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This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
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Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
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Movie of the Week: …That’s a lot of Hawkmoon
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As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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Fallout 76: Steel Dawn Update Notes – November 24, 2020

Edit (10:40 p.m. ET, Nov 24): Maintenance is complete and the Steel Dawn Update is now live. Thanks for your patience during downtime today, everyone. We hope you enjoy the new quests!
Hi, everyone! We've decided to release the Steel Dawn Update a week early on all platforms, and we expect Fallout 76 will be back online between 9:00 p.m. and 10:00 p.m. ET. You can head here on Fallout.com to catch more details. While we're offline for maintenance, please feel free to check out the patch notes below:
Today marks the release of our Steel Dawn Update, and with it, the return of the Brotherhood of Steel to Appalachia. Take on the Steel Dawn questline, meet new characters, explore new locations, and lay claim to some new rewards. This update also introduces the C.A.M.P. Shelters feature, hunger and thirst improvements, and much more. Read on to catch the patch notes.

Update Highlights

  • Ad Victoriam!: The Brotherhood of Steel is back! Explore the first chapter of their story, meet new characters, visit new and updated locations, and unlock rewards as you experience the all-new Steel Dawn questline.
  • Head Underground: Flex those creative muscles by building out your very own instanced interiors with our first three C.A.M.P. Shelters.
  • Gear Up: Complete Steel Dawn quests and take on Daily Ops to earn new weapons and armor that are straight from the Brotherhood arsenal.
  • Don’t Just Survive, Thrive!: We’ve removed all negative effects from Hunger and Thirst. Instead, you’ll receive buffs that increase based on how well fed and hydrated you are.
  • Save Those Atoms: (Coming December 1) Already have some of the items in an Atomic Shop bundle? No problem! Bundle prices now lower automatically if you already own any items they contain.

Update Version 1.5.0.19

Check the download sizes below for today’s patch on your platform of choice:
  • PC (Bethesda.net): 8.3 GB
  • PC (Microsoft Store): 16.4 GB
  • PC (Steam): 8.8 GB
  • PlayStation 4: 15.2 GB
  • Xbox One: 16.0 GB

New Steel Dawn Questline

The Brotherhood of Steel has returned to Appalachia on a mission to reclaim the region for humanity, to preserve any tech they can find, and to find out what befell Paladin Taggerdy and her crew. Starting today, you can begin your journey with the Brotherhood of Steel and work toward a brighter future for Appalachia in the all-new Steel Dawn questline.
  • Complete New Quests: Meet the new Brotherhood arrivals and begin your journey through the Steel Dawn questline by heading to Fort Atlas (formerly ATLAS Observatory) in the Savage Divide region of Appalachia.
    • Your level 20+ characters can begin the Steel Dawn quests immediately, even if you haven’t completed any prior Fallout 76 quest content.
    • When you log in with an eligible character, a quest called “Welcome to the Neighborhood” will prompt you to visit Fort Atlas.
    • Please note: You can now Fast Travel to Fort Atlas for free. However, if you had already discovered ATLAS Observatory before to today’s update, its icon will no longer be visible on your Map. You will need to revisit the area to discover Fort Atlas, which will cause its Map marker to appear.
  • Meet New Faces: Get acquainted with new characters, like Paladin Rahmani, Knight Shin, Scribe Valdez, and many others who have arrived in Appalachia with the Steel Dawn Update.
  • Explore New locations: We’ve added several new locations and updated a number of existing ones that you’ll delve into during your journey with the Brotherhood.
  • Gear Up with New Rewards: Progress through the Steel Dawn questline and complete Daily Ops to earn a host of cosmetic, C.A.M.P., and item rewards, including the following new weapons and armor straight from the Brotherhood arsenal:
    • Crusader Pistol
    • Plasma Cutter
    • Hellstorm Missile Launcher
    • Brotherhood Recon Armor
    • You can purchase a variety of mods for these new items from Regs in Vault 79 using Gold Bullion, including mods that can alter each weapon to deal various types of elemental damage.
  • Main Menu Updates: The Brotherhood has taken over the game’s Main Menu with an all-new background video and music.

C.A.M.P. Shelters

Head underground with C.A.M.P. Shelters, which are instanced interiors that you can add to your C.A.M.P. and customize to flex your creativity as a builder.
  • We’ve added a brief new quest, called “Home Expansion,” to the game that all players must complete in order to gain access to the C.A.M.P. Shelters feature.
    • Begin the “Home Expansion” quest by reading a Shelters Claim Center poster in Train Stations throughout Appalachia. Or, find your way inside the Claim Center by locating a key in the northern Forest region.
  • With today’s update, we’re introducing our first three C.A.M.P. Shelters, which each offer a different sized space to build in, and feature their own layouts and styles.
    • Vault Utility Room: After completing the “Home Expansion” quest, all players can claim the Vault Utility Room for free in the Atomic Shop.
  • Please Note: Since we decided to release Steel Dawn early, only the Vault Utility Room will be available on November 24. The Vault Lobby and Atrium described below will arrive at a later date.
    • Vault Lobby: Fallout 1st Members can claim this medium-sized Shelter this month in the Fallout 1st section of the Atomic Shop. In the future, it will be available to all players for Atoms.
    • Vault Atrium: The largest of our first three Shelters, the Vault Atrium can be purchased using Atoms.
  • Once you’ve claimed a C.A.M.P. Shelter, you can access its interior by building the associated Shelter Entrance in your C.A.M.P.
    • Your C.A.M.P. can contain one of each type of Shelter that you own, and you can build multiple Entrances to the same Shelter.
    • Find your available Shelter Entrances by scrolling to the new “Shelters” category in the C.A.M.P. Build Menu. Select the Entrance you’d like to build, and then head inside.
  • Every Shelter has its own build budget that is separate from your main C.A.M.P., as well as any other Shelters you’ve built.
    • Your Shelter interiors will be saved as you build, so you won’t lose anything if you relocate your C.A.M.P., move your Shelter Entrances, or if your Entrances get destroyed.
    • Since they are instanced, Shelters are able to offer sizable build budgets. Currently, each of our first three Shelters have larger budgets than your main C.A.M.P.
  • We’ve relaxed certain build restrictions inside Shelters by introducing a “Toggle Snapping” option that you can turn off to place objects anywhere you’d like, or turn on to snap objects to each other or the build grid.
    • Additionally, use the Shelter Control Panel inside of each C.A.M.P. Shelter to quickly scrap or repair everything you’ve built so far.

Design Updates

Dynamic Bundle Pricing
  • Please Note: Since we decided to release Steel Dawn early, Dynamic Bundles will not be available until our original patch date of December 1.
  • A common suggestion we’ve received from Atomic Shop aficionados has been to reduce bundle prices for players who already own some of the items they contain. With today’s update, we’ve added pricing tech that will do just that.
    • Going forward, if you own one or more items in a bundle, its Atom price will automatically reduce accordingly. The more items you already have, the lower your adjusted price.
    • Bundles that have been adjusted this way will now display your price vs. the original price.
    • Items you already own will be marked in each Bundle’s description.
  • We’ve also added a new “Bundles” category to the left-hand side of the Atomic Shop menu so that you can more easily find all of the bundles that are currently available without having to hunt for them on multiple pages.
Additional Atomic Shop Updates
  • Backpack Flair: Add even more personality to your characters with Backpack Flair! We’ve added two Backpack Flair slots to the modify menu for Backpacks that you can use to add cosmetic Flair.
    • Going forward, keep an eye out for different Backpack Flairs that you can unlock in the Atomic Shop, claim from Season Scoreboards, or earn as rewards in-game.
    • Backpacks you crafted prior to the Steel Dawn Update will not have Backpack Flair mod slots. Craft new versions of your Backpacks to cause the Backpack Flair slots to appear.
    • Please Note: While the Backpack Flair system is live as of November 24, Flairs themselves are not yet available. We will let you know as soon as we add them on a later date.
  • Fallout 1st: Items that have special discounts for Fallout 1st Members will now appear in the Fallout 1st section of the Atomic Shop while they are on sale.
    • These items will now also display a Fallout 1st icon, both in the Fallout 1st category and in their appropriate sub categories in the Atomic Shop.
  • Lunchboxes: In addition to earning Lunchbox rewards from a Season Scoreboard, or buying them with Gold Bullion in-game, you can now purchase them for Atoms in the Atomic Shop.
    • Please Note: Since we decided to release Steel Dawn early, Lunchboxes will not be available in the Shop until our original patch date of December 1.
    • Lunchbox buff descriptions and the chances to receive each buff have been added to the “Lunchboxes” section of the Help Menu.
Daily Ops
  • New Items: We’ve added a number of new rare rewards that you can earn by completing Daily Ops. They include Plans to craft Brotherhood Recon Armor, the Crusader Pistol, Plasma Cutter, and Hellstorm Missile Launcher.
  • Plan Rewards: Say goodbye to duplicate Plans! Non-tradeable item Plans that can be awarded by Daily Ops, like the War Glaive Plan, will no longer continue to drop as rewards after you’ve learned them.
  • Mutations and Enemies: To help keep Daily Ops feeling fresh each day, we’ve made an adjustment to prevent the same enemy mutation and faction from appearing two days in a row.
Hunger and Thirst Updates
  • We agree with feedback from the community that our hunger and thirst mechanics could feel a little too punishing. We’ve decided to remove the negative effects when you’re hungry or thirsty, and buff up the bonuses you receive when you’re fed and hydrated.
  • Going forward, your Action Points, Health, and Disease Resists will no longer be negatively affected when you haven’t had anything to eat or drink recently.
  • Instead, you will receive buffs that increase depending on how full your hunger and thirst meters are:
    • Hunger: Gain +15 Max HP when partially fed, up to +35 Max HP, +35% Disease Resist, and +1 Strength when fully fed.
    • Thirst: Gain +15% AP Regeneration when partially hydrated, up to +35% AP Regeneration, +35% Disease Resist, and +1 Endurance when fully hydrated.
Items
  • Holiday Gifts: Increased the weight of Holiday Gifts to 1 pound each, and made them untradeable.
PVP
  • Pacifist Mode: When Pacifist Mode becomes available to new characters at level 5, it will now be toggled on by default.
User Interface
  • Map: Added a Fast Travel point and Map marker for Vault 51.

