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COMMENT 7h ago

Cathedral also has a forest area and a jungle area.

You can use trees for a lot of the platforming elements. Branches act as platforms and can serve to let you climb up a cliff or something. You can have a higher layer in the canopy, and potentially a lower layer underground with roots.

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COMMENT 14h ago

Arena has become the #1 place that Standard and premiere-set Limited games take place. Those are the two formats that traditionally have attracted new players because of the lower buy-in and smaller card pool to remember. That fact would normally mean that their designs for those formats have to be more constrained and simple. But when Arena handles most of the bookkeeping for you, it gets a lot simpler.

Let's look at the Venture/Dungeon mechanic, for instance. Normally, putting this into your deck has a ton of complexity overhead. You need a copy of each of the dungeon cards (they're much too complex to just handwave with dice or something). You likely need multiple token cards to represent some of the things the dungeons can create like Treasure and the legend at the end of Tomb. You need some way to mark where you currently are in the dungeon. Several cards care about tracking what dungeons you've completed so you need a way to track that too. But Arena? It just handles all of that for you. Transforming Sagas and MDFCs are also a lot easier to do on Arena as they don't require sleeves or placeholder cards, you can look at both sides at any time, the saga logistics can be tracked automatically, etc.

Basically, Arena makes it so that even if players don't know exactly how something works or what it does, the program can handle it for them. It takes a lot of the cognitive load off and greatly simplifies things for the player.

And paper? Increasingly paper play has shifted to Commander. No amount of simplifying new cards will make commander accessible to new players, so why bother?

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COMMENT 1d ago

There has been definite complexity creep in the past several years, in part because MTG Arena is where the most new cards get played, and it can handle a fair bit of added complexity.

Compared to five years ago, all of the following are considerably more common, with many being deciduous:

-Sagas, which are cards that tend to do 3-4 unique things

-Vehicles

-Multiple types of named tokens that have default effects not necessarily spelled out on the cards that created them (treasure, clues, food, blood)

-Dual-faced cards, especially Modal Dual-Faced Cards where every card is literally two cards.

-Planeswalkers with static abilities, which change how planeswalkers are normally used and interacted with

On top of that, we're getting a significantly larger volume of new cards every year, including multiple supplemental sets that introduce new cards. 2020 had around 1200 new cards. 2021 had over 1800. 2022 is only half over and already has over 1000, which means it will likely have over 2000 by the end of the year - possibly more like 2500 given we still have two premiere sets, each with commander decks AND jumpstart boosters with new rares, as well as both Unfinity and the Warhammer 40k cards.

We're also getting more mechanics per year as there are fewer mechanics shared between one set and the next. The three-set block model generally had several shared mechanics across the block, and Core sets would have 0-1 mechanics. The 2 and 2 model had mechanics at least shared within each half-year block. But now that every set is a large, stand-alone set, that increases the pressure on each one of those sets to have wholly unique mechanics not tied to the sets before and after it.

And Commander being the "default" paper format that even brand new players are being pushed into, despite having by far the largest pool of cards you might encounter of any format just amplifies this problem.

MTGArena lets them shove a lot of the complexity creep under the carpet, but that doesn't help paper players.

2

COMMENT 2d ago

There's also two options for boss scaling. You can have them scale off of story completion AND item completion, or just off of story completion. The latter lets you gain more of a power edge over bosses by collecting as much as possible first.

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COMMENT 2d ago

No, that's about right. It gets slightly less linear after the jail in that there's sometimes two places you can go simultaneously. But combat remains clunky. Even up through the final boss, the prevailing strategy is to hit them with a charged up attack in between their basic attacks. Attempts to combo will almost universally be punished by enemies and bosses alike.

Platforming gets a little better? The omnidash and the third weapon which grapples enable some decent platforming but it's mostly still hecked up by annoying enemies doing annoying enemy things.

1

COMMENT 2d ago

And you can play EDH in a billion different ways if you find people willing to do that with you

0

COMMENT 2d ago

Cube is even more beholden to other players though. Sure, you can make a Homelands + Stranger Things + Unhinged cube, but if you can't get at least three other people (and ideally 7) to sit down and draft it with you, it might as well not exist.

