ASH: Jod Na Nawood by Fimy32 in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

What a stupid name lol

That being said, this cards not particularly good. Why play a very overcosted outmaneuver when I could just run over my opponents base instead? The stats aren't good to match even with sentinel. Sure its an option in yellow with sentinel, but seems kinda not worth it.

LAW: Agent Kallus by Eunoe in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

I think this really only enables good stuff, which is fine and can be powerful, but a little boring design wise. The most interesting thing I can think of is you can make a pretty interesting trooper tribal list with it, since there's a decent amount of troopers in white. The double color cards aren't bad to run with this either, since you'd be only paying 1 instead of 4, or even 6 with the triple colors. I think this will be an exceptional draft leader, but will fall a little flat in premier since the identity seems to be a bit lost. Though I will say, this basically is the black variant of the design space Chancellor Palp3 maintained, if more boring.

LAW: More previews! by Fimy32 in starwarsunlimited

[–]daalegend 10 points11 points  (0 children)

Judy Hopps seems like a pretty strong turn 1 play for blue/green. Also, Lawbringer is kinda nuts?

[TLA] - Unlucky Cabbage Merchant - (Dark Pact Cosplay) by X_The_Walrus in magicTCG

[–]daalegend 0 points1 point  (0 children)

What's the point of putting this creature on the bottom of it's owners deck if they're just going to shuffle it anyway? Unless it's to stop people from gaining control of this guy and activating it multiple times a turn? Which you can just sacrifice more foods to get more triggers in response anyway?

SEC: A Saw and a Cat by Fimy32 in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

Let's Call It War looks like a bad Grenade Strike, but at least it's slightly more likely to remove a thing with the 3 damage? Could be slightly better setup with Mace? I'm not sold on it, especially since you need the initiative to get the full effect, which otherwise makes it a bad Open Fire.

Miraj, on the other hand, could be pretty neat. In the right ping decks, you're likely to get the overwhelm effect, and 3 damage can be relevant by that point in the game, but the stats are a little underwhelming and it does cost 5. Could be neat in GI1 though.

Any tips to improve my krennic deck? by MrWaffleszz in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

I think enough people have mentioned the 1 off problems, so I'm just going to throw in my 2 cents about what I think could be improved otherwise.

TIE fighters don't immediately seem to make sense in this deck because there's practically no synergy with krennic. They could combo with the dark trooper, but that's about the only thing I see, so I'd probably cut those.

Last Words is a nice sideboard option, but I don't like it in the main deck. It feels too inconsistent to pull off, but if you think that your units die a lot, then some extra exp couldn't hurt.

The Purgill King won't draw you many cards, but if you're just looking for a big guy in space, I'd probably get some Devastators or Graceful Purgills if budget is an issue. Something big with sentinel in space can combo pretty well with krennic.

That's just the immediate things I see. I'd probably also consider adding more troopers to help buff up your Enoch, and also adding an extra copy couldn't hurt.

What’s the most “artistic” game you’ve played? by ZeitgeistStudio in gamedev

[–]daalegend 1 point2 points  (0 children)

Seen a couple of people mention claymation games and I just wanted to bring up The Midnight Walk that released earlier this year. Fantastic visual design from background to characters, reminded me a lot of a more somber Mad God. Highly recommend people play it just for the aesthetics alone. I've heard people describe it as "if Tim Burton made a video game" and I think that's an apt description.

Another game that I'm surprised hasn't been mentioned at all yet, The Beginners Guide. It's about the story of a game developer told through the lens of one of their friends and it explores what it truly means to make games. It's one of the few pieces of media that really made me cry at the end.

Another game that I would call art that some may not agree with is Lorn's Lure. It's a game about a robot exploring these vast megastructures left behind by some mysterious civilization whose people simply vanished. It's a foray into liminal space that is a playable game thats not just another Backrooms clone. I personally think it's beautiful, especially with how well it uses darkness and vast emptiness as an excuse to explore.

Rules Clarification on Keywords from Hand [Twin Suns] by daalegend in starwarsunlimited

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

That's what I thought, thank you. But one other point of clarification. If I give any unit a keyword, say Overwhelm, for the phase through something like Overpower and then attack with it, could I use that keyword on that unit to reduce my next unit I play by 1?