Bug Fixes

Allies
  • Settler Forager: Players can once again receive Daily Quests from the Settler Forager Ally.
Art & Graphics
  • Animations: Human NPCs that have both legs crippled no longer appear to fall down and then immediately stand back up. Instead, they will remain standing, but they will remain immobile until one leg is healed.
  • Power Armor:** Players’ posteriors are now properly protected while wearing Enclave Power Armor.
  • Weapons: Turbo-Fert Fertilizer Grenades no longer appear to explode twice on detonation.
  • Weapons: Charging up the Gauss Pistol and then holstering it no longer causes a small portion of the weapon model to disappear.
C.A.M.P. and Workshops
  • General: Grass and small plants are once again visually removed when placing Foundations and other large C.A.M.P. objects on top of them.
  • Brotherhood Field Station: Closed up a hole in the Field Station’s ceiling.
  • Décor: Players can now build Powered Lawn Flamingos without having learned the base Lawn Flamingo Plan.
  • Encampment Bridge: Fixed an issue that could allow Encampment Bridge pieces to remain floating in mid-air after removing connecting pieces.
  • Encampment Fence: The Encampment Fence now spins at its center point when rotating the object in build mode, and its explosion visual effects also appear at its center point when the Fence is destroyed.
  • Exploit: Traps now have a minimum distance that they can be placed from other Traps. C.A.M.P.s and Blueprints containing Traps that are stacked on top of each other can no longer be placed.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Wires.
  • Exploit: Addressed an item exploit related to Collectron Stations.
  • Rocket Rides: Can no longer be placed clipping into other objects.
  • Super Reactor: Now scraps into Aluminum, Copper, and Rubber, instead of just Rubber.
Combat
  • Explosion Damage: Fixed an issue that caused non-physical explosions from weapons, like Floater Grenades, to deal less damage than intended.
  • VATS: Greatly improved the accuracy of chance to hit percentages when using VATS.
  • VATS: Hits that successfully strike the target now deal damage correctly.
  • VATS: Fixed an issue that could cause VATS to close when line of sight to the targeted enemy became partially obstructed.
  • VATS: Continuing to fire a Flamer or Cryolator after closing VATS no longer stops those weapons from damaging enemies.
  • VATS: Corrected the damage dealt when firing the Tesla Rifle and uncharged Gauss Weapons in VATS.
Daily Ops
  • Contextual Ammo: Enemies in Daily Ops now correctly drop Shotgun Shells when using the Fancy Shotgun.
  • Bosses: Daily Ops Bosses no longer sometimes swap their unique weapons for weapons from nearby creature corpses.
  • Bosses: The Super Mutant Daily Ops Boss is no longer disarmed after being staggered.
  • Operation Report: After achieving Paladin Tier or higher, the rewards list in the Operation Report now correctly includes both of the player’s legendary item rewards.
  • Vault 94: Fixed an issue causing certain doors inside Vault 94 to display a button prompt without any text.
Enemies
  • Blood Eagles: Can no longer be turned into Scorched Blood Eagles by Scorchbeasts.
  • Earle Williams: Can no longer turn into an Ash Pile or a Goo Pile on death, nor dismembered by the Bloody Mess Perk.
  • Scorchbeast Queen: No longer clips into the terrain during her strafe attack.
Items
  • Apparel: Fixed several instances where Enclave Underarmor could clip through different apparel, like the Bomber Jacket and the Pint-Sized Slasher Outift.
  • Armor: Sturdy and Heavy Metal Left Leg Armor can now drop as legendary items.
  • Armor: Players can now correctly remove Misc. Mods from Armor pieces.
  • Armor: Secret Service Armor with the Weightless legendary attribute no longer counteracts cloaking granted by the Chameleon Mutation.
  • Gamma Gun: Firing rapidly no longer sometimes causes the Gamma Gun to fire more rounds than the magazine contains.
  • Gauss Minigun: The crosshair no longer persists on top of the Gauss Minigun’s sights while aiming after applying the Gunner Sights mod.
  • Gauss Shotgun: Can no longer spawn with the Explosive legendary effect.
  • Heavy Weapons: The Cryolator now correctly deals cryo damage, and the Flamer deals fire damage.
  • Mods: Weapons that have Heated Mods applied now correctly deal Fire damage.
  • Mods: The Refrigerated Backpack Mod now consistently reduces the food spoilage rate by 50%.
  • Mods: Weighted Armor Mods now ignore 5 points of enemy Damage Resist in addition to the 10% they ignored previously. This will improve situations where Weighted mods had very little effect on enemies who already had low Damage Resists.
  • Pump-Action Shotgun: Increased Pump-Action Shotgun Bash damage so that it is in line with Rifles and other Shotguns.
  • Recipes: The Radstag Redemption, Mirelurk Boil, and Headhunters Headcheese Recipe Notes now correctly unlock the ability to craft those items.
  • Thrown Weapons: The following weapons now deal the correct damage types, and they are properly enhanced by the Demolition Expert Perk Card.:
    • Cryogenic Grenade
    • Cryo Mine
    • Floater Grenades
    • Plasma Grenade
    • Molotov Cocktail
  • War Glaive: Added Copper to the War Glaive’s crafting requirements and removed the Plasma Core requirement.
Mutations
  • Carnivore: The following items now count as meat when affected by the Carnivore Mutation:
    • Canned Dog Food
    • Deathclaw Eggs and Omelettes
    • Frog Eggs
    • Imitation Seafood
    • Mirelurk Eggs and Omelettes
    • Mothman Eggs
    • Pork n’ Beans
    • Radscorpion Eggs and Omelettes
    • Radtoad Eggs and Omelettes
    • Radtoad Omelettes
    • Salisbury Steak (Preserved)
    • Yum Yum Deviled Eggs
  • Herbivore: The following items now count as plant-based food when affected by the Herbivore Mutation:
    • Cajun Rice & Beans
    • Firecap Tasty Souffle
    • InstaMash
    • Preserved InstaMash
    • Vegetarian Ham
NPCs
  • Animations: Corrected a number of issues that could cause various world NPCs to play incorrect animations or temporarily stop animating.
  • Fisher: No longer plays an animation as though he is using a terminal when he is not near one.
  • The Overseer: No longer sometimes becomes stuck when heading to the presentation room during “Overseer, Overseen.”
  • Whitespring Bots: Sentry Bots and Doorman Protectrons now respond properly when players interact with them.
Performance and Stability
  • Client Stability: Fixed an issue that could cause a client crash when loading into a world.
  • Server Performance: Players will no longer receive an error when joining a Daily Op while using furniture.
  • Server Stability: Addressed a server crash that could occur when loading into a world.
  • Performance: Addressed an issue that could result in a performance drop when viewing the Season Scoreboard.
Perks
  • Animal Friend: Removed outdated level requirement wording from the Perk Card description.
  • Chem Fiend: Now correctly increases the duration of all effects granted by Berry Mentats.
  • Nerd Rage: Fixed an issue causing Nerd Rage to grant its damage bonus while above 20% health.
  • Wasteland Whisperer: Removed outdated level requirement wording from the Perk Card description.
Quests and Events
  • Ally: Thicker than Water: Watoga Underground is now properly instanced.
  • Defend: Billings Homestead: Enemies no longer get stuck or spawn in nearby water during Workshop events at Billings Homestead.
  • Free Range: Beefed up Brahmin health and resistances during the Free Range event.
  • Project Paradise: Friendly creatures that appear after completely filling the habitat troughs now have a consistent max level of 100.
  • Scorched Earth: Now correctly grants a 3-star legendary item reward on completion.
Sound
  • Armor Ace Shooting Gallery: Joining a Daily Op while using the Armor Ace Shooting Gallery no longer causes its sound effects to play continuously.
  • Boney Death Tambo: Added unique sound effects to the Boney Death Tambo Skin.
  • Communist Bunker: Sound effects no longer continue to play after the door has finished opening or closing.
  • Encampment Fence: Corrected the sound effects that play when opening the Encampment Fence Gate.
  • Hounds Reclining Sofa Chairs: Now play sound effects when players sit in them.
  • Theremin: Now plays one of two different songs, depending on the in-game time of day.
User Interface
  • Map: Bloody Frank’s is now labeled correctly on the Map.
  • Scoreboard: On PC, pressing the Spacebar while viewing the Scoreboard in-game no longer incorrectly opens the Challenge Menu.
World
  • Pathing: Fixed a number of objects in the world that players could path through or clip into.
  • Pathing: Fixed several locations throughout the world where players could become stuck.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

This Week at Bungie - 11/5/2020

Source: https://www.bungie.net/en/News/Article/49751
This week at Bungie, we’re beginning our descent to Europa.
Every release, we have a long conversation about what we should show players leading up to launch, and what we should leave for players to discover. We want to build up the sense of wonder as a new Season or expansion makes its approach without spoiling everything that’s coming. With just a week to go before launch, we’ve almost reached our destination.
Video Link
Our Beyond Light Launch Trailer went live last week. A ViDoc, exploring Beyond Light and Season of the Hunt, is available for your viewing pleasure. We’ve released our Season of the Hunt calendar to help you plan out your days for the next few months.
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All that’s left is a quick preview of patch notes and a maintenance timeline. After that, we leave the rest to you.

