Why did you feel like doing that gambit in game this small?
If I were scum, this whole game could've already ended in town loss.
Member for 6 years, 1 month, and 11 days
Last active Tue, Jun, 19 2018 09:56:34
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Jun 16, 2018Posted in: MafiaQuote from Wheat_Grinder »For someone who badgered me so hard to confirm my role PM within 18 hours, Eco sure did take awhile getting this started.
I'm here now but this time I won't be turned gay for you.
But if I ask nicely and show you some ankle?
Jun 16, 2018Posted in: MafiaQuote from vezokpiraka »Good game everyone.
I don't have much to add except to say that the pocket watch is one of the best designed abilities I've ever seen. I'm thinking of ways of introducing it into a normal game without being either too swingy or too broken.
If you came up with a good name for that ability, let me know
I've already used it few times (in Trigger Happy Havoc as 1-shot), but haven't really been able to name it well at all...
Jun 16, 2018Posted in: MafiaQuote from tomsloger »Also super fun game I got busy and disheartened towards the end and lost my grasp mechanically but I had a blast figuring out what to do early on
I loved nailing the ah# read on Joe to steal the Tommy gun, even though we didn't get to use it. I loved coming up with completely believable fake claims for me, cantrip, AND proph (seriously I gave him a good claim AND told him cyan probably targeted himself no idea why he thought he knew better)
What did you come up with for him? Didn't see it anywhere.
Jun 16, 2018As a someone who has read through this whole game, this game was a wild and long ride (2nd longest MTGS game ever, only behind Zero Escape Mafia).Posted in: Mafia
While I really liked the flavour and the mechanics (items, auction house etc.), I at times felt this game was drowning in complexity. I really had trouble keeping up with all the items, who had what, what the items did on top of all other things happening.
Also, I really felt that the auction-mechanics, while really nice, needed some fixing. First of all, having to try to guess what all the biddable items do (unless you were SJT, who had his day ability to help him) can be bit hard, especially if you are not familiar with the flavour and so can be a bit turn-off. Then, the whole will system, which ensured that more and more items were brought to game every day, but none of them really ever left the game (unless it was x-shot item that used all its shots) and having to publicly either will them or have town decide who gets them made things really hard for mafia. It punishes mafia every time they lose a member as town gets all of their stuff unless mafia publicly donates their stuff to a buddy, which then makes that buddy look bad. And on top of all, mafia shooting someone having trouble some items is not a solution at all, it'll just move all the items and abilities from one player to second.
Then, the information given to players. While I learned in ZE that giving too much information to players is bad, not giving anything to players is also bad. I usually give out to my players one of the following replies: Your ability has failed / You have successfully used your ability on X / You have successfully used your ability on Y instead of the original target.
This is to make sure weird interactions don't accidentally turn the game into a huge flaming pile of bastard mafia (like, mafia redirecting cop from scum to town and just telling town cop "your target is town" without informing them about their target getting changed).
Also, lastly, I was bit sad to see DBS getting modkilled, since 1) it made town's life even more easier 2) I wanted to replace into that slot
Still, overall, huge thanks for osie and DV for this whole game. Even though it had some problems, I still see that you put tons of effort into this game and it shows. I'm really eager to see what kind of game your guys will be bring us next (together or separate).
Jun 10, 2018Bur posted a message on Friends and Enemies Mafia - game over - friendship is magicPlease remember this is just a game we all play to have fun. Keep it civil.Posted in: Mafia
Jun 9, 2018Posted in: Old Sign-ups
Oooh, it's been a while since I've got to be in a game together with you, Rhand! (Though, technically we aren't in same game, but whatever.)
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Mar 14, 2015Mindbreak Trap (and Containment Priest) are both meta calls. Obliterate, Boseiju and infinite combos involvingPosted in: Bur
casting and bouncing palinchron are too common for my tastes in my meta.
What are your thoughts about Crawlspace? Also, what are your experiences with Mobilization?
My friend tried to convince me that it's a bad card that requires too much mana to be useful ever, but I've
seen it on the other side of table quite often and it always seems to be really good if it sticks...
Mar 14, 2015I'd probably cut Prison/Propaganda first, since I'd prefer to have an option to protect my PW's.Posted in: Bur
Also, what are your thoughts about Oblivion Ring etc.?
