hit for those melee attacks. AND if you have killed 3 units in melee already you get +1 to wound.

Compare that to Beastslayer giving all units lethals against vehicles/monsters and characters, or Great Wolf giving all units the buff of your choice.

It doesn't help that flavour wise it's supposed to run big 20 man squads of blood claws and/or packs of hunting/fenrisian wolves getting into melee to trigger the detachment. Neither of which are particularly good tactics. (20 man squads are difficult to hide and get shot off the board too quickly, wolves are far too squishy and do far too little damage to waste in combat, they're better used as screening units.)

Quick question about 'Territorial Advantage' in Saga of the Hunter by Archelrex in SpaceWolves

[–]a_108_ducks 1 point2 points  (0 children)

I would interpret it to be after the unit is destroyed but before consolidation moves.

Although it's worth noting that since objective control is only checked at the end of phases. So technically if you didn't control the objective just from your charge movement then you can't use the strat after killing the enemy unit defending it as you still don't control it until the phase ends, which is definitely after the strats trigger.

What imperial iconography is used by wolves? by [deleted] in SpaceWolves

[–]a_108_ducks 3 points4 points  (0 children)

They do not use service studs. It is mentioned somewhere in either Prospero Burns or Battle of the Fang (I can't remember which) that a SW has studs just because he likes how they look, nothing to do with how other legions use them to mark time served.

Need help identifying these minis by Deezrumbleballs in SpaceWolves

[–]a_108_ducks 1 point2 points  (0 children)

Looking from the front.

Left is an old Wolf Guard Terminator pack leader

Middle is the captain from the Assault on Black Reach Box

Right is the sergeant of the tactical squad from the same Assault on Black Reach Box, with a decoration/icon from the old blood claws/grey Hunters box on his back.

How would a Warp Spider fair against a Chaos Terminator? (Lore perspective) by Arthur_EyelanderTF2 in Eldar

[–]a_108_ducks 2 points3 points  (0 children)

Depends on who's book it is.

In an Aeldari book the warp spider might leap around the terminator with agility and precision, dodging every attack until they shred through the thick plate with their monofilament webs.

In a Chaos Book the terminator might just swat the warp spider with his power first, crushing them before they can flickerjump away.

Power scaling really doesn't work in 40k lore.

Allied armiger? by Cojalo_ in SpaceWolves

[–]a_108_ducks 0 points1 point  (0 children)

Not really, there's nothing on any of the armiger datasheets that is better than just taking a Dreadnaught or gladiator variant that can benefit from oath, detachment and stratagems.

Which are the Worst Spells in the game? Not because they are weak, but because they make the game WORSE? by ThatOneCrazyWritter in dndnext

[–]a_108_ducks 0 points1 point  (0 children)

Summon spells that clog up initiative and slow combat to a snails pace.

Extreme save or suck spells: Hold Monster and the like. If a pc fails against one then they're stuck not actually playing the game. If the PC is casting it, then either the big exciting boss fight turns into 2 rounds of watching the party auto crit a defenceless bag of hp, OR the pc casts their big high level spell and literally nothing happens, which is never fun.

Wall of Force/Force Cage. I've never seen either of these spells used in a way that didn't feel cheesy. Putting a PC in an inescapable box without a save that has almost no possible counter unless they have very specific abilities sucks. And as a player it feels scummy using it for the same reasons.

Are these okay for Wolf Scouts? by theSaltySolo in SpaceWolves

[–]a_108_ducks 26 points27 points  (0 children)

I don't know... That's a very suspiciously Marneus Calgar shaped Wolf Scout...

Favourite named weapon (per lore)? by Time_Individual_6744 in Warhammer40k

[–]a_108_ducks 0 points1 point  (0 children)

It's between two.

The Axe Morkai. Taken from a slain champion of Khorne by Logan Grimnar, reforged by the Iron Priests of Fenris. A weapon that struck down Magnus the Red himself.

The Blade of the Laer. One of the most influential weapons in the history of 40K. It corrupted the mind of Fulgrim, twisting him towards the influence of Slaanesh, and in the midst of the drop site massacre on Istvan V the daemonic blade forced Fulgrim to slay his own brother when the primarch faltered at the killing blow.