It’s All in the Patch

Over the last few weeks, our goals have been to set expectations. We’ve covered the Destiny Content Vault, upcoming Sandbox changes, Gambit tuning, and more. These updates aren’t mind-blowing or overly game changing, they’re just nice little morsels to chew on in the final days leading up to launch. In any case, we hope you like the following quality of life appetizers before your meal is delivered on November 10.
Archives
Beginning November 10, two new kiosks will be available in the Tower. First up, the Quest Archive will be found next to the Postmaster. Our hope is that this removes some of the confusion when trying to track down the odd quest that you previously discarded. Additionally, this will be the place for any veteran players to pick up the New Light Quest on November 10, if they have a strong desire to experience new player tutorials and the (re-)introduction to the Cosmodrome.
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Next up, the Monument to Lost Lights Exotic Archive will be found by the Vault. Here, players may acquire various Exotics and Legendary Pinnacle/Pursuit weapons that were once available through now-retired quests. As many of these Exotics were tied to lengthy quests or difficult objectives, we wanted to make sure their prices reflected those previous efforts. Players will need an amount of Glimmer, destination materials, masterworking materials, and an Exotic Cipher or Ascendant Shard in order to purchase the Exotic or Legendary which they desire. We’re also introducing a currency, Spoils of Conquest, which can only be acquired when completing raids. This currency will be required for Exotics previously tied to Vaulted raids.
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In the past, Exotic Ciphers were very limited in nature. While you can expect one to be available as part of the Season Pass, Xur will also offer a quest to earn one Exotic Cipher on a weekly cadence.
Now, let's move on to some traditional patch notes...
Crucible
  • Trials of Osiris
    • Trials of Osiris Power level requirement increased to 1210.
    • Added ADEPT weapons and weapon mods to Flawless chest rewards.
    • Additional information here (link TWAB).
  • Maps
    • Added physics blockers to some out-of-bounds areas on Altar of Flame.
    • Added physics blockers to some out-of-bounds areas on Exodus Blue.
    • Added physics blockers to some out-of-bounds areas on Cauldron.
Player Identity
  • Login screens now have a dark background.
  • Updated the full-screen menus to have a dark background style.
  • Player waypoints now display Season Rank, HUD waypoints.
  • Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses.
    • Character screen visuals updated depending on player choice between Light and Dark.
Character Creation
  • Changed selection from "Male" & "Female" to "Masculine" & "Feminine."
  • Guardian head and hair models have been replaced with improved versions.
    • Several color swatches have been changed to better represent the applied color.
    • Player’s previous head selections are still used.
Misc
  • Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with more than 100 friends.
  • Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress.
  • This most notably impacted Iron Banner bounties and could cause players to have their Artifact Power bonus enabled during Iron Banner matches.
A few Sandbox changes that we missed in our Sandbox preview
  • Traveler's Chosen
    • Reduced muzzle flash intensity.
  • Point of the Stag
    • Increased Point of the Stag's Max Power Level to 1310.
  • Divinity
    • Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana's Vow).
  • Hunter Dodge
    • Increased Hunter's Dodge cooldown by a few seconds.
    • (E.g. Tier 4, old cooldown: 22 sec. New cooldown: 26 sec.)
  • Anti-Champion Mods
    • Anti-barrier rounds will now penetrate Taken Phalanx shields.
    • All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot.
  • Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses.
Before we end our patch note preview, we do want to call out the collectors among you who have been talking about the impending removal of Expired Ramen Coupons from your inventories. We know this one stings a bit. It’s a byproduct of us cleaning up inventory systems and doing general maintenance.
We want to a provide a parting gift before these coupons are tossed into the bin. These coupons can’t be redeemed for spicy ramen, but they can decorate your desktop for as long as you desire.
[4k – SPICY RAMEN COUPONS]
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…and there we have it. Full patch notes will be released on Tuesday around launch time. Stay tuned!

Novembrrrrrrrrrrrrrrrrrrr

With a new expansion coming next week, we also have a fresh update coming to Bungie Store! We’re entering the holiday season, so it’s a pretty good time to start gift shopping for your favorite Guardians out there in the world.
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Starting November 9, upgrade your arsenal of collectibles and gifts at Bungie Store with new exclusive products and free in-game emblems with purchase, including the Destiny 2: Beyond Light Original Soundtrack!
Cosmic Alignment (Available November 9 through December 4, 2020)
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Between Stars (Available November 9 through February 9, 2021)
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Shattered Harmony (Available November 9 with purchase of Destiny 2: Beyond Light Original Soundtrack)
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Follow @BungieStore on Twitter for more deals and discounts to be announced every Friday in Novembrrrr from The Drifter, The Exo Stranger and Variks.

Let’s Talk Maintenance and Pre-Loads

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Next Monday, November 9, Destiny 2 will go offline for an extended maintenance period. We want to give everyone ample time to download Destiny 2 Update 3.0.0. Our teams are prepping for the launch day assault on our servers. Destiny Player Support has the full timeline for maintenance, downloads, and more. Read up, spread the word, and get ready for Beyond Light.
This is their report.
UPDATE 3.0.0.1
Next Monday, maintenance for Update 3.0.0.1 will begin. Below is a timeline of events:
  • November 9, 3:30 PM PST (2330 UTC): Background maintenance for Update 3.0.0.1 will begin.
  • November 9, 4:00 PM PST (0000 UTC): In preparation for downtime, players will be removed from activities and will be required to download a small update before logging in again.
  • November 9, 6:50 PM PST (0250 UTC): Sign-on for Destiny 2 will be disabled.
  • November 9, 7:00 PM PST (0300 UTC): Destiny 2 will be brought offline for expected maintenance. Players will be removed from activities and won't be able to log back into Destiny 2 until 9 AM PST on November 10.
  • November 10, 9:00 AM PST (1700 UTC): Destiny 2 Update 3.0.0.1 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
  • November 10 12:00 PM PDT (2000 UTC): Destiny 2 maintenance is expected to conclude.
For more information, please visit our Destiny Server and Update Status help article.
BEYOND LIGHT PRE-LOAD
Pre-load for Update 3.0.0.1 will be available prior to the game’s release. Below are pre-load timelines and instructions based on platform:
PlayStation
Beginning on November 8 after 8 PM PST (0400 UTC), users can start pre-downloading Update 3.0.0.1 by:
  • Navigating to Destiny 2
  • Pressing the “Options” button
  • And selecting “Check for Updates”
In an effort to decrease server load, some PlayStation Plus users may be able to pre-download Update 3.0.0.1 starting on November 7 after 8 PM PST (0400 UTC) if they have auto update/download enabled on their PlayStation 4. For instructions on how to setup auto update/download, please click here.
PLEASE NOTE: BUNGIE RECOMMENDS THAT PLAYERS SHOULD NOT DELETE THEIR CURRENT VERSION OF DESTINY 2 ON THEIR PLAYSTATION CONSOLE TO SPEED UP THE PRE-DOWNLOAD PROCESS.
Xbox
Pre-load for Xbox will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. For instructions on how to setup auto update, please click here.
PC
Pre-load for PC will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. Update 3.0.0.1 should automatically be put in the Steam download queue once it is available to pre-load. For more information on managing Steam downloads and updates, please click here.
STORAGE REQUIREMENTS
Below are the updated storage requirements for Beyond Light:
Platform |Destiny 2 Install Size |Storage Space Needed for Installation | |--|--|--|--|--|--|--|--|--| Xbox Series X|S|65.7 GB|65.7GB| PlayStation 5|70.78 GB|70.78 GB| PlayStation 4|70.78 GB|171.68 GB| Xbox One|65.7 GB|65.7 GB| PC|69.7 GB |186.2 GB** |
** PlayStation 4: Includes current installed version of Destiny 2 (100.9 GB) + Update 3.0.0.1 pre-load (70.78 GB) = 171.68 GB*
*** PC: Destiny 2 Install Size may vary based on languages installed, size shown is maximum size possible *
** PC: Includes current installed version of Destiny 2 (up to 116.5 GB) + Update 3.0.0.1 pre-load (up to 69.7 GB) = 186.2 GB*
DESTINY CONTENT VAULT AND THE END OF SEASON OF ARRIVALS
With the start of Year 4 and the introduction of the Destiny Content Vault on November 10, certain items will be deprecated from player inventories that correspond with Vaulted destinations, activities, and campaigns.
Players should review our help articles on items being deprecated at the start of Year 4 and items being removed at the end of Season of Arrivals for more information on items, quests, and currencies that will be removed from player inventories at the start of Year 4. Some items listed can be used or turned in for rewards, such as Glimmer, weapons, and armor, so be sure to do that before November 10.
Additionally, certain Titles will become Legacy Seals and unavailable to earn at the start of Year 4. Players should be sure to equip the following Titles before November 9 at 7 PM PST (0300 UTC), after which they will be unavailable to earn. For more information, please visit our Year 4 Triumphs Update help article.
Seal |Title | |--|--|--|--|--|--|--|--|--| A Shadow Rises|Shadow| Reckoner|Reckoner| Black Armory|Blacksmith| Destinations|Wayfarer| Lore|Chronicler| Undying|Undying| Dawn|Savior| Almighty|Almighty| Arrivals|Forerunner| Moments of Triumph 2020|MMXX|
BUNGIE REWARDS
With the release of Beyond Light on November 10, certain Bungie Rewards will no longer be available to earn. These include the ‘Eclipse Sunset’ and ‘Sunset’ emblems, the Year of Shadowkeep Artifact Coins, the Moments of Triumph t-shirt, the Raid Ring, the Prophecy Dungeon Hoodie, the MMXX Seal, and the Forerunner Seal.
Players should be sure to earn these rewards by November 9 at 7 PM PST (0300 UTC) and claim these rewards from the Bungie Rewards page before November 13 at 8 AM PST (1600 UTC).

