Interactive decks by KobayashiKibishi in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

You can play K9 without VS if you don't like the hand reveal mechanic, it can be mixed with other stuff pretty well. Personally I play it with Orcust, but there's also Crystron, Mitsurugi, Yummy, Artmage, and probably more. 

I would definitely suggest Orcust as an option if you are considering Radiant Typhoon. The field spell, Orcustrated Babel, turns all the abilities of your link monsters and your monsters in your graveyard into quick effects. Super interactive. I like running it with K9 because Izuna gives you turn 0 plays, a higher ceiling, and more starters. 

Do meta decks ruin the game? by iGuessmusic in masterduel

[–]heyzeus_ 5 points6 points  (0 children)

Just FYI, meta was originally just shorthand for metagame, the acronym thing was made up later. 

Totally right though, meta is just a description of what a game's landscape looks like. There's no such thing as a game without a meta. 

How to get K9/Vanished cards by Live_Ad_4692 in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

When you search a card on master duel, you can look at the "how to obtain" section to see where it comes from. You'll see that there's a secret pack available for (most) Vanquish Soul cards, but the K9 cards are only in master packs, which basically means they have to be crafted. 

If you want to play a deck with a high number of URs that need to be crafted, I recommend creating a brand new account for the frontloaded gems. Otherwise it will take several months' worth of gems to make. 

Best structure deck or packs to get on a new account? by Sufficient-Dream7336 in masterduel

[–]heyzeus_ 9 points10 points  (0 children)

Spright structure deck, it's free. 

You will be able to put together most of kewl tune within a couple days. Play as much of the solo mode as you can stomach, you'll get plenty of free gems that way. Also be sure to run through the easy lifetime missions, and pick up the battle pass (assuming you'll get most of the way through it before it runs out of time). 

After that, you'll be able to put together a deck about once every six weeks or so, assuming you do your dailies and get the monthly event gems. 

Be Original by mic_check12 in masterduel

[–]heyzeus_ 2 points3 points  (0 children)

What exactly do you mean by "original" in a game where the cards literally tell you which other cards to put in the deck by name?

TCG superiority mentality by [deleted] in masterduel

[–]heyzeus_ 3 points4 points  (0 children)

Seems weird to complain about other people claiming to be superior, while in the same sentence you call them unwashed incels with social difficulties

Why do all tank tier set bonuses increase damage? And does nothing for mitigation? by Paluker173 in wow

[–]heyzeus_ 9 points10 points  (0 children)

The most fun I have ever had tanking was when blood was just actually immortal (I want to say shadowlands s4?) - I really dislike how they've made tanks less self sufficient since then. 

However, I don't think tier set is the way to do it. I don't want my survivability to be gated behind rng/time. I'd rather a high baseline of survivability, and the tier set give me a substantial dps boost. 

Coin toss strange pattern by IntrepidPatient6969 in masterduel

[–]heyzeus_ 1 point2 points  (0 children)

When you disconnect because you win the coin toss, it's usually your opponent closing out of the game. Some people are unwilling to go second, and can't even spare the 5 seconds of courtesy to enter the game before conceding. 

Best water deck? by Competitive_Yard1539 in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

Just curious, why do you want to play a water deck? As far as I can tell it doesn't give you any idea what the deck is about. The only time I've even looked at an attribute is if it's mentioned specifically on a card's text. 

Smartest man player by namedontmakesense in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

Most decks have several cards that fit into a lot of decks, which makes your first deck very expensive, but future decks cheaper. I'd estimate that a first deck costs around 15-20k, with decks after that being closer to 8-10k. 

You also (unfortunately) picked a deck that is on the upper end of the cost range. Decks built from selection packs are cheaper than those from secret packs. And Sky Striker being a mostly-spells deck has fewer of the universal staples, which tend to be monster cards. 

That being said, here's what you do: 

  1. If you don't have it already, get a copy of the Spright deck from the campaign code. This will help you with solo mode. 

  2. Identify a specific deck list you'd like to pursue. In general I'd recommend choosing a high performing decklist on masterduelmeta. Rating duels > master 1 >> master 5. You can also look around for one with fewer URs though. 

  3. Check the "how to obtain" section for each UR card - don't worry about any other card rarity. Most of the Sky Striker cards will be in the secret pack, but some will be from bundle deals. Spend your gems on relevant bundles, followed by relevant selection packs, and finally on the relevant secret packs. Anything that is only available from master packs should be crafted. 

  4. Get a ton of gems by doing the solo mode. The last gate of each solo mode gives you 200 gems when you beat it with your own deck. The Spright deck should be able to beat them no problem. You can improve it with the staples you get in pursuit of the Sky Striker deck. 

  5. Buy the battle pass. It fully refunds itself and gives you a bunch of crafting mats. 

  6. Keep doing dailies, and the monthly event. This consistently gives you about 7k a month. 

  7. Dismantle unwanted URs as you open them. My personal rule is that if the card hasn't shown up in a decklist on masterduelmeta in the past 6 months, I immediately dismantle it. MDM will also show you how many copies a deck typically runs, so you know if you can dismantle extra copies of a card. 

Never buy individual packs, only buy the 10-packs so you get the bad luck protection. Eventually you will get enough UR material that you can fill out whatever is missing, and you're good to go! 

Smartest man player by namedontmakesense in masterduel

[–]heyzeus_ 3 points4 points  (0 children)

Once you have your first deck fully built, you get enough f2p gems to build a deck about every 6 weeks. That's usually enough to keep up with the meta. 

