The AI is terrible at using some of the autocast spells, especially Reclaim. I have won multiple games where the AI played several beefy creatures then Reclaimed them before they could do anything.
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GDS1 & GDS2 entrant. Former Rules Advisor & casual-level TO. Semi-lapsed player in general.
The AI is terrible at using some of the autocast spells, especially Reclaim. I have won multiple games where the AI played several beefy creatures then Reclaimed them before they could do anything.
Yeah ... that's my biggest complaint about the game – that the AI just plays anything as soon as it's full.
I'm completely stuck on the battle with The Endless One in the BFZ storyline. Literally tried it over a dozen time with different decks and different walkers. My only conclusion now is to keep playing QB's and upgrade my walkers to level 60 before trying again.
In general, it seems the game got harder. I just can't keep up with the AI's mana production (Even when playing 3 supports that help me ramp!) because they get good cascades all the time. It's really frustrating to finally be in control of the game only to have the AI suddenly get 20-30 mana in one turn and completely fill up it's board again.
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
I agree the BFZ storyline challenges become super-difficult. My biggest problem isn't even the endless rain of giant Eldrazi, but the endless rain of Eldrazi spawn. Except for a few blue and white cards (and I only have the blue ones) that can permanently disable the tokens and the fact that they have defender is perpetually feeding the opponent mana unless all of my creatures have evasion (and even the spawn tends to quickly becomes huge in its own right).
What non-green mana fixing cards are actually worth playing in Puzzle Quest? The 6 cost lands seem good because they're cheap, but most of them cost 11-15 which is the same as most of my better creatures. It seems like I'm usually better of playing a powerful creature for that cost.
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Sig banner by Xyre. My MTG Blog (inactive)
GDS1 & GDS2 entrant. Former Rules Advisor & casual-level TO. Semi-lapsed player in general.
I agree the BFZ storyline challenges become super-difficult. My biggest problem isn't even the endless rain of giant Eldrazi, but the endless rain of Eldrazi spawn. Except for a few blue and white cards (and I only have the blue ones) that can permanently disable the tokens and the fact that they have defender is perpetually feeding the opponent mana unless all of my creatures have evasion (and even the spawn tends to quickly becomes huge in its own right).
What non-green mana fixing cards are actually worth playing in Puzzle Quest? The 6 cost lands seem good because they're cheap, but most of them cost 11-15 which is the same as most of my better creatures. It seems like I'm usually better of playing a powerful creature for that cost.
Eldrazi Spawn are WAY overpowered in this game. From Beyond is one of the best cards out there.
Although nothing makes me want to throw my phone like a Nissa's Renewal- that feeds into a second Nissa's Renewal- that feeds into a THIRD Nissa's renewal. Three times I've had an opponent go from less than five life to near perfect health with that crap.
From Beyond reminds me of one of the biggest problem with SOI and EMN in Magic Puzzle Quest: unkillable blockers.
Goes without saying that whoever designed Magic Puzzle Quest apparently never realized why in paper Magic, cards like Bloodghast and Gravecrawler specifically say "can't block". A near-unkillable creature that can block is already a potential headache in paper Magic (although usually for reasons outside combat); an unkillable creature in Puzzle Quest that can block is pretty much a recipe for disaster.
From Beyond reminds me of one of the biggest problem with SOI and EMN in Magic Puzzle Quest: unkillable blockers.
Goes without saying that whoever designed Magic Puzzle Quest apparently never realized why in paper Magic, cards like Bloodghast and Gravecrawler specifically say "can't block". A near-unkillable creature that can block is already a potential headache in paper Magic (although usually for reasons outside combat); an unkillable creature in Puzzle Quest that can block is pretty much a recipe for disaster.
Yeah, From Beyond is ridiculous. You pretty much have to run support removal or you're screwed.
Another thing that's terrible, though, that I noticed today is that when you have a buff support down, like Brawler's Plate, if it's buffing the spawn and you kill it, it counts those stats when it gives the mana. So for example, my opponent had spawned 2 spawn, then a Sigil of Valour gave it +3/+3, and a Brawler's Plate gave it +2/+2. So it read as a 7/7, but technically there were only 2 actual spawn there. But then when I cast Grip of Desolation on it, it gave my opponent 21 mana.
From Beyond reminds me of one of the biggest problem with SOI and EMN in Magic Puzzle Quest: unkillable blockers.
Goes without saying that whoever designed Magic Puzzle Quest apparently never realized why in paper Magic, cards like Bloodghast and Gravecrawler specifically say "can't block". A near-unkillable creature that can block is already a potential headache in paper Magic (although usually for reasons outside combat); an unkillable creature in Puzzle Quest that can block is pretty much a recipe for disaster.
Yeah, From Beyond is ridiculous. You pretty much have to run support removal or you're screwed.
Another thing that's terrible, though, that I noticed today is that when you have a buff support down, like Brawler's Plate, if it's buffing the spawn and you kill it, it counts those stats when it gives the mana. So for example, my opponent had spawned 2 spawn, then a Sigil of Valour gave it +3/+3, and a Brawler's Plate gave it +2/+2. So it read as a 7/7, but technically there were only 2 actual spawn there. But then when I cast Grip of Desolation on it, it gave my opponent 21 mana.
The card does say "3x this creature's power" not just how many scions were made.
I just got to the gold level, and my god, its now hard as hell. So much freaking removal- everything I play gets popped one way or another pretty much immediately. Its getting kind of frustrating.
