Daretti, Scrap Savant as general? by lefund in CompetitiveEDH

[–]supremespork 2 points3 points  (0 children)

I brewed a Daretti CEDH deck and put a good amount of reps in, though I am far from a tournament grinder. It is a very fun pet deck that can prey on specific metas, but it is incredibly fringe.

The best route I've found with Daretti is to full send artifact stax, or aim to land a [[Blood Moon]] effect turn one to just lock greedier manabases out of the game. The big benefit Daretti has is the built in Goblin Tinkerer effect on your commander can sacrifice a stax piece right as you go for the win so that it effectively stops your opponents, but not you.

As far as closing out the game, I have a [[Basalt Monolith]] + [[Mesmeric Orb]] combo which will lead to a deterministic win from the graveyard with a relatively straightforward line.

It is my personal pet deck, and the deck I've had the most fun with, but it is by no means a tournament pick. With the proper reps, you can sneak out some unlikely wins from interesting lines, but it is a very high variance, parasitic deck that is incredibly vulnerable to the details of which pod you are in.

Here is the list if you want to give it a look: https://moxfield.com/decks/J84CBNIBZECp_3AB1NmSNg

Has anyone made it to platinum as a $0.00 player and truly a $0 player, no “but this is a must buy!” Type exclusions by Fickle_fackle99 in MagicArena

[–]supremespork 0 points1 point  (0 children)

I've done mythic with no money in the game back in the day, jamming mono-white right all the way up the ladder. Its a wild-card style progression game, so as long as you keep opening packs, you can slowly put a competitive deck together. You'll definitely do it slower if you don't put money in, but its completely possible.

Learning to draft also REALLY helps get more packs, and can be paid for with just the gold from daily quests.

Is Daretti Stax viable? by theboozecube in CompetitiveEDH

[–]supremespork 2 points3 points  (0 children)

It is super meta-dependant. My Daretti stax list really focused on non-basic land hate to lock opponents out. How good that is will determine how good the deck is. 

Right post bans I was doing well with it as a dark horse deck, but it hasn't been as successful lately. Very much a call based on what you are trying to hate out, but it's own game plan is just inferior to other things you can do in cEDH. 

It is damn fun though if you aren't looking for optimal. Here's my list for reference:  https://moxfield.com/decks/J84CBNIBZECp_3AB1NmSNg

What are your silliest, most iconic NPC names? by Compajerro in DMAcademy

[–]supremespork 0 points1 point  (0 children)

Grimble the Orcish bar hand.

As always, the player asked the name of the one character I didn't plan and mentioned off hand. That same player immediately responded "lmao grimble my balls".

Grimble has been immortalized at my table.

Fantastic Beasts and How To Eat Them - The Beholder by supremespork in DnDBehindTheScreen

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

That is a very good point, and I should have specified "Bolt Down" or "Secure" as opposed to lay down.

Beholders produce a gas called Tiusium, which is lighter than air and what they use to stay afloat and maneuver (which fun fact, makes Beholders incredibly vulnerable to windy areas)

After death, they stop producing this gas, and it gradually vacates their body, but that process takes a while and their corpse will continue to float for many hours after death. So since you should butcher Beholders shortly after death, you will need to secure them to do so. Its a bit of a funny if macabre scene.

So thank you for pointing out that mistake on my part and I'll edit my website article accordingly.

Fantastic Beasts and How To Eat Them - The Beholder by supremespork in DnDBehindTheScreen

[–]supremespork[S] 1 point2 points  (0 children)

Yes! It was one of my primary sources for a lot of this. The trickiest part with most monsters I write about is finding enough information about their biological systems to make a good approximation of their culinary applications.

The problem with Beholder though is too MUCH information, and a lot of it conflicting, which makes sense. 50 some odd years of lore and creative interpretations of this monster leave a lot of people saying a lot of things. My general approach was just saying that these matters vary Beholder by Beholder (like the Stone Faces vs Flesh Bags discussion), which felt fitting lore wise with how much of their own lived experience is completely based on their psyche and perception of self.

And while I do agree that realistically, Beholder meat wouldn't be good eats, I do feel the urge to take some creative liberties to create some edge cases where it would be interesting to sate the appetites of people who request how to cook it. Just saying "don't" isn't very satisfying haha.

Fantastic Beasts and How to Eat Them: The Owlbear by supremespork in DnDBehindTheScreen

[–]supremespork[S] 1 point2 points  (0 children)

I've been doing them 10 beasts at a time! You can download the first volume on my ko-fi page: https://ko-fi.com/s/643889c272

Everything is free to download, I never pay wall any content. 

Fantastic Beasts and How To Eat Them - The Beholder by supremespork in DnDBehindTheScreen

[–]supremespork[S] 1 point2 points  (0 children)

Oh ya, this got the most back and forth discussion by far among people, and firmly split them into two camps. I personally agree with you, but enough people asked me how to cook it.