And are 15 Scepter-able instants enough?
... I'm really having trouble with cutting stuff. I still kinda want to add few more counters and removals...
Mar 3, 2015Few changes:Posted in: Bur
- Norn's Annex. It was a artifact and not enchantment.
+ Ophiomancer. Since I'm an idiot.
+ Hero's Downfall. Removal for PW's (and that removal is needed in my meta.)
+ Return to Dust. Since 2-for-1 exile is good.
+ Torpor Orb. Since I don't like EtB-creatures.
Also, the thing that worries me a lot is that I have contamination but no way to play around it myself. I would need to have few more mana rocks that produce coloured mana.
EDIT: Removed Contamination.
Also, not cutting Crawlspace or Containment Priest anytime soon. Crawlspace only states about attacking me while Containment Priest is a meta-call.
Also, I don't like Seals since they let my opponents know that the removal is coming miles ahead...
Feb 7, 2015I still left Containment Priest, since reanimation and stuff like Tooth and Nail, GSZ and Chord of Calling are quite common in my meta...Posted in: Bur
But, more suggestions what to cut and what to add? I think I'm little bit over 100 at the moment...
Oct 20, 2014Posted in: BurQuote from ISBPathfinder »Personally I went away from Drana, Kalastria Bloodchief a while back because she was just so mana intensive to really utilize. I think she is still decent but you might also test Sheoldred, Whispering One in her place. I was originally against utilizing her but she does some decent work especially when paired with some recursion. Against hexproof voltron is where she really shines but I think she is still a fairly good value engine all around.
Disciple of Bolas goes back and forth for me as well. I ended up cutting him from my list because I rarely had disposable creatures that would give me a good number of cards. Low creature counts + utility based creatures makes him a bit awkward.
Rescue from the Underworld was always awkward for me as well. It exiles itself so you can only use it once and it has a delay which can be incredibly awkward if someone does something on your turn to a creature you want to keep. I ended up cutting it myself due to just odd timing in general with it as well as needing two targets and it exiles itself when it resolves.
Rescue from the Underworld and Bone Dancer are the things I probably won't end up cutting, since they are in the decks just because I like them mechanically (and have a pretty foil of Rescue).
I'll keep Disciple and Drana in mind while I keep on testing.
Oct 20, 2014Posted in: BurQuote from ISBPathfinder »It looks like it isn't isolated for me.... I am going to bring that one to Feyd.
Both of those options would be solid picks. Picking up another tutor could also be an option for you such as Diabolic Intent or Beseech the Queen. I don't see anything that looks like it has to make the list that is differing between our lists.
Yeah. I have hard time trying to figure out what to cut, since I haven't had enough chances to properly play test everything (there are some cards I haven't still seen a single time, like Oversold Cemetary and Withering Boon).
But, if you think of something that might not be a good idea (or something that makes you think "why?"), let me know.
Mar 6, 2014Firstly, the ISB's list can be found via the the link at the top of the page...Posted in: Bur
Argentum Armor: Even though it is expansive, it is one of the few ways to remove enchantments and artifacts in mono-B.
Burnished Hart: Since ramp is good and it counts as a creature, why not. I like this card more than many other cards that have been released in recent years.
Stinkweed Imp: He's a dredge-enabler (and a good one), but he's no way necessary.
Jet Medallion: I thought about it, but ended up cutting it, when I still had few too many cards...
Boseiju: I doubt he'd be that useful in this deck, since at my meta counter-based controls are quite rare (= there is exactly one + few decks with few counters).
Gauntlet/Caged Sun: I don't like Gauntlet, but Caged Sun is actually good... I wonder how that slipped my mind, considering that I run it almost every EDH I have...
Dark Ritual: Since I just don't like mana rituals in EDH. I like them in Legacy, but not in EDH.
Damnation: I considered it, but since the deck has already quite a lot removal, and mutilate usually removes indestructible things, I picked it over Damnation this time.
Grave Pact: I should actually play it in this... But firstly, I need to find 8th version of that, since I dislike the other arts.
Oh, and just so that you know, this deck is not exactly stax. It's more like... UB-control disguised as mono-B deck.
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