Encore

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Before we kick off a new year of Destiny content, we have a final round for Movie of the Week. 2020 isn’t over yet, but we’ve had a blast watching community-created content throughout Shadowkeep and its associated Seasons. Many thanks to those who’ve submitted their footage (and art!), as it’s kept us sane week over week.
Here are your final Movie of the Week selections before Beyond Light brings some Darkness to the table.
Movie of the Week: Thanks, Taken!
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Movie of the Week: Festival of the Lost, Parting Shot
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Movie of the Week: Give ‘em a hand
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Movie of the Week: SEVENTH COLUMN!!! ...AND ANOTHER ONE!
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Movie of the Week: It isn’t over until it’s over
OMG can someone explain this please?!?! Like wtf just happened🤷‍♂️🤷‍♂️ @A_dmg04 @Gladd @BungieHelp @Xbox pic.twitter.com/aYNfaeG7WM
— TG DuAc (@TGDuAc1) November 2, 2020
Next week, we’ll have a new companion section for Movie of the Week. We felt it important to give the same spotlight to the artists of our community as we’ve been giving to those who create fun videos.
To throw your hat in the ring, submit your content to the Community Creations portal on Bungie.net. If you also post your content to social media, tag it with #DestinyMOTW or #DestinyArt. We’ll snag a few winners each week and grant them some fancy new emblems.
We’ve been here a few times. What was once months became weeks. Weeks have become mere days. Five more sleeps stand between you and Beyond Light. Well, that’s if you can even sleep the night before launch. I know I probably won’t. Many of you have been on this journey with us from the start. In the last year, numerous Guardians have begun their journey through New Light. No matter how long you’ve been a Guardian, we can’t thank you enough for playing.
Stay hydrated. Be healthy. Treat yourself well.
We’re almost there.
See you starside.
-dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Beginner Resource Hub!

This post aims to draw together a bunch of research that helped me get started cubing, pulling on advice from other cubers, resources on this subreddit, and external articles. The idea is to cover the basics, answer the FAQs and collate links to other resources for further reading.
(please bear in mind this is a round up of advice through the lens of my own bias, I am not claiming any advice here to be the way things should be done, just to provide a starting point to people who don’t yet know how things could be done)

Post breakdown:

0 - WHAT IS A CUBE?:

“A cube is a ... collection of (often powerful) cards used for drafting and playing Limited. Drafting a cube is similar to drafting booster packs, but instead of drafting from three fifteen-card Magic booster packs, you draft from fifteen-card "packs" that you create from your cube.” - Building Your First Cube)
Tolarian Community College - What is a Magic: The Gathering Cube?
How many players do I need to play my cube?:
Cube can be enjoyed with anywhere between 2-8 players. A brilliant summary of different draft methods for different player counts can be found here

1 - QUICK START:

So you like the look of cube and want to get started playing the best limited format ASAP? Here are some of the easiest ways to start building and playing Cube:
If you decide to build your own first cube, as long as you have reasonably even colour sections and a curves similar to what you might want to draft in retail limited you will produce an environment that will be a blast to play.
Other early facets you may wish to explore are:
Remember, you can always add and remove cards as you see fit. It’s not necessary to agonise over individual card choice at this point (although of course you may if that floats your boat).
CubeCobra is the community favourite cube management website. It is similar to existing decklist websites (mtggoldfish etc.), but made specifically for cube. It has all sorts of tools for managing, analysing and playtesting your cube, and is invaluable for a cube designer.
Playing your cube: Playing paper magic is currently challenging to impossible depending on where you are in the world. See the Resource Hub for ways to play your cube online.
Bonus Link - Lucky paper - How and why to build a cube (podcast)

2 - DETAILED START:

To help make this section more searchable/digestible I’ve split it into what I’d consider to be the key elements to think about when building your first cube:

2.1 Size 2.2 Power & Removal 2.3 Curve and Cardtype Balance 2.4 Archetypes 2.5 Signposting 2.6 Gold count
2.7 Nonbasic lands 2.8 Colourless 2.9 Colourless Ramp 2.10 Singleton or Not? 2.11 Board State 2.12 Devotion
2.13 First Cube

2.1 SIZE:
The size of your cube affects a number of factors, such as card density, number of players, variation between drafts, cohesion of archetypes etc. Typical cube sizes are multiples of 180 (as they divide nicely into 15 card packs)
2.2 POWER (and power consistency):
How powerful do you want the contents of your cube to be?u/land_of_Mordor has written up a brilliant shorthand for differentiating cube power levels here This scale ranges from 1 (Retail limited) to 10 (Fully powered, absolute strongest cards in magic the gathering)
It is important to consider power consistency when building your cube. Ideally most of your cards ought to sit at a roughly equal power band to provide fun and fair gameplay. For an extreme example, a cube that runs sol ring (found in ~strix 8+) should not include drastically lower power cards such as celestial prism (and vice versa). Ideally you don’t want situations where your drafters win because they have the “better” cards than their opponent. Cube is an opportunity to move away from the chaff/bombs divide present in retail limited.
A useful tool for gauging the balance in your cube after building it is to use the filters in CubeCobra to sort your cube by “Elo” and scrutinise any outliers. The elo system ranks cards by recording each card picked against every other card passed in a pack. <1000 elo is very low >2000 elo is incredibly high (power 9 sit in this spot).
Due to how elo is calculated it doesn’t take into account:
In summary, Elo is a useful tool to flag outliers, but individual card merit should still be assessed by the cube designer in the environment they are creating.
2.2(a) REMOVAL:
Removal in cube plays a significant role in how your environment functions and its overall power level. Density and efficiency are the main dials of removal that can be tweaked to adjust your format.
Ideally density and efficiency of removal should reflect the rest of your cube. For example, high efficiency high density removal is best suited to environments that have very efficient threats.
Efficiency can be adjusted by raising/lowering the CMC of removal spells (Murder vs Daring Demolition), deciding on instant vs sorcery, or including removal with restrictions/drawbacks (Bone Splinters)
Attaching removal to bodies increases both density and efficiency. E.g. Ravenous Chupacabra
Density can otherwise be adjusted by increasing/decreasing the removal card count in your environment.
2.3 CURVE AND CARD TYPE BALANCE:
Character limit -I'll put this section in a comment.
2.4 ARCHETYPES:
You may wish to decide on supported archetypes at the inception of your cube, or allow them to present themselves through play of your quick start cube.
Archetype support is a tricky beast, many cube designers have differing opinions on how (or even if) archetype support should be implemented. Two main axis that archetype support can be measured on are “Parasitism” and “Weight”
"Parasitism in cube" video and thread
Parasitic strategies work within their own defined bounds, don’t care much about other cards, and are underperformers/useless outside of their strategy.
Running cards that have a good floor (i.e. worst case scenario) but improve in your chosen archetypes is a good way to reduce parasitism in your cube. Additionally, running cards that fit multiple archetypes can be desirable e.g. Rimrock Knight is useful to mono R aggro, spells matters, and weenies
“Weight” is the term I’m giving to the measurement of how prominent each archetype is in each colour. A lower weight may allow for more organic strategies to develop in your draft environment A higher weight may result in drafters feeling like they are being pushed to do what you "want" them to do
For example if you run 20 Prowess creatures in red and white, players may feel obliged to lean into the strategy given to them instead of having the agency to build their own unique deck.
Where your cube sits on the Parasitism/Weight scale will be personal to you, and will likely change as you develop and adjust your cube. You and your playgroup's enjoyment can help drive these decisions.
u/Japahn has an excellent article here on archetype design in cube.
2.5 SIGNPOSTING:
Signpost cards are cards that support and communicate the presence of a strategy to drafters. These can be used effectively to help players understand what is possible in your cube. For example, if a player opens a pack and sees Thermo Alchemist and/or Talrand, Sky Summoner they might reasonably believe that a “Spellslinger” theme is present in your cube.
In the same line of thinking, it can be worth avoiding false signposts that lead players to believe a strategy or theme is present that actually doesn’t exist. For example one half of the blood combo without the other, or otherwise playable cards that suggest a strategy that doesn’t exist e.g. Champion of Dusk without vampire tribal.
You may even consider eliminating one-off mechanics for comprehension. E.g. I cut Aether hub in favour of Tendo Ice Bridge after a drafter was disappointed that Energy wasn’t a present mechanic in the cube.
Gold cards are a good opportunity to show your drafters some of the strategies possible in each colour combination. This should feel familiar to players, as WotC employs the same design in their retail sets.
2.6 GOLD COUNT:
Gold cards can be very fun, they act as good signposts and are often players’ & designers’ favourite cards. The temptation to include lots of gold cards is high among beginning cube designers for these reasons, however a lower count is generally more beneficial for the environment.
Fundamentally, gold cards are relevant to far fewer players and have a tendancy to wheel around the table before landing with a player who doesn’t want them.
For example, a Lightning Helix is very relevant to your Boros drafter (if there even is one this session), lightly relevant to your Naya/Jeskai/Mardu drafters (if there are any) and irrelevant to everyone else. In contrast Lightning Strike is relevant to ⅕ of your Mono colour drafters. 5/10 of your 2 colour drafters and 6/10 of your 3 colour drafters. Someone at your table will be playing red, and this card is guaranteed to be relevant and desirable.
More cards able to be played by more people in more strategies = more agency for your drafters
20-30 gold cards in 360 anecdotally works very nicely.
2.7 NONBASIC LANDS:
Good fixing in cube is crucial to help games run smoothly. Not being able to play magic due to mana screw is one of the least enjoyable aspects of the game. Good fixing reduces the number of feel bad games your drafters experience due to poor variance.
30-40 lands in 360 cards will help ensure the games are more enjoyable for everyone. Unfortunately, good lands can be expensive, but proxy printing/sharpie changes can solve this issue! (proxy resource links below)
(it is worth noting a risk of too much fixing is that everyone is able to draft 5 colour piles of the best cards(this may still happen even at lower land count if 7 of your drafters ignore the fixing and one player snaps up 20 lands))
2.8 COLOURLESS:
Colourless cards are effectively “free” picks for your drafters, allowing them to remain open in the draft while providing powerful effects. Fun utility cards and curve filling creatures are perfect candidates for the colourless section.
Due to the “free” nature of colourless cards, you may wish to balance them in such a way that they don’t outclass your coloured cards.
2.9 COLOURLESS RAMP:
Colourless ramp such as Sol Ring and Dimir Signet allow your drafters to cheat past the early stages of the game. Be very cautious about including cheap colourless ramp in any lower powered environment.
Reasons to be careful:
  1. Strong ramp can invalidate aggro
  2. If you want ramp to be part of Green’s identity, colourless ramp can invalidate it (or reduce its uniqueness)
  3. It can cause swingy games based on variance - Opponent plays a T1 sol ring and you have no ramp. You’re almost guaranteed to lose
A rough guide for rocks that produce 1 mana:
Don’t be fooled by “enters tapped” clauses. Sphere of the Suns is still likely too strong for a low powered cube.
Bonus: Rock List
2.10 SINGLETON OR NOT?:
Breaking singleton is a fine thing to do, but typically is only worth doing to fulfil a design goal that can’t be achieved by another unique card. A common singleton break is for nonbasic lands, as cube designers often want to provide the best possible fixing for their drafters.
The first iteration of my cube broke singleton in a few places and it was fine, but very quickly I felt like I was wasting slots that I'd rather use to increase variety and replayability.
Interesting write-up on breaking singleton by u/Karametric
2.11 BOARD STATE:
Do you want a front heavy (i.e. 3/2 creatures) or a back heavy (i.e. 2/3 creatures) board state? This article discusses the advantages of a front heavy board state.
I won’t repeat the detail of this article here as I’ve nothing extra to add, but the main point is that a front heavy board allows for meaningful attacks and reduces board stalls.
2.12 DEVOTION:
Cards with a high colour devotion (i.e. multiple coloured pips in their casting cost) are more difficult to cast by more of your drafters. For example Knight of the White Orchid can only reliably be cast on curve by a mono white (or heavily white) deck. Cards with low CMC and high devotion are particularly problematic, as finding 2 white by turn 2 in a Selesnya deck is a lot harder than finding 2 white by turn 5 to cast Regal Caracal.
When designing with this in mind, high devotion cards can be used to tune the accessibility & viability of 3+ colour decks.
2.13 FIRST CUBE:
u/Fleme’s write up on assessing your first cube was a massive boon for reviewing the first cube I built. Reading this before and/or after building your cube should provide lots of useful insight.