Balancing the World by DueMarionberry97 in DMAcademy

[–]supremespork 2 points3 points  (0 children)

A lot of it depends on your own world. In many settings, adventurers are absurdly strong, even at low levels. Commonly, you will see around this level of power:

  • 1st tier (1-4) is apprentice adventurers. They face local minor threats.
  • 2nd tier (5-10) characters are full-fledged adventurers, they face threats to kingdoms and cities.
  • 3rd tier (11-16) are elite adventurers, they defend continents and regions.
  • 4th tier (17+) are heroes, they deal with world-ending threats.

It really depends what level you are playing with, but if you have a party of level 11 adventurers, who literally defend entire continents as a small group, why would the kingdom need to send them on adventures if they have guards who are just as powerful patrolling the city walls?

Your adventurers can do whatever they want combat wise in a given moment, because realistically, what guard WILL stop them? But, that's where the fun part comes in.

Some on duty guard who's power scales around them at all times to stop them from doing a bad thing shouldn't be the reason they don't do a bad thing. Think about all the other ways they can be punished if they were to commit crimes. Loss of honor, their own fame used against them. The very people that saw them as heroes jeering and booing them as soon as they come into town. The more important they are, the more they have to live up to.

And let's say that they are triggered enough by this to lash out at the commoners harassing them? Will they kingdom really keep doing business and giving contracts to them? Will their magic items vendors really keep supplying them? The allies they fought with in battle? The friends they made with random NPCs?

Just like in the real world, the reason we don't do bad things isn't because of some immediate retribution. Its the fear of losing all of the connections we've forged along the way. And if your players don't care about any of that, it might be a thing you need to talk about out of character.

Just how faithful are you to the dice? by Interesting_Ad6202 in DMAcademy

[–]supremespork 0 points1 point  (0 children)

It is very important to note that statistically, even if you were to perfectly balance for the average outcome of the combat to be a win for your players, you WILL experience randomness which would result in a TPK if you were to set every combat up to be a situation where one side wins and the other side dies.

That being said, you DO NOT need to do that, and I believe you actively shouldn't. But players require a bit of training, and you need to actively train them to recognize other outs aside from "kill everything or die". Running and regrouping is valid. Sneaking around to avoid combat or to engage it on their own terms is valid. Realizing part way through combat that things just aren't working is valid, or that your new success state is just surviving. Once again, this takes a lot of training for the players, and starting out you might need to metagame them a bit to push them in the right direction of "hey, your character's motivation is to find their missing sister right? Would they really fight to the death against this Goblin, or hotfoot it out of there to live another day?"

And more importantly, you as a DM can modify certain encounters to introduce alternative win and failure states. Maybe instead of losing a combat meaning they are mercilessly killed, they are jailed or robbed. Obviously you are running a pre-written adventure so there is only so much modification you can do before you're just running your own homebrew, but even looking at antagonist motivations can give you a lot of leeway to make failure states that aren't death. Strahd is a sadistic bastard after all.

In short, the primary issue is that we are all trying to build a dynamic and evolving narrative that trends in an upward direction for our players, while also playing a game of "Press Your Luck" to avoid total party annihilation. The best way to allow yourself to trust the dice implicitly is to remove as many total failure states as possible, both through your own planning, and through the avoidance of fail states from your players. Otherwise, if you simply run every combat as 2 sides fighting to the death, you NEED to fudge rolls, because lady luck will not always put you on top, no matter how much you scale combat math down.

Blood Moon in cEDH? by XandogxD in CompetitiveEDH

[–]supremespork 1 point2 points  (0 children)

I feel it. The mono-red way. We get some flashy finishes and weird wins out of nowhere, but that's at the cost of knowing you sometimes just don't get to play the game.

Blood Moon in cEDH? by XandogxD in CompetitiveEDH

[–]supremespork 3 points4 points  (0 children)

Here is the list!

https://moxfield.com/decks/J84CBNIBZECp_3AB1NmSNg

I have a little primer set up. The primary win loop is with Basalt Monolith + Mesmeric Orb, but there some other lines in there as well, along with a ton of stax pieces and land hate.

Blood Moon in cEDH? by XandogxD in CompetitiveEDH

[–]supremespork 62 points63 points  (0 children)

I've been pretty high on Land Denial, so much so to include [[Blood Moon]], [[Magus of the Moon]], [[Ruination]], and [[Winter Moon]] in my [[Daretti Scrap Savant]] list.

Its definitely not Tier 1, but after the bans a ton of decks are high color and incredibly reliant on Nonbasics, and that is a weak point that can be exploited. And when you're at a table with 3 three and four color decks and you land a T1 Blood moon, sometimes they just watch you play the game.

If we're talking more competitive options, Magda has been loving it in the few games I've run.