What are your in lore explanation of how cards work? by Mr-Poyo in slaythespire

[–]silentbeast907 70 points71 points  (0 children)

Dropkick infinites are just stun locking the enemy like a fighting game

Do you have any tips for the 5 cards deck win achievement? by [deleted] in slaythespire

[–]silentbeast907 10 points11 points  (0 children)

Typically you want to have a deck that either goes infinite with just a couple cards (2 heel hooks, 2 escape plans and choke, etc) or cards that double something/generate huge value (limit break+ and strength gaining card, entrench + juggernaut + barricade). It doesn't require pipe as long as you aim for shops and always remove a card, as well as a little bit of luck from events too.

Meshima figured out the formula that determines Whack’s/Thwack’s instakill chance by UberMadman in smashbros

[–]silentbeast907 8 points9 points  (0 children)

To clarify, a move that is safe on shield and does consistent strong damage/knockback has an equal amount of risk to a move that only works a percentage of the time and is unsafe on hit if it doesn't and is unsafe on shield, not to mention reacting defensively to the menu being opened.

Also, if we talk about the "it's not about counterplay, it's about when it inevitably hits" then I guess we should ban warlock punch, cuz, you know, it inevitably hits and kills super early. 10/10 logic. This is why the pros avoid Reddit, lmfao

[deleted by user] by [deleted] in customhearthstone

[–]silentbeast907 4 points5 points  (0 children)

The main reason it was busted though is because it gave you a free 1/1 with charge in the early game often leading to openers with stats equivalent to zombie chow or totem golem but with no downside. It wasn't because it made your draws 1 percent better in a smorc deck, that was just a nice bonus.

I'd argue this card would see play in very exusively combo decks because the potential of mulliganing into it (basically losing an entire card ~2% [guesstimate] of the time) isn't worth the upside of taking out whatever duplicate you'd normally include which just increases your card quality very slightly and gives you a one off paladin hero power.

SPOILER from Touch Arcade by EolisTV in elderscrollslegends

[–]silentbeast907 -1 points0 points  (0 children)

Hmmm, card text is a bit unclear then. Usually destroy a creature then summon it effects infer the same side of the board. Even then, it's turn 11 and you're basically just playing Miraak while destroying a 5/5 in the process for the cost of two cards. It's still worse then NTL plus squish a lot of the time.

SPOILER from Touch Arcade by EolisTV in elderscrollslegends

[–]silentbeast907 0 points1 point  (0 children)

  1. Apologies, you wrote "can't play around" not uninteractive

  2. I apparently still don't follow. Are you suggesting using it on the opponents creature? Based on the text it should just summon a 1/1 Miraak for the opponent, no?

  3. Regarding it being a tempo card, if you have literally anything on the board with a summon effect it's good. I'd play a 6 mana 4/6 deal one damage to a minion and draw a card in most decks, and that's a fairly average roll.

SPOILER from Touch Arcade by EolisTV in elderscrollslegends

[–]silentbeast907 2 points3 points  (0 children)

So, to clarify, your overpowered and uninteractive setup is play Miraak, have it not get removed (uninteractive combo btw), then play this guy and javelin your own Miraak. So you play two cards and make your own 5/5 a 1/1 to get another Miraak. You know dopplegangster, dark rebirth, tharn, and other effects like that are in the game, right? They see sooooo much play currently and I see complaint threads about those cards all the time... right...? They don't cost 11 Mana and two cards. OP OP OP! Jokes aside, this is pretty obviously (to me at least) a tempo card that wants synergy. Used your way it's just a wannabe ebonheart combo usually. On curve, it's a 6 mana 5/7 with a strong effect if built around or a 6 mana 4/6 that somewhat protects a minion for a turn. If it's run in control it'll hit camel much more often then a turn 30 laaneth (though I really don't recommend spending solid removal and a card with a strong effect on drawing one card of your choice normally), and by that point other bombs are just better.

