▲ 6 r/MHGU

Understanding hunt times and weapon RAW

Hi!

Just got into HR with my buddy and I’m working through some LR village while I grind for parts and progression. I’m a little stumped looking at weapon damage values though as LBG.

As an example, I currently have a few LBGs I swap between but my favorite so far is the Khezu Syringe. It’s at 140 raw, I currently have fast reload and low recoil. It feels good across the clip sizes and how I like to quickly swap ammo based on angle and distance (love me some Full House).

Now I’m really liking the Lobster Gun also - 160, average reload and low recoil. Clip sizes need some getting used to, but it’s very usable with the lower recoil.

So how does the 20 raw difference equate to hunt times? If we oversimplify it past the point of usefulness, does that equate to about a 10% faster hunt if literally every other value were imaginarily equal? I’m enjoying the variance of the guns but I’m struggling to see how the math impacts the fight ( and maybe that’s why I’m enjoying the varied bowguns since there’s no numerical comparison envy going on ).

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u/accentmatt — 14 days ago

[New Player] A bit lost with gun/ammo and storage issues

Really enjoying the game, especially the pace and feel, but I'm starting to see an issue develop. My storage is getting full of guns and I'm having a lot of slots eaten up by 420x types of ammo. I'm spending some time cleaning up but I find I don't know how to really evaluate which guns are worth having multiple of and which ammos are worth stocking up on.

I'm about to just find what I can buy from vendors and have a designated kit or two and sell most everything else, just to free up storage space. How do y'all decide what's worth keeping and what's worth offloading for Rubles? I'm only level 12, so I'm not super ahead in progression and most guides I've found seem to assume the viewer is significantly more invested in playtime and knowledge.

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u/accentmatt — 2 months ago

Will the rest of the EE content come to DE in paper?

Hi! Newer player here that fell in love with tfe game on the mobile app of all places over a year ago, and finally managed to get and play my first game on physical media with the Definitive Edition. Apparently there was some issue with the owner of the IP struggling but now it’s back in development? I’m trying to piece that together but also…

I really like the feel of playing this particular game solo on the table more so than the Steam, but the DE doesn’t have near as much content. Are the devs planning to get us all of the same content as in the EE officially ported forward or am I better served trying to get all of the original run of content piece-meal?

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u/accentmatt — 2 months ago

Need suggestions for humans-matter Total War-feels deck

Hi! I need some pointers and suggestions to get a certain feel (and maybe also get some good power includes). I have a [[General Kudro of Drannith]] list that currently feels like I’m playing an EDH version of a 40-card format, and honestly it’s kinda cool. Gritty combat, the aura of Kudro and the occasional deathtouch / vigilance I have makes swinging / blocking into a very tactile choice, and every death ideally leads to the value of the war machine.

I threw in a prepared spellcasters to act like back-line mages that still slug the table down and keep health pool chugging. It’s a very neat-feeling bracket 2 list that doesn’t do too much.

Now I need some suggestions and critique. It can do some cute things and significantly drain the table by turn 7 or 8 while churning the engine, but I don’t know the human tribe enough to add another director and there are about 5-9 cards that don’t do QUITE enough for me to feel perfectly happy about their includes. We’re not going strictly human-tribal, but it helps.

What small package of Orzhov baddies / beauties would yall add? Would it be better to add some wartime slog feel with light slowdown like [[Thalia, Heretic Cathar]] or [[Thalia, Guardian of Thraben]]?

archidekt.com
u/accentmatt — 3 months ago
▲ 0 r/EDH

Probability and table advice needed for shark-nado Taigam

Hi! Got a funny brew I’m thinking about helmed by [[Taigam, Ojutai Masters]]. Not looping extra turns, not casting dragons, but trying to get ahold of [[Shark Typhoon]] or [[Chrome Host Seedshark]] or etc and pump out big flying toothy swingers ( so I guess dragons). Would probably aim for it to be a slow bracket-3 control list with free counterspells for protection, bad modal-counterspells like [[Mystic Confluence]] so they COULD be used in rebound and give bigger sky-sharks, and tons and tons of card selection. Probably have a few other token-makers like [[Talrand, Sky Summoner]] and etc in case Taigam gets mooned.

