u/ConstantCaprice
ConstantCaprice
ConstantCaprice
The first time I went out of my way to get the page it also took me three hours in a single run. By that time, enemies across the entire level were spontaneously disappearing as soon as they spawned, so my first attempt at the secret boss was watching each of the phases begin and end in a couple of seconds. Pure ass.
I think I’ve incidentally had the sacrifice page maybe twice ever before that and I didn’t know how it worked since I was avoiding spoilers. It feels like I end up with the shitty cloaking one at least twice a run.
I really hope they rework the requirement to just be like, doing it in a single run opens the door forever or something.
ConstantCaprice
Gesture of the Drowned/Fuel Cells in large amounts and Disposable Missile Launcher are the closest I think I’ve ever felt to the game 100% playing itself.
More reasonable item combos are less about cracked synergies and more about making sure fundamentals are accounted for.
You need movement. It’s crucial. Goat Hoofs, Energy Drink, Wax Quails, Feathers, Antlers… these are super important to get around the map quickly and get the heck out of bad situations.
You need to survive. Healing is good at stopping bits and pieces of damage from adding up, ideally you want enough items to be at full health pretty much whenever you want to be, but often you’ll die in a second from full later on in the game if you’re not careful. Something like Safer Spaces is pretty broken for this reason, but mobility and dodging is all you can do against this without busted unrealistic tank synergies like Rejuvenation Rack/Aegis with constant offensive healing from Scythe/Crits.
Offensively, if you attack a lot you’ll want to get proc items like tri-tip daggers, missiles... anything that happens when you hit an enemy. If you attack less but hit hard, you’ll want items that say they scale on TOTAL damage, like Kjaro/Runald bands. Some characters can do both pretty well, and some items like missiles kind of fit both categories.
ConstantCaprice
I hate when the terms “commander” and “legendary creature” are used interchangeably like this.
ConstantCaprice
[[Grozoth]]
I just think he’s neat, and there’s a fun new 9 drop about twice a year or so to add to the package.
ConstantCaprice
[[Great Unclean One]]
Dunno what it is about this guy, but people cannot abide it getting to sit around for its second trigger.
I tend to put it in any deck that expects a disparity in life totals just to have a bit of board presence, so lifegain and group slug, and despite not offering terrific synergy with either it simply MUST die.
I understand that, theoretically, it might be an almost significant clock when combined with some [[Impact Tremors]] or [[Soul Warden]] style effects but those don’t need to be present (or even in the deck at all!) for it to be public enemy #1.
ConstantCaprice
The [[No Mercy]] from the Marvel source arts is so awful for this that it is briefly funny before dropping directly into a deep kind of depressing. The kind that could spontaneously create a UB hater out of the most mild-mannered consumer.
ConstantCaprice
[[Taii Wakeen]] makes all the numerical damage removal spells very desirable since she can tweak them to whatever you want and make them cantrip at the very least.
Draft bulk like [[Fear, Fire, Foes]] can blow someone out and draw a full grip.
ConstantCaprice
The only faction with enough distinction in potential classes with distinct personalities whilst also having enough practical crossover in gear to work like current Darktide (including the liberal reuse of vermintide mechanics) is Eldar of all varieties working together.
Tau are too mechanized. Orks are too one-note. Chaos is too underdeveloped outside of marines. Necrons and tyranids lack personality at the player character level.
Meanwhile, there are at least 7 classes of Eldar with a distinct niche and room for multiple personalities that I can think of off the top of my head.
Autarch: The “veteran” equivalent that has the most initial weapon variety and leadership based powers.
Warlock: the dedicated “psyker” class.
Harlequin: the speedy melee “zealot” class with a few unique weapons.
Dracon: The Drukari rep with their racial weapons and power from pain style abilities.
Wytch: The “hive ganger” crackhead.
Corsair: the blank slate class with an open skill tree that can use a bit of everything.
Exodite: the “dog” class.
ConstantCaprice
If you’re making a lot of treasure, [[Depthshaker Titan]] or [[Craterclaw Behemoth]].
ConstantCaprice
You believe incorrectly; dying is just shorthand for going to the graveyard. A replacement effect that causes cards to be exiled instead means they never touch the grave. Triggers like [[Mimic Vat]] cause things to be exiled only after they die, so death triggers would still occur.
ConstantCaprice
You’ve received multiple correct answers but the next question is what can you do about it?
Because it’s a trigger (not a replacement effect) there is a window of response wherein choices can be made concerning how you stack triggers, such as [[Nightmare Shepherd]], or activate grave hate, such as [[Ghost Vacuum]]. Edea will trigger, but she cannot return things that aren’t there anymore (or are being otherwise prevented from returning, like with [[Grafdiggers Cage]]). There’s no condition on her drawing you a card though, so that will always happen so long as they hit the grave.
Replacement effects like [[Dauthi Voidwalker]] will prevent Edea’s trigger entirely, so no card draw and no return at all.
ConstantCaprice
“Much better” in an exceptional stretch. What everyone wants out of forcing infect here is only “new” because it’s too awful to seriously consider doing and Ingris does not change this.
People who want to scale terrible infect creatures for commander should try mutate.
ConstantCaprice
Homogenized is right, I swear every new datasheet is just lousy with identical ways to re-roll dice and inflict D3 mortal wounds.
As a game it’s just uninspired and boring now.
