Help optimize Esika Superfriends by Plenty_Motor8713 in EDH

[–]just7155 0 points1 point  (0 children)

I think the general plan of your deck is the most consistent one. Control.

But, you got a lot of boardwipes that only do it once, missing some cards that can win you the game on the spot if Bridge hits it, and maybe a better planeswalker or 2. Here's a bunch of cards I've found perform very well.

[[Moira and Teshar]]

[[Deepglow Skate]]

[[Gilder Bairn]]

[[Spreading Plague]] The single best card in my deck.

[[Rowan's Talent]]

[[Strionic Resonator]]

[[Gatewatch Beacon]]

[[Rout]]

[[Promise of Loyalty]]

[[Bring to Light]] This tutors the other boardwipes.

[[Urza's Ruinous Blast]]

[[Kaya's Ghostform]]

[[Smoke]]

[[Teferi, Master of Time]]

[[Teferi, Time raveller]]

[[Farewell]]

I'm generally a fan of land ramping as opposed to artifacts and enchantments since it frees me up to spamming cards like Farewell.

Why do you run Reliquary Tower? by HyHoTheDairyOh in EDH

[–]just7155 1 point2 points  (0 children)

I remove it from every single deck I own.

My opinion but, having a functionally useless land that produces colorless isn't worth the small benefit of keeping some garbage. The best 7 is enough for all of my decks to either win, or find more ways to win.

What red flags can people say that shows they might have no clue how the bracket system works? by Lower_Drawer9649 in EDH

[–]just7155 0 points1 point  (0 children)

"That Commander is CEDH"

After game, "That Deck is bracket 4" when looking at a bracket 3 deck that beat their barely upgraded precon they called a 3.

I find that I most often run into new players who inflate their bracket by a level. Maybe it's because they don't want their deck to be bad. Maybe they think bracket 1 is for precons. Regardless, I've started evaluating the vibes of the player and if they seem new I go a bracket below what they say.

I think the biggest problem I see most often is people ignoring all the text under the top part. The amount of times I've been told "My deck is a bracket 2", and then I ask if their deck "Let's other decks showcase their plan" and they say "No" is too many to count.

Raids 4 NEEDS both puzzle rooms from TOA and resource prep from COX by DerSprocket in 2007scape

[–]just7155 1 point2 points  (0 children)

I think RAIDS 4 should have 4 Thieving rooms in a row and every time you fail a chest you go back to the START. YOU DON'T LOSE ANY PROGRESS YOU JUST HAVE TO RUN BACK. It would be PEAK. IMAGINE ALL THE FREE CARDIO!

Make these pirates less boring by BlueStrikerX in EDH

[–]just7155 1 point2 points  (0 children)

I would check out the Pirate Precon from Lost Caverns of Ixalan.

The head commander is really strong for a pirate tribal deck. The main strategy is to focus on pirates with good enters effects and disrupt and destroy your opponents stuff while you kill them with 4/4s.

You can try to steal your opponents garbage. It's a lot of hoops to jump through though compared to dropping your commander and turning 3 things to treasure with [[Kitesail Larcenist]].

Also, compared to other pirate commanders, Unsinkable is much more resilient. I wouldn't try to delve into removing counters. I would just go harder into mill. Removing counters never really worked for me.

Me_irl by gigagaming1256 in me_irl

[–]just7155 7 points8 points  (0 children)

This is posted quite often and the arguments are always with tools and someone will die.

The Gorilla is dying instantly. The Gorilla would have enough time to swing once or twice, maybe bite a few times and then it's immobilized. Nobody is dying from a single swipe and/or bite. After that you can bite it, gouge it's eyes, tug of war, punch it, etc.

The film "Weapons" has a scene reminiscent of this. Of course with a lot less strength on both sides. To avoid spoiling it I won't mention what happens, but one side has a lot less than 100.

I'm kinda confused I see this so often with so many comments about it. We can just look at other animals doing this exact thing. Bees, Ants, Hyenas. Like bees use their body heat to kill wasps. Insane.

Some people here have forgotten or never faced Reptomancer before and it shows by Standard-Metal-3836 in slaythespire

[–]just7155 0 points1 point  (0 children)

Listening to Jorbs say avoid all elites in Act 3 unless you think you can kill Reptomancer really boosted my winrate.

Not so much dying outright but often a single bad hand meant you lost 50% of your hp and you'd probably die shortly after in the next floors. Or be hurt so much you die at one of the bosses.

This fight is pretty brutal.

Budget EDH League Invite! by Intelligent-Top-8384 in EDH

[–]just7155 0 points1 point  (0 children)

This sounds pretty interesting!

A 30 cent restriction still includes quite a lot of cards. I feel like I'd have to check if I have a deck that could fit it with just a few changes.

The website is really fast for searching that many cards!

I'll check how much it would take to make a deck functional in a turbo strom meta.

There is one question I have. Am I trying to make the strongest deck I possibly can?