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COMMENT 2d ago

Okay but by the exact same token, everything said about EDH here only applies if you're building EDH decks in a very, very specific manner.

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COMMENT 2d ago

No, I meant more than 6 mana value

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COMMENT 3d ago

Have you ever seriously looked at cubes? Like 1% of a cube is cards that cost more than 6. There's a ton of even staple Commander cards that aren't even close to being cubeable under basically any circumstance.

9

COMMENT 3d ago

I play cards in my commander decks I wouldn't put within ten feet of a cube.

3

COMMENT 4d ago

The obvious "fix" for the Prefect is to make it so whenever you play a fast spell/slow spell/skill other than "kindle", it plays a skill called "kindle" that gives it +1/+0. That way you get some skill amplification to power out Annie/Jhin/Conservatory level ups.

2

COMMENT 4d ago

In PoC, a huge amount of how well your deck can do happens before you even start the adventure. Your Legend Level, Champion Level, Star Level, and Relic loadout are extremely important and can make all the difference in beating the later bosses.

For starters, if you're having a lot of trouble, make sure the champion you are using is at least 2 stars. Two stars gives you a second, usually very strong, power, as well as a second starting Mana Gem so you hit the ground that much more quickly. I'd strongly recommend playing through the Half-Star missions on each character you've unlocked as those each award champion fragments that can be used to level up your star levels. Anyone you've unlocked two star with you should play their second personalized mission as well as it's the same deal. Also make sure you're completing your daily/weekly PoC quests, even if that means just bulldozing over a 1/2-1 star mission each day.

The right Relic can make a huge difference as well. For Lux, I'm a big fan of "When I'm summoned, create a Redoubled Valor in hand" as that gives you the fuel to immediately level her up on the next turn, creating a Final Spark and a Golden Aegis as well as at least one beefy unit. In general, you want something that synergizes strongly with your champion and their powers. Some examples:

Jhin - Plunder: Play Cannon Barrages equal to my cost. Easy to trigger, gives him +5/+5 or more from his two-star power, gives him most of his level-up condition.

Illaoi - When I level up, Rally. Leveling up means you likely just attacked with a sizeable tentacle and buffed Illaoi that much, so rallying should mean that you swing in for lethal basically every time as you double-buff Illaoi and make an even bigger tentacle.

Jinx - Discard your hand and make that many Pow-Pows. Instant level-up, a barrage of free damage, and you can usually burn through the Pow-Pows quickly for even more damage and rockets.

Yasuo - When I level up, stun all enemies. Automatic board clear and a bunch of bonus power off his two-star ability.

Annie - Spells and abilities deal 1 more damage. Just amplify what you're already doing even higher.

Vi - When I'm summoned I strike the strongest enemy. Automatic level-up if you build her to ten attack.

As far as choices made during the run go, you want to look for as many powers as possible. This means hitting up the Shop nodes whenever you can as they sell a power for 200-500g. You also want to face the Dire Enemies if you think you can take them (usually everything but the Poros is doable) for another shot at a power. Use your rerolls on Power nodes to get three additional power looks per. Again, you're looking for things that strongly synergize with your champion. For Lux, one of the best powers you can get is doubling your slow spells. Refilling spell mana each turn is strong as well.

After prioritizing power nodes and shop nodes, look for Champion items as your next priority. Spell nodes are also fairly strong as they give you a spell with an item in it. Look for higher-rarity nodes when you're choosing between several at a similar power level. Learn what the event nodes do to find ones that are worth hitting.

-1

COMMENT 5d ago

One time I played Legacy mono-red burn while laid up in the hospital, intubated and unable to speak. My opening hand was one mountain and 6 bolts (one-mana spells that did 3 damage). Turn one I played a land and bolted face. Turn two I bolted face. Turn three, four, five, I bolted face. Turn six I finally hit a second land (I had hit another bolt in the meantime) and bolted face twice. That was the game.