That out of the way, I’m having issues trying to formulate how much card selection would be an ideal starting point. If you load up on stuff like [[Stock Up]], [[Pieces of the Puzzle]], [[Fact or Fiction]], and [[Secret Rendezvous]] and plan on being able to rebound those, how many instances of card velocity would you ideally need to find 1 of 2 or 3 copies of Shark Typhoon?

Also, so I can adequately assess table vibe before I build it, if somebody said in turn 0 that there were 0 extra turns (which is how most people make him degen), how likely would you be to let Taigam stick for a turn cycle? I understand his entire text box is scary.

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u/accentmatt — 3 months ago
▲ 27 r/EDH

Threat Assessment and known information is leaving me confused.

Hi, I need some ideas to and viewpoints to ruminate over while I tweak and build my lists, and I’d love to hear the community’s feedback.

I’ve been playing around with where I keep my resources and hoping it would create dynamic games. I have a [[Tetzin, Gnome Champion]] deck that fills up and pulls resources from the graveyard, I have a [[Flubs, the Fool]] bracket 2 rooms/lands hellbent deck in the hopes that people can see the boardstate and intuit how much of a threat I am, and I have recently been putting my bracket 3 [[Toluz, Clever Conductor]] through its first iterations by keeping most of my future resources locked away behind Toluz in face-up exile.

What’s been most bizarre is that, in about 70% of my games with local randoms, none of them seem to pay attention to the targeted areas. They all basically hinge their threat assessment on how many rectangles are directly in play which kinda doesn’t work against any these three decks except Tetsin, but even then my threat as him should be massively modulated by how stocked my graveyard is.

There’s a small subgroup of the locals, all pretty skilled players, that fairly-so have given me the title of “bullshit artist” and actually pay attention to what’s basically the “battery”. These games are incredibly fun, like a fat juicy steak. The rest of the games are just potato chips — alright, enjoyable, but not amazing.

So for the community feedback to help me selfishly have more fun and provide more fun for others, how do you all handle playing with more surface-level players? Do you knowingly lean into their shortsightedness or tailor some decks to intentionally operate in their field of view? Obviously this is for the casual format, but do you just announce to the table when a key piece is in a key zone, or just trust the players to play their game and make their own choices/misplays?

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u/accentmatt — 3 months ago

Skaven Campaign Advice for beginner

Still pretty newish, I have 150 hours but most of that is just jumping around all the different factions and seeing their toys for about 8 turns before swapping and seeing new toys and then getting curb-stomped. That's fine, steep learning curve.

I tend to keep coming back to Skaven (cool lore, cool units, cool mechanics, etc) and I'm now pushing up into the 10+ turn range. I'm starting to be more proactive, getting more success in battles (and apparently calling BS on what the game says should be "defeats" in the pre-battle summary), etc. I'm not sure how the whole Skaven corruption and under-cities economies work though, and the in-game resources that I've found don't explain a whole lot of it.

What's the metric to decide when a city needs to be taken over completely, razed, or just under-citied? As far as I can tell, it doesn't make much sense to have a military engagement with losses if I'm just making an under-city w/ 4 build slots and no real recruitment.

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u/accentmatt — 4 months ago

Why does the Firestarter do so much damage from a mechanical standpoint?

Fairly new in-depth mecher here, trying to make sense of the math. Been playing with my buddy who’s done Battletech a while and we have started a couple co-op careers and have played probably 50 hours together at this point. I’ve been a die-hard Urbie fanatic and he likes his Atlas (yes, the memes are true), so we’ve generally paired up with energy weapons / rockets on him and I run around with 4 machine guns and a medium laser to snipe heli’s. It does really good work so far.

Recently I’ve been playing with more pieces that have high mobility and tried to give the Firestarter a try. It melts things so fast, all on its own, and all I’m using are 2 S Lasers and I think 5 flamers?

What I’m having trouble grappling with is WHY it melts things so quick. I grabbed it because I thought thermal shutdown sounded neat (and it does feel amazing) but things are usually dead well before they hit that point. What’s the math behind why flamers are so good? Even when I have 1 or two blown off it still feels like I kill things faster than my fresh Urbie.