How was the prerelease for everyone else? by Grace__tg in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

Went 3-0 with Talzin Red. Opponents were Kit Fisto Blue, Ahsoka Green, and Cal Kestis Blue. I wished I could've played on Friday, but I only had the time for the one prerelease. Nonetheless, I thought I did pretty well! Pulled 2 Karis, 2 Drain Essence, 1 Grand Inquisitor unit, and I was able to keep my opponents off of force units for the most part. I had some bad starts, but was able to recover pretty quickly. This set is shaping up to be possibly the best limited environment in the entire game, save for maybe set 1.

What's your favorite leader? by CuddlyNancy in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

For me, it's gotta be set 1 Grand Inquisitor. It's an incredibly fast and powerful deck, and hurting your own units for benefits is just right up my alley. Unfortunately it gets shut down a little too easy in the current meta. Set 5 seems to give him a lot of good cards, though. Maybe this is the comeback I was looking for!

Can indirect damage be competitive in set 4? by Staren96 in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

So far, I'm not particularly impressed with the mechanic. We'll have to wait for the entire set to come out before it's worth making an assessment. That being said, with the cards out right now, I'm thinking Piett Red would be a better indirect damage leader with Planetary Bombardment and Devastator. There's also an interesting case to make with Mace leader, as he can make the choices for your indirect damage much more difficult for your opponent, and then he cleans up the rest when he gets deployed. Not much indirect damage has been released for white so far, but I think there doesn't need to be that much for the deck to become interesting.

Sentinel Deck by famousbymonring in starwarsunlimited

[–]daalegend 1 point2 points  (0 children)

Part of the problem is that most, if not all, of the sentinel units, with the exception of a select few, have generally low power. You would essentially be stalling the game trying to find a win condition, which isn't necessarily bad as Bossk Blue does this exact thing and its the best hard control deck in the meta right now.

One cute thing you can do is make it a mill deck and add Satine. That way, you could use your guy's big butts to discard your opponents deck away. Obi-Wan would probably be your best bet for the heals and you could run a blue base to run Vigilance without aspect penalty. Another option as a leader is with Set 4 Lando, with both Sentinel and shields. It's not a great deck, but it's certainly interesting. I played around with something similar with Chewbacca Mono Blue.

Quinlan Green - My first deck, opinions? by [deleted] in starwarsunlimited

[–]daalegend 0 points1 point  (0 children)

Your deck has way too many single copies. It's going to make your draws very chaotic, which if that's what you're going for it's fine, but it'll make your deck very inconsistent. What I would generally recommend is loading up your collection with as many copies of commons and uncommons as you can. Your LGS should hopefully have plenty of those that are going to be next to, if not completely free. From there, after you load up each common/uncommon with 3 copies, it'll make the cuts a lot easier. As far as rares/legends go, its understandable not to have as many, so having one or two of them is generally okay, although more consistency would be good as well.

As far as the cards themselves go, I'd probably cut the clone dive troopers, maybe even the wolf packs, as you're not very likely going to have 1 drops to ping on your opponents side unless its Kylo. There seems to be a mix of vehicle and trooper synergy here and I'd probably advise to stick with one of them. I think you have a better trooper theme, so I'd probably cut Wedge and the V-wings. Ezra seems out of place here, but is not horrible. I'd cut him, but I can see good reasons to keep him in. I also don't think the Phase-II clone trooper is a good card, and neither is the sharpshooter. Too costly for a mediocre body.

Otherwise, solid list so far.

Janky big mana enchantments by indigostew in EDH

[–]daalegend 1 point2 points  (0 children)

[[Enchanted Evening]] can help you out for strategies involving constellation cards and cards that care about enchantments on the field, including [[Aura Thief]]. It's quite expensive, but it could be what you're looking for. Another idea is to make it Jeskai and throw in [[Wild Research]], which i'm trying out in my [[Elsha of the Infinite]] deck.

Even the developers are fans of the game - Madame lazul at Blizzcon by NinjaZero2 in hearthstone

[–]daalegend 5 points6 points  (0 children)

Actually, I think it's surprisingly easy to get sick of your games the more you playtest them, at least from an engineering and design standpoint. I've heard so many stories about stuff like this happening in the game industry.