3 EXTRA

Cube Costs:
Within reason, cube can be as expensive or cheap as you want it to be. Here’s a quick breakdown of costs associated with cube:

4 RESOURCE HUB

A hub for cube and draft resources!
Many of the resources below have been discussed and analysed in a vast number of different articles/videos/podcasts. If any one topic takes your interest, a quick google will almost always lead you to more content on a topic. E.g. Quadrant theory has been analysed by a plethora of different players on many platforms. One just has to google.
Sidebar:
The sidebar on the right of this subreddit contains lots of useful links to podcasts/discord channels/popular threads etc. Check out what it has to offer.(If you are on mobile, sidebar links can be accessed by scrolling to the top of the subreddit and pressing the "about" button in the right/centre of the page)
How to draft:
Card Evaluation:
How to shuffle:
Booster pack options:
Cube shell/Cubamajig comparison (s)
Ways to play online:
Accessories:
Proxying:
Premade cubes:
Popular cubes to copy/gain inspiration from:
EDH/Commander Resources:
Other:
Extras:
Shameless plug:
If anyone has any feedback, suggestions or useful links that ought to be included, please do let me know :)
submitted by agile_drunk to mtgcube [link] [comments]

Lucian/Kalista Harrowing from Plat 4 to Masters (repost)

Hey everyone! Mulligan here & today I wanted to share the deck I used from Platinum 4 to get to Masters this season. For those new, I’ve been playing Legends of Runeterra since the Preview Patch days late last year & have been doing content creation on Youtube for the game & streaming it on Twitch off & on since January of this year. A few might remember me from videos like “How Good is Legends of Runeterra?” & the beginner guide I did later on.
I’ll be taking some inspiration from u/ImpetuousPandaa’s deck analysis format for this guide. One of the biggest reasons I wanted to do this guide was because of this deck’s solid matchup against TF Go Hard, one of the most popular & strongest decks in the current meta while having solid game against most of the rest of the field.

History

This deck is not a new concept. It’s a deck that many players & content creators have experimented with throughout Legends of Runeterra's history. As far as my own history with the archetype, I’ve been personally building & playing some variant of Demacia Shadow Isles off and on since Open Beta started, choosing to stick with Lucian for the vast majority of it. However, I didn’t start utilizing Kalista and the Last Breath unit package until the Rising Tides meta because I was heavily inspired by the success of Endure decks. Up until that point, I was largely just pairing Lucian with Ephemerals and/or Hecarim (Kalista was one of the worst champions in the game back then). The deck had legs but for most of Rising Tides, it felt like a worse version of Endure mainly because they played so similarly, but The Harrowing hadn’t been buffed yet. I was using Cithria at the time but ultimately ended up cutting her due to being too slow for the Endure/Tempo Sejuani meta back then before putting the deck down. Fast forward to Harrowing’s cost reduction, I started testing the deck again with Harrowing in it and trying a lot of different cards. Soon after, Swim popularized his own take on the list which included Cithria, the card I had previously cut. Our lists looked nearly identical with the same Kalista unit package, but we never shared tech with each other. Our lists just happened to end up being very close despite building them independently of each other. Anyway, I did end up adding Cithria back in and the deck has pretty much looked the same ever since. I say all this because some will undoubtedly be familiar with this particular version of the deck. However, this guide will be geared towards newer players or players that aren’t familiar with this deck. Also, hitting Masters with this deck is a little extra special for me because this deck has been a labor of love. It feels good to get to the top rank with your own creation, even if it is just a personal take on an archetype that plenty of others have built their own versions of at the end of the day.
If you were an Endure player who enjoyed the playstyle of that deck and you miss that playstyle, then this guide is for you. The gameplan of this deck is very similar to Endure.

Basic Variables


Gameplan

As I stated before, the gameplan of this deck is very similar to the Endure decks we saw in previous metas and still see from time to time. You have a highly synergistic group of Last Breath units and units that proactively sacrifice your Last Breath units to help your champions Lucian and Kalista level up. However, instead of sacrificing and trading off units to build towards a giant They Who Endure, you are instead building towards a very powerful Harrowing that involves reviving Ephemeral versions of Cithria, a leveled up Kalista and whatever the next strongest units that died during that game were. Similar to other decks that play The Harrowing such as Hecarim, each Harrowing you play is more powerful than the last one. This deck, in my opinion, is slightly faster than Endure because it looks to end the game anywhere between rounds 6 and 9, although the deck is capable of ending games even faster with the right start.

The Decklist

0-1 mana
2 mana
3 mana
5-6 mana
9 mana

Mulligans & Gameplay Tips

In general, you’ll be looking for your early game units that costs anywhere from 0 to 3 mana. However, there are some specific openers you want to be aware of and keeping some of your early units will depend on the other early units you already have in your hand:
Never keep Ravenous Butcher if you have no other Last Breath units to sacrifice (Keeper or Prey). Never keep any spells or any units costing 5 mana or more because you usually don’t want to play your first spell until turn 4 or later and 5+ mana units are too slow. It is possible you may want to keep Single Combat specifically against Scouts just so you have a way of dealing with Miss Fortune early, but I haven't tested this yet.
Here are some gameplay tips:

Matchups

TF Go Hard/Back Alley Poker - 80% WR over 15 games
While this deck crushed Go Hard overall throughout Platinum and Diamond, I think part of it was surprise factor. I suspect the winrate will drop if the Go Hard players know what this deck does, so I think this matchup is closer to 60/40 but still has a solid matchup overall.
Blighted Caretaker is very important to control the board early on, so I always keep it in my opening hand even if I don’t have any targets for it initially. Going first with Caretaker is usually better but sometimes they won’t commit to the board because they’re expecting a Caretaker, so sometimes you don’t mind going second to play Caretaker on round 4 and have either Lucian or Kalista in play beforehand. That way if they do drop TF it’s not a total loss. Keep Kalista at 3 health if you can by the way but you can just spam attacks with her in most situations. Their units are overall weaker than yours. Keeper is also a...keep (lol) in the mulligan especially if you have a Butcher or Caretaker to go along with it. Even a Cursed Keeper + Ravenous Butcher opener is backbreaking for them because they can’t trade their units 1-for-1 and have to use spells to finish ours off and sometimes they don’t have the mana for it or they didn’t find Go Hard in their opener. Don’t be too greedy with that opener if you get it: it’s usually better to slam Keeper + Butcher especially if they’re aggressively playing units early than to save the combo for Kalista value, assuming no Caretaker in your hand. Speaking of Cursed Keeper, later in the game you want to play it in a way where Keeper disrupts their Pack Your Bags forcing them to spend mana on killing Keeper first if they want a full board clear. It also makes their TF Red Cards awkward, so you don’t always want to sacrifice Cursed Keeper right away. It depends on the game state and what you think they can or will do.
The rest is typical Go Hard stuff - Cithria + Harrowing comes online usually before even the first Pack Your Bags if you plan ahead but sometimes you might need to, again, make their Pack Your Bags awkward by possibly slow playing the Harrowing turn (though sometimes you gotta just slam it down), playing Cithria to force them to have a keg, playing Cursed Keeper etc. They can’t deal with Fearsome once you’re set up though (either Cithria is going to be alive when you play Harrowing or she’ll be dead and you get her back when you play Harrowing). The health totals on both sides can get low so don’t be afraid but also try not to take too much damage too early. Overall, our cards line up pretty well against theirs.