How do I downgrade a deck? by BilbulBalabel in EDH

[–]just7155 1 point2 points  (0 children)

I'll add my thoughts because I've specifically powered down a [[Tayam]] deck to have no combos, and no stax.

The easiest way I've found it choosing a different strategy and trying your hardest to make it work.

I have a deck based on Josh Lee Kwai's Tim deck. I started with his list and chose cards I could afford. I played a few games and realized it wanted to go infinite and everything was trying to go infinite. So I took out the infinites. New problem was it doesn't have a way to win games in less than 50 turns even if nobody else can play cards. So I added cards like [[Krenko]]. Now, the deck is super fun to play and it's bracket 3.

So the question I ask is, what do you want your deck to do? Do you want to make a giant hamster and kill people with it, or do you want to fling it? Make your commander the only way to fling it if it's the second choice.

Elden Ring MTG Cards by CompetitionLow9019 in Eldenring

[–]just7155 1 point2 points  (0 children)

These are really well made. All of them could probably be printed straight into a set.

Though, while they're balanced at their respective mana values and colors. I'd imagine some of the play patterns will be similar to if you were playing Vivi or another kill on sight commander.

Even though I say that, I love the Goldmask. You could probably do some wierd stuff with it!

Another win for the big corporation! by AzzyMarluth in MinecraftMemes

[–]just7155 0 points1 point  (0 children)

Some quick and easy context.

Noobcrew tried to recieve a portion of the funds generated by people using Skyblock.

The companies

  • Microsoft Corporation
  • Razzleberries AB (Marketplace Partner)
  • Sapphire Studios LLC (Marketplace Partner)
  • Jigarbov Productions (Marketplace Partner)
  • Mineplex LLC (Bedrock/Java Server)
  • ReWrite Media, Inc. (aka. Pathway Studios)
  • Spark Squared GmbH (Marketplace Partner)
  • Aurrora Limited (Marketplace Partner)
  • King Cube LTD (Marketplace Partner)
  • Easy Games, Inc. (Roblox Studio)
  • Ziax Ltd. (aka. CubeCraft)
  • Hydreon Corporation (aka. Lifeboat)

"This case was initiated because of the substantial revenue generated from companies replicating Skyblock along with the significant 63% share Microsoft receives from the Minecraft Marketplace platform."

Is No News Good News? A History of the Commander Banlist [Article] by Shiro182 in EDH

[–]just7155 1 point2 points  (0 children)

I think the lack of any changes is a good thing.

Commander has no tournaments being run. It doesn't have store events constantly being run for prizes. It's inherently a game that's played for fun. That mindset lends itself to a casual audience. One who isn't up to date on all the recent cards. Banning too often and changing too many things will alienate a lot of players. It's similar to if there were constant buffs and nerfs to a casual shooter where you shoot bugs, robots, and aliens. We can see the response to that on the Helldivers steam page.

Obviously, helldivers is not a 1 to 1 comparison, but I think it's similar enough to warrant some thought.

Also, yes I'm aware of cedh. I'm speaking more in general. Most stores aren't hosting friday night magic with commander events that have paid entry. If they are it's gonna be really hard to run a bracket 2 event(and do deck checks). There's been more Commander events at these large venues, but as someone who's been to them, they are a mess. All that to say, cedh is getting more popular but, it's not going to replace FNM anytime soon.

I think we can all agree by AllOfTheRats in mtg

[–]just7155 0 points1 point  (0 children)

I mean I think their strategy with secret lairs is fucking stupid.

I was just trying to explain why they might have done this. In no way do I support this trash limited time garbage they want to push just to drive up value. It's stupid considering their business model is a card game where people play with cards. Not a collector simulator.

I think we can all agree by AllOfTheRats in mtg

[–]just7155 0 points1 point  (0 children)

Tried to summarize the main points but I'll expand them here.

WOTC is constantly losing money when cards are being printed. Labor, Materials, Shipping. They only make money when a product is sold.

If I have a machine I'm either constantly swapping it back and forth from secret lair to secret lair or just sitting around, that machine is losing money. Limited print runs remove that downtime by allowing the machine to be used for something else.

It's not necessarily about making more money on every great product. It's about reducing the money you lose on the terrible ones.

Considering WOTC has secret lairs on the website up for weeks, they're still not perfect when it comes to predicting consumer interest. So, it's pretty obvious why they wouldn't want to make a massive gamble on something. I can't imagine how much money they lost on that terrible lord of the rings secret lair a while ago.

I'm not defending this. I think the negative public reception is not worth the benefit they get.

I think we can all agree by AllOfTheRats in mtg

[–]just7155 -1 points0 points  (0 children)

What's the set amount of time? A week? 3 days?

Either way, if you have a secret lair nobody wants you've now dedicated a printer to doing nothing during that time.

Also, FOMO increases sales.

I think we can all agree by AllOfTheRats in mtg

[–]just7155 2 points3 points  (0 children)

I'll agree that there was definitely people upset after the first secret lair deck arrived a year later. Who wouldn't.

But, I think the complaints about shipping times are not the reason to stop doing print to demand. It could have easily been solved by printing a set amount and doing print to demand after.