You haven't seen Platinum and their Prized Amalgams (among the absolute WORST unkillable blocker ever; this + Graf Harvest easily puts pre-Nerf Runaway Carriage to shame), Olivias, Decimators (trample + HASTE + INSANE body = hell), Starfield + Silverstrike (an even worse hell if you have no support removal), Rattlechains etc.
I even have several decks in which I have at least 3 removals (mostly in black: Grip of Desolation + To The Slaughter + something else, maybe Oath of Liliana), and even then when those stupid Hexproofs hit the field things just go to hell immediately
You haven't seen Platinum and their Prized Amalgams (among the absolute WORST unkillable blocker ever; this + Graf Harvest easily puts pre-Nerf Runaway Carriage to shame), Olivias, Decimators (trample + HASTE + INSANE body = hell), Starfield + Silverstrike (an even worse hell if you have no support removal), Rattlechains etc.
I even have several decks in which I have at least 3 removals (mostly in black: Grip of Desolation + To The Slaughter + something else, maybe Oath of Liliana), and even then when those stupid Hexproofs hit the field things just go to hell immediately
I'm only silver in black, and I run Prized Amalgams, Oath of Lili, Diregraf Colossus. You get Last Hope's ult out, and it just gets ridiculous. Tormented Whispers on the Amalgam- you get ALL of them back, plus 4 zombie tokens, plus every single thing hitting the Diregraf. Its filthy, and I love it.
I'm only silver in black, and I run Prized Amalgams, Oath of Lili, Diregraf Colossus. You get Last Hope's ult out, and it just gets ridiculous. Tormented Whispers on the Amalgam- you get ALL of them back, plus 4 zombie tokens, plus every single thing hitting the Diregraf. Its filthy, and I love it.
You bully, but I don't hate you
In your situation, probably the only card you'll have to watch out for is Authority of the Consulate; that thing shuts down Oath of Lili handily.
By the way, I don't have Amalgam, but my Lili deck has something no less nasty: Relentless Dead + Fleshbag Marauder + Noosegraf Mob. Though again, it's weak against disables and Authority.
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
Sig banner by Xyre.
My MTG Blog (inactive)
GDS1 & GDS2 entrant. Former Rules Advisor & casual-level TO. Semi-lapsed player in general.
Yeah ... that's my biggest complaint about the game – that the AI just plays anything as soon as it's full.
In general, it seems the game got harder. I just can't keep up with the AI's mana production (Even when playing 3 supports that help me ramp!) because they get good cascades all the time. It's really frustrating to finally be in control of the game only to have the AI suddenly get 20-30 mana in one turn and completely fill up it's board again.
If my post has no tags, then i posted from my phone.
What non-green mana fixing cards are actually worth playing in Puzzle Quest? The 6 cost lands seem good because they're cheap, but most of them cost 11-15 which is the same as most of my better creatures. It seems like I'm usually better of playing a powerful creature for that cost.
Sig banner by Xyre.
My MTG Blog (inactive)
GDS1 & GDS2 entrant. Former Rules Advisor & casual-level TO. Semi-lapsed player in general.
Yeah, I hate that too. I gave up on them.
Although nothing makes me want to throw my phone like a Nissa's Renewal- that feeds into a second Nissa's Renewal- that feeds into a THIRD Nissa's renewal. Three times I've had an opponent go from less than five life to near perfect health with that crap.
Goes without saying that whoever designed Magic Puzzle Quest apparently never realized why in paper Magic, cards like Bloodghast and Gravecrawler specifically say "can't block". A near-unkillable creature that can block is already a potential headache in paper Magic (although usually for reasons outside combat); an unkillable creature in Puzzle Quest that can block is pretty much a recipe for disaster.
Yeah, From Beyond is ridiculous. You pretty much have to run support removal or you're screwed.
Another thing that's terrible, though, that I noticed today is that when you have a buff support down, like Brawler's Plate, if it's buffing the spawn and you kill it, it counts those stats when it gives the mana. So for example, my opponent had spawned 2 spawn, then a Sigil of Valour gave it +3/+3, and a Brawler's Plate gave it +2/+2. So it read as a 7/7, but technically there were only 2 actual spawn there. But then when I cast Grip of Desolation on it, it gave my opponent 21 mana.
The card does say "3x this creature's power" not just how many scions were made.
I just got to the gold level, and my god, its now hard as hell. So much freaking removal- everything I play gets popped one way or another pretty much immediately. Its getting kind of frustrating.
I even have several decks in which I have at least 3 removals (mostly in black: Grip of Desolation + To The Slaughter + something else, maybe Oath of Liliana), and even then when those stupid Hexproofs hit the field things just go to hell immediately
I'm only silver in black, and I run Prized Amalgams, Oath of Lili, Diregraf Colossus. You get Last Hope's ult out, and it just gets ridiculous. Tormented Whispers on the Amalgam- you get ALL of them back, plus 4 zombie tokens, plus every single thing hitting the Diregraf. Its filthy, and I love it.
You bully, but I don't hate you
In your situation, probably the only card you'll have to watch out for is Authority of the Consulate; that thing shuts down Oath of Lili handily.
By the way, I don't have Amalgam, but my Lili deck has something no less nasty: Relentless Dead + Fleshbag Marauder + Noosegraf Mob. Though again, it's weak against disables and Authority.