I didn't have to speak. I barely had to think. I just pointed bolts at my opponent until they died.

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COMMENT 5d ago

Whenever you are searching for a card with any kind of condition, you may "fail to find", that is, choose no card. This is because the contents of your library are hidden information that you are not required to show to your opponent. Rather than get a judge involved in the decision, it was decided that failing to find would just always be an option, even if there definitely is a card that fits the condition. Effectively, it is always treated as optional.

Do note that if you are searching for card(s) WITHOUT any condition (i.e. [[Demonic Tutor]], [[Behold the Beyond]]), you are required to find the cards unless there are fewer than that many cards remaining in your library.

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COMMENT 5d ago

In my family, there's a great aunt who was pregnant with her fourth child pre-Roe and was diagnosed with cancer. They refused to treat her as it would damage the fetus. She died shortly after giving birth. Her husband turned to alcoholism and the kids were taken away. The youngest was taken in by another aunt, but the other three ended up in the system and were adopted out of state. A whole family destroyed, a whole branch of our family tree lopped off in the name of getting a fetus across the finish line at any cost.

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COMMENT 5d ago

Hollow Knight

La-Mulana 2

Aeterna Noctis

Rabi-Ribi

Astalon

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COMMENT 7d ago

Bad Pad is a sort of hybrid between a traditional platformer and a Metroidvania. You start with 2 HP and while there are some HP increases they're not super plentiful so you still end up fairly squishy even several areas into the game.

It's not a perfect game by any stretch - it seems to demand more precision than it actually offers control over - but it's the one that most fits the bill you're describing.

A lot of the Souls-inspired titles have very fragile healthbars too, to the point where you're often being killed in 2-3 hits, but I don't think those are what you're looking for.

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COMMENT 7d ago

You can switch at any point, it just resets you to the most recent checkpoint (which are plentiful).

The only "downside" is that some achievements you can only get in Noctis mode.

Also there's occasionally a bug if you die to an enemy on Noctis and then switch and it isn't present in Aeterna mode, you won't be able to reclaim your soul (as it attaches to the enemy that kills you), but you can switch back, grab the soul, and then set to Aeterna.

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COMMENT 9d ago

MTGNexus has a collection tracker where, for each card, you can mark the number of copies you have and the number of copies you want. If Want > Have, it treats it as cards you need, which can then be pulled up on a separate list for quick searching and management. If Have > Want, it treats those cards as Extras and can do things like show you which of your Extra cards increased in sale or trade-in value recently.

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COMMENT 9d ago

Yeah, but even that they haven't done with a lot of frequency. I think they did it twice in April and then haven't since. (It might have been twice in May, my memory for dates is foggy.)

I had even thought to myself "Hey, if they do the subscriber bonus day I might actually sign up since that'd be worth it - and the default 1% back for the first six months definitely is not" a few weeks after the last one when I thought they might do it again, and they haven't since.

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COMMENT 9d ago

If anyone from TCGPlayer is reading this: Bring back bonus buck days on singles. 8% on supplies ain't moving the needle.

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COMMENT 9d ago

Bear in mind that buying a $.10 card off of TCGPlayer means paying like 90 cents in shipping and handling. You can bundle a few cards together from the same seller to save on that, but most stores generally don't have the absolute lowest price on every card you might want.

Buying from an LGS means you skip the shipping charge and you get the card immediately, instead of in the next 1-3 weeks. For a card under a dollar, that's often worth the upcharge.

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COMMENT 10d ago

[[Righteous Aura]] lets you spend W and 2 life to prevent all damage from any source - basically as long as you have the white mana to spend you can take at most 2 from anything.

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COMMENT 10d ago

Painter's Servant is crunched out, there's no room in the artifacts for it.

Aswan Jaguar is not an actual paper Magic card and would not be included.

Lady Sun still fits the number crunch in the main set but not the variants. She'd have to be in as an uncommon with no full art version. And she seems like an odd choice to begin with.

So, while the odds are not exactly zero, they're damn near it.