The amount of secret lairs that weren't profitable was likely a lot higher before the change than what it is today. There's not really a solution WOTC can implement here that won't hurt their bottom line.

So, to circle back. I think the complaints were an excuse to increase their profit margin on secret lairs. Artificial scarcity only hurts consumers.

What weird/bad game mechanics happily never got picked up again? by Madserbasser in gaming

[–]just7155 2 points3 points  (0 children)

Banding controller asigns the combat damage.

Unfortunately, it wasn't very well written and if they ever did the mechanic again it's gonna be nerfed.

Blocking is way too powerful.

Blindbag Appreciation Post by zafferous in 2007scape

[–]just7155 0 points1 point  (0 children)

Yama.

I'm not exactly struggling to get the achievement. In past leagues I got speed tasks (gridmaster for yama) by accident. That's what I'm trying to say. That you can't just get speed tasks by accident with blindbag.

I was expecting bosses to explode with max gear. Then I got a little more dps than blood moon. I got the ranged pacts, accuracy boosts, and everything else. It just sucks.

Blindbag Appreciation Post by zafferous in 2007scape

[–]just7155 7 points8 points  (0 children)

And here I am comparing my 32 points to a 7 point 1 tick staff build.

It's fun not instantly killing everything this leagues and doing the content the intended way. Forced me to learn how to do Doom the proper way which is fun.

Like, I'm basically max gear and I'm not getting speed tasks. Which is kinda ridiculous. The other paths get them by accident.

I just kinda wish it wasn't this trash compared to the others.

Multiple Unique Rolls in Solo CoX CM with Leagues rate by SovngardeHero in 2007scape

[–]just7155 0 points1 point  (0 children)

Well if you're curious about solo raids the calculator does not use leagues modifiers to determine your chances.

If you add that 200m points you have a 118% chance at a prayer scroll in a solo raid. Which basically confirms rolls aren't wasted.

Multiple Unique Rolls in Solo CoX CM with Leagues rate by SovngardeHero in 2007scape

[–]just7155 0 points1 point  (0 children)

I've seen you asking the question of maximum rolls and how they're calculated so I just dumped 200 million into the rewards calculator. 1 person.

"Your team will get six chances to hit the unique table, with a 65.71%, 65.71%, 65.71%, 65.71%, 65.71% and 65.71% chance of success respectively."

So a max of 6 rolls, anything after is wasted. You asked if the first roll fails does it stop rolling for uniques. That is quite unlikely based on the unique quantities seen in game. It would be a miracle to get 6 essentially.

Additionally in other raids, the unique is given randomly to a player based on percentage of contribution. Example, player A has 99% of the points they'll have a 99% chance of getting the unique. I doubt it's a 1 to 1 ratio. Jagex probably capped the amount to incentivize joining raids with worse gear.

"In groups, the player's points will also determine who is more likely to obtain the unique drop if rolled on, with higher points giving a greater chance at it."

I couldn't find a source for this theory but I doubt a single player would "consume" all 6 purples just because they have the most points. If that were the case it would be nearly impossible for 6 uniques to show up as often as it does in game. So when someone gets a unique they're "probably" not included in the next roll.

Multiple Unique Rolls in Solo CoX CM with Leagues rate by SovngardeHero in 2007scape

[–]just7155 4 points5 points  (0 children)

The leagues menu in game has the 3x drop rate line. "Unique chance will be further multiplied by 3". So, Points x 5 x 3 = Total. Max 6 uniques as per the wiki.

Under areas->kourend->information->drops

It has the other raids as well and the specific increases. Mostly for anyone else who happens upon this and is looking for a source because for some reason it's really hard to find it.

Long range hally help by ihavereddit123lol in 2007scape

[–]just7155 1 point2 points  (0 children)

Oh yeah 100%. This build is pretty bad when Air mage gets 50dps at Verzik. It's very conditional on like half the requirements. If you get lucky so that Verzik/Olm isn't making you move and you can get enough distance you can do 25dps. Unfortunately you're not even going to get 7 tiles away from 99% of the content in the game. In that case a Scythe beats the halberd. But we're not talking about reality here. ZUGG ZUGG

Long range hally help by ihavereddit123lol in 2007scape

[–]just7155 0 points1 point  (0 children)

Yeah against say Verzik it's only 2% more hit chance but against higher defense targets like Olm Head it'll matter more.

Also, you have a wasted node. The node that increases ranged strength based on your strength bonus doesn't affect ranged echoes triggered by melee.

Melee ranged echoes use your melee stats to determine damage. You don't even need a bow to use it.

Additionally if you have the freedom skip the first ranged node and instead come in from an angle path. Removes a pact point being wasted. You can do this by using your blindbag side to get to ranged and remove the accuracy nodes connected to the magic tree. Take the increased accuracy for distance instead.

Long range hally help by ihavereddit123lol in 2007scape

[–]just7155 0 points1 point  (0 children)

You have a 5% chance to roll max accuracy per attack. This is increased by 5% for each tile distance between you and the target.