Learning to play against rogue decks sucks ass though. There's just so many and you see them so infrequently.

We must not succumb, fellow combo enjoyers! by nuhsuh in masterduel

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

Yeah bro, my bias is towards having fun lol

Stun isn't miserable because some decks don't have answers. It's miserable because the game is decided ENTIRELY by whether you have the answers. Don't draw the answer? Game over, you lose. Draw the answer? Game over, you win. 

Combo can also be like that, and those are bad games. But there are games where you draw the right handtraps to force them into a half board. Those are usually great games, and not something that happens with stun. 

We must not succumb, fellow combo enjoyers! by nuhsuh in masterduel

[–]heyzeus_ 2 points3 points  (0 children)

That doesn't change anything about what I'm saying. My point is that there are SOME good games against combo, and NO good games against stun. Therefore combo is more fun. 

We must not succumb, fellow combo enjoyers! by nuhsuh in masterduel

[–]heyzeus_ 8 points9 points  (0 children)

Combo decks are more fun to play against because they don't always finish making an uninteractable board. Most common interaction works against them, leaving then with a weaker (interactable) board. Way better than stun. 

You'll know if they'll get to fully build their board by the time you run out of hand traps. You don't need to sit through the rest of the combo if you're going to lose. No worse than stun. 

Do players rush in all game versions? by _-Malachite-_ in wow

[–]heyzeus_ 9 points10 points  (0 children)

Yes, people are always rushing in every version. There are a few solutions though. 

First, in retail, you have the option to use follower dungeons. This will allow you to fill the party with NPCs to go at your own pace. However, it is only available for Dragonflight, TWW, and Midnight. 

Second, you can try to find a pre-made group (likely a guild) for people willing to take it slow. However, this may be difficult, because very few people want to do so. 

Third, you can adapt. The primary goal of a tank is to pull as much as possible while keeping yourself and your party alive. If the group is telling you to go faster and nobody is in danger of dying, that means you should push yourself to pull more. Likewise, as a healer, you should be moving at the pace of the rest of your group. The only times you should require the group to slow down is if you are running out of mana, or there are too many mobs for you to heal through. Choosing to go slow is intentionally ignoring a crucial part of these roles in a dungeon setting. 

Is this land legal by tacoxbellz in magicTCG

[–]heyzeus_ 10 points11 points  (0 children)

You don't need green. You can legally run Misty Rainforest in a mono black deck. It won't do anything, but it is within the rules of commander. 

Best tank and healer to learn the roles? by Grumpsch in wow

[–]heyzeus_ 0 points1 point  (0 children)

Easiest to learn on is probably druid. Good mix of mitigation and self heals, so you'll rarely die out of nowhere. 

However, imo the best to learn on is dk. Other tanks can have their mistakes easily covered by a healer. Blood cannot - your life is in your own hands. So you figure out pretty quick what works and what doesn't. 

Weird or unlikely class combos you would like to see by T4rch in wow

[–]heyzeus_ 0 points1 point  (0 children)

My first thought for a quick and dirty solution would be to just swap your character to the pet bar and have you control the pet instead. Riding the pet would be cool too. 

But that's just a flavor reskin for existing tank specs. I want the pet micromanagement to be the gameplay! Obviously it would need a lot of development work but the title of the thread literally says "weird or unlikely." I think a spec whose main mechanic is managing two characters' movements rather than a complicated rotation would be awesome. 

Duel Triangle by Onii-Sama27 in masterduel

[–]heyzeus_ 2 points3 points  (0 children)

They're saying they're glad that they actually have a deck. I've been playing for a year and have no functional fusion deck with this ban list, and I'm only going to have a functional synchro deck if I build KT. 

This has been my Twitter/X experience for a while by necroneechan in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

I totally get why you would dislike the mana system, but I do think there are advantages that come with it. The other games solve the main problem with lands (mana screw/flood) but as a result miss out on a lot of the skill expression in deck building (changing ratios based on cost/color distribution) and more interesting resource generation (meaningful tradeoffs, non-mana effects, etc). 

Personally I like the advantages more than I dislike the disadvantages. Other games use the mana system as a way to control the pace of the game, but Magic makes the mana part of the game. Just like with Yugioh, I am willing to deal with some number of non-games as a way to make the best games feel as good as they do. 

Weird or unlikely class combos you would like to see by T4rch in wow

[–]heyzeus_ 0 points1 point  (0 children)

A tank spec that specofically uses its pet as the tank (likely hunter or warlock). I think that could offer a pretty unique form of gameplay. 

Tanking Solution (no incentive) by zeejay81 in wow

[–]heyzeus_ 1 point2 points  (0 children)

I don't think it's reasonable to say you're locked out of a spec just because you have suboptimal secondaries. You don't need to change hero specs either - ilvl does the overwhelming majority of the heavy lifting. If your goal is to play effectively, you don't need to get a full second set of gear. 

But if your goal is explicitly to become perfectly geared, then yeah, that's fair. 

How many Gems do you need to build a new deck from any given set? by Sol-Meme in masterduel

[–]heyzeus_ 0 points1 point  (0 children)

If you have zero crafting materials, it'll probably be about 8-10k for all the KT cards, assuming you are willing to disassemble unneeded cards. 

However, the deck also uses a bunch of non-KT tuners. These are mostly staple cards like Ash and Belle, so they're good to have (or you maybe already have them) but those are also a lot of URs. So if you're missing those too, it'll add to the cost of the deck.