ConstantCaprice
Goblins. Rats. Faeries. Even Eldrazi from [[Glimpse the Impossible]]. Goblins don’t provide enough on their own but they’re a big part of it.
ConstantCaprice
I’m still wanting to try a few different approaches.
So far the unambiguous best successes have been tokens into Ingris into damage multiplier and keeping the curve super low, but I’m not a huge fan of how hard the famine hits when you’re not feasting. Honestly though, this is probably just the nature of her as a commander… she’s cheap and killy and so is her deck. If I were to stop testing now, this is what I’d settle for.
The next step is to try a full blown aristocrats shell and see if Ingris adds enough value on her own by making the combat phase worthwhile. Several aspects of this have shown some promise: [[grave pact]], [[tombstone stairwell]], [[Chthonian Nightmare]]… but these were incidental to the maximum burn strat.
ConstantCaprice
It’s not a singular experience, and there are degrees in every presentation.
Broadly though, there’s a difference in perception that is characterized as delusions. This can include sensations, sudden beliefs, or a sensory abnormality like auditory or visual hallucinations.
These are impacted by the individual’s insight into their own condition. Someone with low insight is experiencing everything as though it was completely real and has no chance to distinguish what is quantifiably unreal from their experience.
Someone with high insight may still experience a lot of paranoia or hallucinations but has some capacity to understand that this might be limited to their experience and thereafter tune out some of the otherwise distressing hallucinations.
Medication is often the first and only way many people are treated as it has good outcomes in restoring insight and reducing symptoms, but stress is a major factor in many schizophrenic onsets and lapses so having a reliable support network and certain kinds of therapy are also very helpful. People suffering the condition are often treated as volatile or irrecoverably “crazy” without much concern given to the feedback loop of stress that attitude creates.
ConstantCaprice
This is very incorrect. The entirety of peer will resolve before a single Orcish Bowmasters trigger enters the stack.
ConstantCaprice
It’s not fucking infect that’s for sure. The number of playable infect creatures in the colours doesn’t even reach double digits. People will say how strong it is and then show you one of the most embarrassing decklists ever.
I’ve been testing her out a bit recently at bracket 3 and I’ve had a few key takeaways:
Stingerquill has the monolithic commander problem depending on your synergy pieces. Stuff like [[Master of Barbs]] or [[Wildfire Elemental]] are stone useless without her and very good with her, so she’s the obvious fail point. [[Impact tremors]] effects are a solid backup, because…
She’s essentially another multiplier burn commander like [[Ojer Axonil]], but she provides the other side of the equation. You want things that multiply your non-combat damage in order to rapidly scale hard enough that your piddly little aggro strat can actually decisively kill the table. Stingerquill turns every body into another ping source, so generally token makers that can contribute a few of these cheaply are more valuable for the math than single-body cheap unblockables.
She kind of needs to go fast but she’s very vulnerable. I experimented with including recovery options and more interaction, but the issue became that curving out through little guys towards a 4 mana multiplier for a fat swing on turn 5 or 6 was the only way to compete with the value of average midrange decks, and adding any recovery made this both more inconsistent and too slow to really compete if it needed to be used. Edicts were pretty good because they are disproportionately disruptive to the kind of decks that are racing Stinger and often open up easy attacks.
So, the strongest strat depends on what you can get away with. If you commit to go-wide aggro, you can very consistently assemble a turn 6 win provided no one expects you to scale that quickly. Alternatively, if you go for a more aristocrats approach then you are much slower but less likely to attract or care about a blowout; and Stingerquill still adds reasonable damage if you swing with your lil shitters before they were going to die anyway.
Strangely enough, she’s very similar to [[Hope Esthiem]] in that the best way to play her involves single enormous bursts of damage and any incremental strategy is essentially doomed to be simultaneously too slow and look threatening enough that the table will kill you even though what you’re doing is far worse than it appears.
ConstantCaprice
I know right!
The people who are miserable playing commander because stuff happens that they don’t like would be utterly awful to play boardgames with because the problem has nothing to do with the medium.
ConstantCaprice
If [[Ardyn]] is any indication… no. 8 mana is stupid slow.
ConstantCaprice
I don’t think you tried to google this at all.
ConstantCaprice
Praising the art and all I can think of is Rev’s messed-up hand.
I’d love to see a non-anime Evereth.
ConstantCaprice
In my testing so far, there has generally been one weak board that you can push into long enough to burn the whole table down to a point where your final attack doesn’t need survivors. A Voltron player. A spellslinger. Someone playing early dorks. I ran a few cheap edicts that can help to create these conditions.
If that’s still not the case, I’ve gotten the win by simply building without attacking and then going for one or two huge attacks bolstered by things like [[Ojer Axonil]] or [[Torture Pit]]. It’s often pretty trivial to end up dealing 20-30 damage before they even start to block.
With enough dual lands Ingris curves nicely into [[Grave Pact]] which is a pretty good deterrent in both directions, especially since it’s common to have a few non-combatants per turn provided you’re not granting haste.
All in all though, you can generally just take the crackback. It should be significantly slower than what you can manage without disruption.
ConstantCaprice
There’s precious little other attack triggers to justify the card usually, let alone ones that are that far up the curve.
I can see the argument for several potential inclusions, like [[Krenko, Tin Street Kingpin]] and [[Sinkhole Surveyor]] yet these are frequently absent from the lists with ascension. I think I can presume people might be misreading the interaction.
One beacon could hack all three of these shrines if placed carefully.