Wraithcaller aka Fearsome - 100% WR over 4 games
Not much of a sample size unfortunately with this including 3 games against the Targon version and 1 game against the mono SI version, but I still wanted to do this matchup because it seemed like on paper, this deck could struggle against Fearsome decks if it gets the wrong opener. I think as long as you’re conscious of the fact that you need 3 power units to block, this deck does fine. Despite having Warden’s Prey and Cursed Keeper, both units that can’t block Fearsome, I will keep them if I have a Butcher or a Caretaker in hand. Butcher gives you a Fearsome blocker and Caretaker will “take care” of their 3/2 Fearsome units (haha). And they’re forced to play to the board so they have no real way around Caretaker. Just be wary of Pale Cascade when trying to take trades if facing the Targon version. As long as you can keep up with their units by playing your own and you eventually find a Caretaker or a Single Combat or two to control the board, you’ll be fine. Since they only have Doombeast for reach, when they lose the board, they almost always lose the game.

Various Aggro Decks (Spiders, Pirates, Discard) - 77% WR over 9 games
This winrate emcopasses three different decks mainly because the gameplan against all three of these is nearly identical. I lost one game to Pirates and one game to Spiders while winning the rest. That said, I have quite a bit to say about the aggro matchups in general.
You want to stay alive at all costs. Their gameplan is simple: to get your Nexus to zero. That’s all they care about and they will even lose board position and/or tempo if it means you’ll be dead. They don’t care about value. Your job is to stay alive and play a unit that can block every time they play a unit. Trade units off if it keeps damage off your Nexus. Don’t play for value especially since they don’t care about it. They will run out of gas and you’ll be able to take over the game if they didn’t get you low enough because you have better card quality/a better late game than they do. I stress this because people like to complain about aggro but I think some of those same people also play against aggro wrong; trying to get value when they shouldn’t be which leads to some aggro decks in the meta right now to have slightly inflated winrates in my opinion.
The aggro matchup is the only matchup where you don’t want Cursed Keeper in your opening hand unless you have a way of killing it off quickly. Playing a 1/1 for 2 mana on turn 2 that can’t block without a way of killing it the very next turn to get a blocker is a huge tempo loss. And preferably you want Butcher or Caretaker killing Keeper. Single Combat is the next best thing, but not great since you basically just kill a 1 drop (though hitting a Daring Poro can be nice). Remembrance is pretty huge here as is Neverglade Collector, though you don’t want to keep either of these since you need a specific start to even play Remembrance on round 4 and Collector is slow. This goes without saying but you absolutely want to hit Radiant Guardian with Remembrance after one of your units dies, though either Challenger unit is ok too. If you hit a Guardian with Lifesteal, the game usually ends especially if you have Single Combat to pair with it. They’re almost always forced to have Noxian Fervor if you have Guardian fully activated. Collector can keep you alive as long as you have a board left to trade off and slowly swing the game in your favor - they need burst damage to kill you if Collector is down and you have a board.

Dragons - 83% WR over 6 games
Nearly every Dragon deck I faced had Shyvana paired with Aurelion Sol and unfortunately half of these games were against the same opponent three times in a row so it’s not a huge sample size. One had Shyvana alone. Just to clarify, none of these were ASol Control decks with Lux or Leona. I counted those as a separate matchup.
Not much to say other than look for your 1, 2 and 3 drops like normal, curve out and slam them with Cithria + Harrowing before the game goes too late. If they get to play ASol and you haven’t significantly damaged them before then, the game is likely a loss because ASol. But you shouldn’t be messing around in this matchup anyway if they’re running ASol. Be aggressive and dominate the board if you’re able to. Sadly I never faced Shyvana/Leona as I think that’s the best Dragon deck in the meta right now, so it would’ve been interesting to see how this deck measures up to that variant. You’ll sometimes need to be careful when playing around Dragonguard Lieutenant (and likely Fiora by extension) as they can make you lose board position. Remembrance on turn 4 can rock them if you hit the right unit (pretty much any of them but Guardian) and they don’t have Shyvana on curve.
Even though these didn’t include actual ASol Control decks, I’ll go ahead and say the gameplan is largely the same against them (my WR was 50% against various ASol Control decks with Lux or Leona - splitting even against both versions). Be aggressive and curve out - if they don’t have sufficient early game, you crush them with Harrowing or a Lucian Rally turn. If they do and they drop ASol with a decent board, you lose.

Noxus Ezreal - 75% WR over 4 games
Small sample size again. Go Hard was just far more popular in Plat and Diamond ranks than Ezreal was. This includes both Swain and Draven versions since they play similarly. I think I only faced one Swain list though.
They don’t have a lot of units so you can freely play to the board. And you’ll have to in order to win the game. You can’t completely stop them from targeting your units with removal and leveling Ezreal up, but you can slow them down a little bit with Glimpse Beyond and Single Combat. Also, they don’t like targeting Cursed Keeper so sometimes you can take the risky line of targeting your own Keeper with Glimpse if you need more cards, but don’t make it a habit. It’s a risky line in general. Save Single Combat for Ezreal if you can since these days people just drop Ezreal down without leveling him first and considering the matchup - at least below Masters anyway. He can get annoying by removing your stuff with Mystic Shots. Draven is annoying to block as well but is manageable. Caretaker + Sharpsight can go a long way removing both of them if you don’t have Single Combat. I would argue you need to see either Single Combat or Blighted Caretaker to have a good chance of winning, otherwise they can run away with the game (my one loss was mainly due to not drawing either). Aside from that, they can’t stop the Cithria Harrowing so once you have that set up, they kinda just die as long as you’re not too low on health.

Scouts - 50% WR over 8 games
I went from demolishing Scouts in Platinum to losing to nearly every single Scouts deck in Diamond. After thinking over how all the games went, I feel like this matchup comes down to a few things. I actually think this deck is either slightly unfavored or it has an even matchup at best.
This matchup feels like it leans HEAVILY on whether or not the Scout player has Miss Fortune on curve. Scouts is a little bit faster than this deck in the sense that they hit their peak a turn or two faster than this deck does. They’re ending the game on turn 6 and while we can also end the game on turn 6 and sometimes even sooner, it’s far more common for our deck to finish games between turns 7 and 9. Miss Fortune and Quinn facilitate that. If they drop MF on curve round 3, we likely lose regardless. If they hit Miss Fortune AND Quinn, we lose, even if they didn’t play MF until round 4. They’re going to flip MF, kill our board with MF triggers plus Valor and likely flip Quinn as well. If they hit neither champion or they only play Quinn, the game swings heavily in our favor because they didn’t do enough to take the board from us and we’ll crush them.
The best thing you can do is play your game, curve out and match their board and try to go blow for blow. The challenger tokens from Blighted Caretaker don’t kill either champion (or most of their other units for that matter) without Sharpsight backup - but they have Sharpsight to protect their units as well. Caretaker can still be OK since it can help you push additional Nexus damage and your damage is going to stick in this matchup. It can be tough because their units are overall slightly bigger than ours but, again, they need to hit their champions to truly beat us and they don’t always find them. Every Diamond player I faced did though :)
Again, this may be the one matchup you want to keep Single Combat if you have it just because dealing with Miss Fortune is so crucial. I haven't tested this though.

Fiora/Shen - 40% WR over 5 games
A slightly unfavored matchup. The winrate goes up if you’re going first and you play Blighted Caretaker on curve to kill whatever units they played earlier and dominate the board. This is because their key protection spells cost 4 mana. You do need to be careful around Fiora, who is bigger than your Caretakers. Try not to give her free kills and use Glimpse Beyond and Single Combat on the units she targets (or try to kill her while playing around combat tricks in the case of Single Combat). Fiora/Shen is a dance. You can tell whether or not their hand is heavy on units or spells based on their first few turns. It’s when they get enough of a board with mana backed up to use spells to protect their units that makes them scary. Either be aggressive and punish them for having a hand light on units or take trades that benefit you and make things awkward for the Fiora/Shen player. Never let them build a board if at all possible. Shen isn’t nearly as scary if he has no units to protect. Expect to not pull off a Harrowing since they run Deny, but sometimes your hands are tied and you need to force them to have Deny. Pretty tough matchup.

Other Matchups (Tahm Raka, FTFTM/WarmotheK-Pop Yetis/they’re all the same let’s be honest - 50% WR against all of them)
Not a lot of games against these. I went positive against the K-Pop Yetis while going overall negative against other FTWarmother lists but it evened out at the end.
Against Soraka TK, I think we are unfavored. We can’t slam Fearsome units on command and usually need to set up turns where that happens, which won’t be until round 6 at the earliest. The two most important cards in this matchup are Kalista and Cithria. You need to keep these two alive because they are how you will push damage. This matchup feels like a delicate balance between setting up a lethal turn while dancing around Tahm Kench capturing your units with Single Combat and your other cheap spells. Play Kalista ASAP though - she’ll just slam 4-5 damage down their throat and there’s little they can do about it if they’re also curving out (they only have Pale Cascade as defense). Sometimes you will get the Lucian flip into Rally highroll and kill them on turn 4, but you can’t rely on that.
Against the various Freljord Shadow Isles control decks sporting their favorite wincon, build your board but be wary of Avalanche. This deck is somewhat resilient to it, but you need some key cards: Kalista or Cursed Keeper. Preferably both. This makes their Avalanche awkward. If you don’t pick up either one early and you can’t activate your Barkbeast you might struggle. Blighted Caretaker is a double edged sword: it makes your board weaker to Avalanche but can push damage while leveling your champs at the same time since these decks usually don’t play more than 1 blocker early on. Curve out and be aggressive still. You won’t win this matchup just sitting around. Remembrance will at least keep the threats coming if they do have board wipes. You’ll need to set up a strong Harrowing by round 9 while being wary of The Ruination. Try to keep them off of Ruination mana before round 9, but you might need to bait it out if necessary by building a threatening board first which can also set up free Remembrances if you have them.