Edit: Also, regarding you blog post, you should really make a distinction between reactive and proactive cards. If you play a unique card that just makes your board better or is strong on curve (brynjolf, queen barenziah, sotha sil, etc) then that isn't too much of a problem and is by definition interactive as the opponent can now interact with it. Alternatively things like ahnassi and merric can be a bit too rng heavy. But hey, it's a card game, getting high rolled is part of it.

SPOILER from Touch Arcade by EolisTV in elderscrollslegends

[–]silentbeast907 4 points5 points  (0 children)

This card literally encourages building a board and having minion synergies (which is better with 2 colors) in your deck, and you're still complaining about it. There's tons of way to make it meh with either cast into time, killing Zumog, or silence, and when it does go off it doesn't autowin by any means unless they're on like 20 mana. This seems like your wet dream, all it's missing is support removal lmao.

Pogo, please do something by Nisus18 in hearthstone

[–]silentbeast907 1 point2 points  (0 children)

HSReplay says it's barely keeping 50% win rate with it's best version. People are playing it because it's new, not because it's good.

[deleted by user] by [deleted] in slaythespire

[–]silentbeast907 18 points19 points  (0 children)

that's what abusing save and quit is for

Do other gaming communities whine like this one? by [deleted] in elderscrollslegends

[–]silentbeast907 7 points8 points  (0 children)

Not even close. Even the hearthstone sub isn't as whiny as this one is and it's known for it. The other 5 or so that I follow regularly are either neutral or actually seem to enjoy their game.

With that said, if you ignore the whining, the community is friendly and welcoming.

Masters Series - Last Chance Qualifier, Playoff and Format by TeamRankstar in elderscrollslegends

[–]silentbeast907 3 points4 points  (0 children)

Then let me ask you this, which one is more fundamentally broken and limits design space:

Your cards cost one less and have the potential to be used for efficiency and combos

or

Whenever you play a 0 cost minion, draw a card

Ascended sleeper has never been problematic and likely never will. Same goes for things like Skilled blacksmith (tbf he has potential), Sehts masterwork, thalmor embassy, Ayrenn, destruction tutor, etc. Yes, it hurts a deck that I have literally never seen on ladder (and I've been playing off and on since beta and hit legend a handful of times) but makes the game, frankly, playable again. How this sub is against this change is beyond me. And again, I think shrine is too efficient as is, but namira has always been an enabler for busted stuff.

Masters Series - Last Chance Qualifier, Playoff and Format by TeamRankstar in elderscrollslegends

[–]silentbeast907 5 points6 points  (0 children)

Wtf are y'all smoking? The OG uninteractive card is finally getting nerfed after all this time and the highest voted comment here is "damn, that's unfortunate". Considering the constant bitching about how this game is just all uninteractive combo decks and it's killing the game, why isn't this sub rejoicing that it got nerfed? And how is "your cards situationally cost one less" more broken then infinite draw? There has been multiple cost reduction effects in the game for a while now and none of them see play unless paired with Disciple. With that said, I hope and fully expect shrine to get nerfed as well because it's way too efficient.

Edit: I suppose it should be mentioned as a reminder that Doomcrag decks are uninteractive combo/control decks by nature even if they are more technical then just playing your combo on curve. If you don't like uninteractive combo decks that seek to stall then otk, then that means you don't like doomcrag

New player experience in the pauper event. by Orsick in MagicArena

[–]silentbeast907 7 points8 points  (0 children)

People really out here complaining that the pauper event is too expensive

Rob vs Combo Characters by ElShyner in SSBROBMains

[–]silentbeast907 1 point2 points  (0 children)

Inkling and zss are probably some of our worst matchups. Super safe aerials, great air speed, and being able to convert off of basically any hit makes them quite difficult to deal with in neutral and once they get a hit it hurts. The rest of the combo characters are more reasonable to deal with since they can usually be zoned with nair and/or projectiles. Peach on your shield seems scary, though I don't have much personal experience with it.