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u/accentmatt — 4 months ago

Sefris's Reanimation and Copies re: same creature card

If I had [[Sefris of the Hidden Ways]] and a clone of her on the field, let's assume the next time I loot a creature it will complete the dungeon. Let's also assume [[Plaguecrafter]] is in the graveyard.

Step 1. I loot a creature card, trigger the venture-into-the-dungeon twice. 2x Ventures go on the stack. I resolve one venture trigger, draw a card, and now have two *Create Undead* triggers on the stack. Here's where my rules question come in.

With the stack looking like this, let's say I determine Plaguecrafter as the "target creature card" in the graveyard:

Create Undead -> Plaguecrafter
Create Undead -> Plaguecrafter
Venture

As I resolve the first Create Undead trigger, Plaguecrafter would trigger an edict. I choose to sacrifice Plaguecrafter in the resolution of that trigger, and it's back in the graveyard.

As the second Create Undead trigger happens, does it return Plaguecrafter back to the field since the same "card" is still in the same "zone" when it goes to resolve?

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u/accentmatt — 5 months ago

Update - Red Herring

Couldn’t find a way to post second picture in comments or upload picture to OP on mobile. This is on the same map that has the Skaven markings to clean. In the caverns dug out past the overland zone that looks like Caelid from Elden Ring. Past the point where Lohner asks if you’re lost, where you have to do a short parkour route up from some angled woodwork.

Not all of the fish skeletons have this pick up prompt, and the chat log registers that it gets picked up. The counter reset when I went back to the fish to get a solid graphic, so it must be mission specific? I was on Recruit difficulty for this run just to track it down, if that matters

Edit: The map name is Forsaken Temple. There's no reference to it in Okri's Challenges.

u/accentmatt — 5 months ago

Can’t find any info on this

Working through the new maps and picked up a Red Herring. Is this just a joke item? I can’t find any info on it

u/accentmatt — 5 months ago
▲ 3 r/EDH

Tech for mono-white turbo-hug?

Good morning! Looking for some advice and card recommendations.
Commander Tag - [[Lucy MacLean, Positively Armed]]
Deck Link - https://archidekt.com/decks/22809693/trickle\_down\_economics

The goal is to get Lucy + 1 engine out by end of turn 4. From there, trying to turbo-charge the table with resources in a political manner. Ideally, somebody is land-screwed or getting picked on because “no blockers” and I can “help” them out with tokens and value while I’m drawing cards. In a perfect world, I’m kinda helping everybody out until somebody comes out as the threat, then we dog-pile them three-on-one. By that point I’ve drawn into at least a couple protection spells and an overrun effect, and can just swing with all the tokens I’ve made.

I understand there’s a balance to be kept so I don’t charge the already-gassed player past the point of stopping, and that’s why I wanted to make Lucy because I can specifically choose who gets help. The deck is not “mindless group-hug” but rather “speed up struggling players” while I ride along, and always have an answer for the board wipe that will absolutely be needed. I haven’t fully tinkered with the land base yet, but I definitely have a few utility lands I’m gonna shove in there.

Does anybody know of cool tech pieces, or have some insight about how else to build / run these style of decks? I made this in response to the fact that my two other favorite decks are variants of theft and I’d like something that’s on the other extreme,

u/accentmatt — 5 months ago
▲ 44 r/EDH

Hi! I’m noticing that I thoroughly enjoying commanders that lean into Commander’s player count the most as an axis of value and I’m wondering what other commanders / archetypes you all have made that fit the same feeling.

So far I have a myriad [[Muddle, the Ever-Changing]], a subtle creature-theft with [[The Master, Transcendent]], non-permanent theft with [[Saruman, the White Hand], light goad w/ [[Kitt Kanto]], once-per-turn value w/ [[Sefris of the Hidden Ways]].

I’m not interested in Bumbleflower because she gets way too much heat for any type of politics angle,but I’m not sure what other archetypes REALLY lean into this format’s biggest strength besides group-hug. Any of yall have any suggestions or cool ideas that you like to run? I like the idea of providing cards just to keep the person that was land-screwed in the game (some of my local players are notoriously bad at ending up with not enough lands, for a number of reasons) but I don’t want a game-plan that is blindly enabling people.

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u/accentmatt — 5 months ago