Conclusion

I’ve had a ton of fun with this deck and will likely continue playing it as long as it remains viable. Or if Go Hard continues to be popular, either way. For all we know though, Go Hard might get nerfed in tomorrow’s patch notes. Since I’ve been more involved in the game again lately, I have been putting out content and streaming on a more frequent basis between Youtube and Twitch (though I never truly stopped), so if anyone is interested, you can find links to my Youtube channel, Twitter and my Twitch stream just below. As far as Twitch, I’ve been playing this deck a lot on stream lately and I typically stream on Tuesdays, Thursdays and Saturdays in the early afternoon EST. I upload LoR content on Youtube frequently (moreso than Twitch) as well where you can find guides, card reviews, gameplay and more.
I have done a video guide on this deck previously and I may do an updated one, but I’m waiting to see what tomorrow’s patch will bring first. I hope you enjoyed this read regardless especially since I have a tendency to ramble sometimes :P

EDIT: There is now, in fact, a video guide for this deck that I recently uploaded to YouTube. The video guide is a bit more concise and also includes gameplay as well as a "bonus deck concept" that runs The Grand Plaza. Link to the YouTube channel is just below.

YouTube | Twitch | Twitter
submitted by OhItsMulligan to LoRCompetitive [link] [comments]

Lucian/Kalista Harrowing from Plat 4 to Masters - 80% winrate vs. Go Hard

Hey everyone! Mulligan here & today I wanted to share the deck I used from Platinum 4 to get to Masters this season. For those new, I’ve been playing Legends of Runeterra since the Preview Patch days late last year & have been doing content creation on Youtube for the game & streaming it on Twitch off & on since January of this year. A few might remember me from videos like “How Good is Legends of Runeterra?” & the beginner guide I did later on.

I’ll be taking some inspiration from u/ImpetuousPandaa’s deck analysis format for this guide. One of the biggest reasons I wanted to do this guide was because of this deck’s solid matchup against TF Go Hard, one of the most popular & strongest decks in the current meta while having solid game against most of the rest of the field.

History


This deck is not a new concept. It’s a deck that many players & content creators have experimented with throughout Legends of Runeterra's history. As far as my own history with the archetype, I’ve been personally building & playing some variant of Demacia Shadow Isles off and on since Open Beta started, choosing to stick with Lucian for the vast majority of it. However, I didn’t start utilizing Kalista and the Last Breath unit package until the Rising Tides meta because I was heavily inspired by the success of Endure decks. Up until that point, I was largely just pairing Lucian with Ephemerals and/or Hecarim (Kalista was one of the worst champions in the game back then). The deck had legs but for most of Rising Tides, it felt like a worse version of Endure mainly because they played so similarly, but The Harrowing hadn’t been buffed yet. I was using Cithria at the time but ultimately ended up cutting her due to being too slow for the Endure/Tempo Sejuani meta back then before putting the deck down. Fast forward to Harrowing’s cost reduction, I started testing the deck again with Harrowing in it and trying a lot of different cards. Soon after, Swim popularized his own take on the list which included Cithria, the card I had previously cut. Our lists looked nearly identical with the same Kalista unit package, but we never shared tech with each other. Our lists just happened to end up being very close despite building them independently of each other. Anyway, I did end up adding Cithria back in and the deck has pretty much looked the same ever since. I say all this because some will undoubtedly be familiar with this particular version of the deck. However, this guide will be geared towards newer players or players that aren’t familiar with this deck. Also, hitting Masters with this deck is a little extra special for me because this deck has been a labor of love. It feels good to get to the top rank with your own creation, even if it is just a personal take on an archetype that plenty of others have built their own versions of at the end of the day.

If you were an Endure player who enjoyed the playstyle of that deck and you miss that playstyle, then this guide is for you. The gameplan of this deck is very similar to Endure.

Basic Variables



Gameplan


As I stated before, the gameplan of this deck is very similar to the Endure decks we saw in previous metas and still see from time to time. You have a highly synergistic group of Last Breath units and units that proactively sacrifice your Last Breath units to help your champions Lucian and Kalista level up. However, instead of sacrificing and trading off units to build towards a giant They Who Endure, you are instead building towards a very powerful Harrowing that involves reviving Ephemeral versions of Cithria, a leveled up Kalista and whatever the next strongest units that died during that game were. Similar to other decks that play The Harrowing such as Hecarim, each Harrowing you play is more powerful than the last one. This deck, in my opinion, is slightly faster than Endure because it looks to end the game anywhere between rounds 6 and 9, although the deck is capable of ending games even faster with the right start.

The Decklist


0-1 mana

2 mana

3 mana

5-6 mana

9 mana

Mulligans & Gameplay Tips


In general, you’ll be looking for your early game units that costs anywhere from 0 to 3 mana. However, there are some specific openers you want to be aware of and keeping some of your early units will depend on the other early units you already have in your hand:

Never keep Ravenous Butcher if you have no other Last Breath units to sacrifice (Keeper or Prey). Never keep any spells or any units costing 5 mana or more because you usually don’t want to play your first spell until turn 4 or later and 5+ mana units are too slow. It is possible you may want to keep Single Combat specifically against Scouts just so you have a way of dealing with Miss Fortune early, but I haven't tested this yet.

Here are some gameplay tips:

Matchups


TF Go Hard/Back Alley Poker - 80% WR over 15 games
While this deck crushed Go Hard overall throughout Platinum and Diamond, I think part of it was surprise factor. I suspect the winrate will drop if the Go Hard players know what this deck does, so I think this matchup is closer to 60/40 but still has a solid matchup overall.
Blighted Caretaker is very important to control the board early on, so I always keep it in my opening hand even if I don’t have any targets for it initially. Going first with Caretaker is usually better but sometimes they won’t commit to the board because they’re expecting a Caretaker, so sometimes you don’t mind going second to play Caretaker on round 4 and have either Lucian or Kalista in play beforehand. That way if they do drop TF it’s not a total loss. Keep Kalista at 3 health if you can by the way but you can just spam attacks with her in most situations. Their units are overall weaker than yours. Keeper is also a...keep (lol) in the mulligan especially if you have a Butcher or Caretaker to go along with it. Even a Cursed Keeper + Ravenous Butcher opener is backbreaking for them because they can’t trade their units 1-for-1 and have to use spells to finish ours off and sometimes they don’t have the mana for it or they didn’t find Go Hard in their opener. Don’t be too greedy with that opener if you get it: it’s usually better to slam Keeper + Butcher especially if they’re aggressively playing units early than to save the combo for Kalista value, assuming no Caretaker in your hand. Speaking of Cursed Keeper, later in the game you want to play it in a way where Keeper disrupts their Pack Your Bags forcing them to spend mana on killing Keeper first if they want a full board clear. It also makes their TF Red Cards awkward, so you don’t always want to sacrifice Cursed Keeper right away. It depends on the game state and what you think they can or will do.
The rest is typical Go Hard stuff - Cithria + Harrowing comes online usually before even the first Pack Your Bags if you plan ahead but sometimes you might need to, again, make their Pack Your Bags awkward by possibly slow playing the Harrowing turn (though sometimes you gotta just slam it down), playing Cithria to force them to have a keg, playing Cursed Keeper etc. They can’t deal with Fearsome once you’re set up though (either Cithria is going to be alive when you play Harrowing or she’ll be dead and you get her back when you play Harrowing). The health totals on both sides can get low so don’t be afraid but also try not to take too much damage too early. Overall, our cards line up pretty well against theirs.

Wraithcaller aka Fearsome - 100% WR over 4 games
Not much of a sample size unfortunately with this including 3 games against the Targon version and 1 game against the mono SI version, but I still wanted to do this matchup because it seemed like on paper, this deck could struggle against Fearsome decks if it gets the wrong opener. I think as long as you’re conscious of the fact that you need 3 power units to block, this deck does fine. Despite having Warden’s Prey and Cursed Keeper, both units that can’t block Fearsome, I will keep them if I have a Butcher or a Caretaker in hand. Butcher gives you a Fearsome blocker and Caretaker will “take care” of their 3/2 Fearsome units (haha). And they’re forced to play to the board so they have no real way around Caretaker. Just be wary of Pale Cascade when trying to take trades if facing the Targon version. As long as you can keep up with their units by playing your own and you eventually find a Caretaker or a Single Combat or two to control the board, you’ll be fine. Since they only have Doombeast for reach, when they lose the board, they almost always lose the game.