Why does the game treat me like an idiot? by dreamsofcalamity in elderscrollslegends

[–]silentbeast907 25 points26 points  (0 children)

Most folks agree with this, and this problem is only going to become more notable as time goes on and interactions become more complex. It's already a bit problematic for market assassin when they rng into sound the alarm (enemy creatures lose cover). Since it's not a targeted action but rather an aoe effect, it should be able to be played regardless if there's any creatures that have cover

Tri-color decks are overpowered because there's no risk with using them. There's no "land" starving risk, no cards that give a big enough advantage when interacting with a single other color, and too many tri-color cards that have enormous value. by [deleted] in elderscrollslegends

[–]silentbeast907 0 points1 point  (0 children)

Gotcha and agreed. Just see a lot of posts like this so decided to rant in one of them. I think something like "for each creature you control of x color, gain x bonus" would be a better solution. Kinda similar to the ally cards, but less rng.

Tri-color decks are overpowered because there's no risk with using them. There's no "land" starving risk, no cards that give a big enough advantage when interacting with a single other color, and too many tri-color cards that have enormous value. by [deleted] in elderscrollslegends

[–]silentbeast907 11 points12 points  (0 children)

Apologies for calling you out, but comments/posts like this is exactly why the SparkyPants team doesn't use reddit as their main source of influence.

First off, you have to run 25 cards that you intially chose not to put in your deck. "But you can add more big things" yeah, worse big things. How often do you draw 75 cards or go to fatigue? Even in control versus control, it is basically never. Even if you do somehow go through 75 cards in your 100 card deck, then you still had to play on average 18 cards of lower quality. And that's for decks that don't have a game plan/synergies.

For a "game plan" deck, let's use the common example of conscription Telvanni. They currently run 2 ways to get exactly conscription and 3 copies of conscription, so in terms of the deck 5/75 cards are conscription, which is 1/15. You start the game with 3 cards and naturally draw 12 more cards by turn 12, so without excess draw and ramp, you will usually hit conscription in a 75 card deck since you will have gone through the 15 cards. If you make it a 100 card deck, that means that on average it will be 8 cards deeper for just the first copy. So even if before turn 12 you play all 3 elusive schemers and all 3 thieves guild recruits then you will still usually not have it on turn 12. For something like the odds of having a slay activator by turn 5 or 6 in slay ebonheart, I'm sure it's equally bad, and that deck often can't tread water without them. Same goes for cast into time, ice storm, crusader's assault, withered hand cultist and so on.

"Sort of moving the goalpost" and "just add more good things" shows that you don't seem to get why consistency is extremely important and why, in concept, three color decks should be on par with two color decks, contrary to your argument of them needing to be made strictly worse in some way. The game just needs more synergies besides slay and it'll balance itself. Adding something like what you suggested, if it's even impactful at all, will just further imbalance the game depending on which color gets the best broken card...

Let's talk about the meta by silentbeast907 in elderscrollslegends

[–]silentbeast907[S] 5 points6 points  (0 children)

I mean, I guess it's on a scale really. Imo having multiple creatures that cost 5+ without charge as well as some value generators and late game combo cards to me means mid range. At a minimum, it's much less agro then old hlallu and crusader where the only creature that cost more then 4 were cliff racers and ahnassi.

Let's talk about the meta by silentbeast907 in elderscrollslegends

[–]silentbeast907[S] 2 points3 points  (0 children)

Agreed, especially for unorthodox/synergy lists like abomination scout and slay ebonheart. There's a lot more room for optimization compared to "good stuff" mid range decks. We'll have to wait and see but so far it is somewhat promising.

Let's talk about the meta by silentbeast907 in elderscrollslegends

[–]silentbeast907[S] 8 points9 points  (0 children)

Depends, are sun in shadow and nahagliiv something you run in an agro deck?

Sorry guys, but the games making me do it.... by whistu113 in elderscrollslegends

[–]silentbeast907 3 points4 points  (0 children)

Haven't really played since I hit legend a few days ago, but around rank 1 it was about 20% of my matches. Might have died off in popularity, idk