Various Aggro Decks (Spiders, Pirates, Discard) - 77% WR over 9 games
This winrate emcopasses three different decks mainly because the gameplan against all three of these is nearly identical. I lost one game to Pirates and one game to Spiders while winning the rest. That said, I have quite a bit to say about the aggro matchups in general.
You want to stay alive at all costs. Their gameplan is simple: to get your Nexus to zero. That’s all they care about and they will even lose board position and/or tempo if it means you’ll be dead. They don’t care about value. Your job is to stay alive and play a unit that can block every time they play a unit. Trade units off if it keeps damage off your Nexus. Don’t play for value especially since they don’t care about it. They will run out of gas and you’ll be able to take over the game if they didn’t get you low enough because you have better card quality/a better late game than they do. I stress this because people like to complain about aggro but I think some of those same people also play against aggro wrong; trying to get value when they shouldn’t be which leads to some aggro decks in the meta right now to have slightly inflated winrates in my opinion.
The aggro matchup is the only matchup where you don’t want Cursed Keeper in your opening hand unless you have a way of killing it off quickly. Playing a 1/1 for 2 mana on turn 2 that can’t block without a way of killing it the very next turn to get a blocker is a huge tempo loss. And preferably you want Butcher or Caretaker killing Keeper. Single Combat is the next best thing, but not great since you basically just kill a 1 drop (though hitting a Daring Poro can be nice). Remembrance is pretty huge here as is Neverglade Collector, though you don’t want to keep either of these since you need a specific start to even play Remembrance on round 4 and Collector is slow. This goes without saying but you absolutely want to hit Radiant Guardian with Remembrance after one of your units dies, though either Challenger unit is ok too. If you hit a Guardian with Lifesteal, the game usually ends especially if you have Single Combat to pair with it. They’re almost always forced to have Noxian Fervor if you have Guardian fully activated. Collector can keep you alive as long as you have a board left to trade off and slowly swing the game in your favor - they need burst damage to kill you if Collector is down and you have a board.

Dragons - 83% WR over 6 games
Nearly every Dragon deck I faced had Shyvana paired with Aurelion Sol and unfortunately half of these games were against the same opponent three times in a row so it’s not a huge sample size. One had Shyvana alone. Just to clarify, none of these were ASol Control decks with Lux or Leona. I counted those as a separate matchup.
Not much to say other than look for your 1, 2 and 3 drops like normal, curve out and slam them with Cithria + Harrowing before the game goes too late. If they get to play ASol and you haven’t significantly damaged them before then, the game is likely a loss because ASol. But you shouldn’t be messing around in this matchup anyway if they’re running ASol. Be aggressive and dominate the board if you’re able to. Sadly I never faced Shyvana/Leona as I think that’s the best Dragon deck in the meta right now, so it would’ve been interesting to see how this deck measures up to that variant. You’ll sometimes need to be careful when playing around Dragonguard Lieutenant (and likely Fiora by extension) as they can make you lose board position. Remembrance on turn 4 can rock them if you hit the right unit (pretty much any of them but Guardian) and they don’t have Shyvana on curve.
Even though these didn’t include actual ASol Control decks, I’ll go ahead and say the gameplan is largely the same against them (my WR was 50% against various ASol Control decks with Lux or Leona - splitting even against both versions). Be aggressive and curve out - if they don’t have sufficient early game, you crush them with Harrowing or a Lucian Rally turn. If they do and they drop ASol with a decent board, you lose.

Noxus Ezreal - 75% WR over 4 games
Small sample size again. Go Hard was just far more popular in Plat and Diamond ranks than Ezreal was. This includes both Swain and Draven versions since they play similarly. I think I only faced one Swain list though.
They don’t have a lot of units so you can freely play to the board. And you’ll have to in order to win the game. You can’t completely stop them from targeting your units with removal and leveling Ezreal up, but you can slow them down a little bit with Glimpse Beyond and Single Combat. Also, they don’t like targeting Cursed Keeper so sometimes you can take the risky line of targeting your own Keeper with Glimpse if you need more cards, but don’t make it a habit. It’s a risky line in general. Save Single Combat for Ezreal if you can since these days people just drop Ezreal down without leveling him first and considering the matchup - at least below Masters anyway. He can get annoying by removing your stuff with Mystic Shots. Draven is annoying to block as well but is manageable. Caretaker + Sharpsight can go a long way removing both of them if you don’t have Single Combat. I would argue you need to see either Single Combat or Blighted Caretaker to have a good chance of winning, otherwise they can run away with the game (my one loss was mainly due to not drawing either). Aside from that, they can’t stop the Cithria Harrowing so once you have that set up, they kinda just die as long as you’re not too low on health.

Scouts - 50% WR over 8 games
I went from demolishing Scouts in Platinum to losing to nearly every single Scouts deck in Diamond. After thinking over how all the games went, I feel like this matchup comes down to a few things. I actually think this deck is either slightly unfavored or it has an even matchup at best.
This matchup feels like it leans HEAVILY on whether or not the Scout player has Miss Fortune on curve. Scouts is a little bit faster than this deck in the sense that they hit their peak a turn or two faster than this deck does. They’re ending the game on turn 6 and while we can also end the game on turn 6 and sometimes even sooner, it’s far more common for our deck to finish games between turns 7 and 9. Miss Fortune and Quinn facilitate that. If they drop MF on curve round 3, we likely lose regardless. If they hit Miss Fortune AND Quinn, we lose, even if they didn’t play MF until round 4. They’re going to flip MF, kill our board with MF triggers plus Valor and likely flip Quinn as well. If they hit neither champion or they only play Quinn, the game swings heavily in our favor because they didn’t do enough to take the board from us and we’ll crush them.
The best thing you can do is play your game, curve out and match their board and try to go blow for blow. The challenger tokens from Blighted Caretaker don’t kill either champion (or most of their other units for that matter) without Sharpsight backup - but they have Sharpsight to protect their units as well. Caretaker can still be OK since it can help you push additional Nexus damage and your damage is going to stick in this matchup. It can be tough because their units are overall slightly bigger than ours but, again, they need to hit their champions to truly beat us and they don’t always find them. Every Diamond player I faced did though :)
Again, this may be the one matchup you want to keep Single Combat if you have it just because dealing with Miss Fortune is so crucial. Again, I haven't tested this though.

Fiora/Shen - 40% WR over 5 games
A slightly unfavored matchup. The winrate goes up if you’re going first and you play Blighted Caretaker on curve to kill whatever units they played earlier and dominate the board. This is because their key protection spells cost 4 mana. You do need to be careful around Fiora, who is bigger than your Caretakers. Try not to give her free kills and use Glimpse Beyond and Single Combat on the units she targets (or try to kill her while playing around combat tricks in the case of Single Combat). Fiora/Shen is a dance. You can tell whether or not their hand is heavy on units or spells based on their first few turns. It’s when they get enough of a board with mana backed up to use spells to protect their units that makes them scary. Either be aggressive and punish them for having a hand light on units or take trades that benefit you and make things awkward for the Fiora/Shen player. Never let them build a board if at all possible. Shen isn’t nearly as scary if he has no units to protect. Expect to not pull off a Harrowing since they run Deny, but sometimes your hands are tied and you need to force them to have Deny. Pretty tough matchup.

Other Matchups (Tahm Raka, FTFTM/WarmotheK-Pop Yetis/they’re all the same let’s be honest - 50% WR against all of them)
Not a lot of games against these. I went positive against the K-Pop Yetis while going overall negative against other FTWarmother lists but it evened out at the end.
Against Soraka TK, I think we are unfavored. We can’t slam Fearsome units on command and usually need to set up turns where that happens, which won’t be until round 6 at the earliest. The two most important cards in this matchup are Kalista and Cithria. You need to keep these two alive because they are how you will push damage. This matchup feels like a delicate balance between setting up a lethal turn while dancing around Tahm Kench capturing your units with Single Combat and your other cheap spells. Play Kalista ASAP though - she’ll just slam 4-5 damage down their throat and there’s little they can do about it if they’re also curving out (they only have Pale Cascade as defense). Sometimes you will get the Lucian flip into Rally highroll and kill them on turn 4, but you can’t rely on that.
Against the various Freljord Shadow Isles control decks sporting their favorite wincon, build your board but be wary of Avalanche. This deck is somewhat resilient to it, but you need some key cards: Kalista or Cursed Keeper. Preferably both. This makes their Avalanche awkward. If you don’t pick up either one early and you can’t activate your Barkbeast you might struggle. Blighted Caretaker is a double edged sword: it makes your board weaker to Avalanche but can push damage while leveling your champs at the same time since these decks usually don’t play more than 1 blocker early on. Curve out and be aggressive still. You won’t win this matchup just sitting around. Remembrance will at least keep the threats coming if they do have board wipes. You’ll need to set up a strong Harrowing by round 9 while being wary of The Ruination. Try to keep them off of Ruination mana before round 9, but you might need to bait it out if necessary by building a threatening board first which can also set up free Remembrances if you have them.

Conclusion

I’ve had a ton of fun with this deck and will likely continue playing it as long as it remains viable. Or if Go Hard continues to be popular, either way. For all we know though, Go Hard might get nerfed in tomorrow’s patch notes. Since I’ve been more involved in the game again lately, I have been putting out content and streaming on a more frequent basis between Youtube and Twitch (though I never truly stopped), so if anyone is interested, you can find links to my Youtube channel, Twitter and my Twitch stream just below. As far as Twitch, I’ve been playing this deck a lot on stream lately and I typically stream on Tuesdays, Thursdays and Saturdays in the early afternoon EST. I upload LoR content on Youtube frequently (moreso than Twitch) as well where you can find guides, card reviews, gameplay and more.
I have done a video guide on this deck previously and I may do an updated one, but I’m waiting to see what tomorrow’s patch will bring first. I hope you enjoyed this read regardless especially since I have a tendency to ramble sometimes :P

EDIT: There is now, in fact, a video guide for this deck that I recently uploaded to YouTube. The video guide is a bit more concise and also includes gameplay as well as a "bonus deck concept" that runs The Grand Plaza. Link to the YouTube channel is just below.

YouTube | Twitch | Twitter
submitted by OhItsMulligan to LegendsOfRuneterra [link] [comments]

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