Everyone needs a rival of their own to keep things interesting.
I actually run a full set of Ranger’s Guile in my Mono Green deck in the mainboard. People are shocked that I run four copies of a dinky common in my deck, but this means I often see Ranger’s Guile throughout my games for the element of surprise.
I need to become better in “League of Legends.”
I must change my ways as a play-setter into a playmaker. At all costs.
But a combination of bad luck and poor judgment has hindered my progress. I feel like I am actually improving as an individual, but some element is missing.
Nonetheless, I believe in the notion of perseverance.
In “League of Legends,” a line I keep uttering to myself constantly is … “Scrubs find scapegoats.”
What I mean is, bad players always have to find someone/something to blame when they screw up. LoL is a game built upon capitalizing on mistakes, whether how small or large of an impact they may be in the grand scheme of things.
It could be missing an entire wave of minions to last hit as the ADC or whiffing your Smite for the Dragon, but every kind of “error” does affect the end result. The notion of blame, however, appears more significant than anything else.
Naturally, people do not like having blame being focused on themselves, so the self-defense mechanism is to try pawning said blame on someone else when possible.
Example Scenario: A teammate of yours is caught by the opposing team in a disadvantageous location. Your allies attempt to help your caught teammate, but a “hopping on a sinking ship” situation occurs and everyone on your team is killed in the process.
Your allies, of course, start getting mad at your ally for going somewhere they should not have been in, but the ally becomes defensive and tries to blame someone else for their mistake.
“Oh, it’s because the support isn’t warding!”
This prompts an argument from the support to say they should not be blamed. A flame war ensues.
What’s Your Type?
My transition from being a play-setter to a playmaker in “League of Legends” continues. I am certainly learning a lot as I try to improve as a player.
A quick recap of what I mean by the terms:
Play-setter: A player who complements their teammates to make them look better. Play-setters enhance good plays and generally provide support to their allies, plus they are generally overshadowed by playmakers who do the “heavy duty” stuff (i.e. getting kills).
Playmaker: A player who is capable of pulling off the exciting plays that lead to big, in-game impact. These players can and will carry their allies to victory, assuming they have the appropriate supporting cast to make it all possible.
And again, I will emphasize that both player types are not mutually exclusive to each other. Anyone can be a play-setter or a playmaker, and some are naturally a mix of both types.
But yeah, for so long, I was only just a play-setter and nothing more. Even back when I played Defense of the Ancients (DotA), I proudly proclaimed myself to be a support-focused person. I often struggled with winning games on “my own,” relying heavily on my teammates to make victory possible while I did my part to contribute toward a win.
And honestly, I have been very content with being a play-setter up to this point, but the urge to become a true playmaker is calling out to me. Continue reading
Aside from being easy to bring out as a two-drop, Scavenging Ooze is prominent in many formats at the moment for both its potential and flexibility as a card.
Being able to exile any card in a target graveyard for a measly is quite deadly in itself because it hoses any graveyard-focused deck. However, its secondary effect of gaining a +1/1 counter and an extra life if it eats a creature is what makes this card dangerous.
Early in the game, Scavenging Ooze is still a decent 2/2 fighter, but it easily becomes stronger as a regular game plays out. Later on, there will definitely be plenty of floating around for Scavenging Ooze to trigger multiple uses of its effect. Plus, you can bet a lot of creatures will exist in the graveyards for Scavenging Ooze to munch on.
In other words, having a fed and beefy Scavenging Ooze later in the game (and we’re talking at least 5/5 stats from its effect alone and with extra life gain to boot) is easy for this card to pull off consistently. When you’re hungry for wins, Scavenging Ooze certainly boosts your chances with its appetite for graveyard cards.
In “League of Legends,” I am a firm believer in two types of specific players you want to have as teammates: the play-setter and playmaker.
The play-setter is basically someone who complements good plays. They are the ones who create situations where someone else on your team can take advantage of for a bigger result. A play-setter, to me, is often a support-focused player, but the play-setter can be found in any role.
For instance, it could be the Janna who uses her Eye of the Storm on her ally to give them enough of a damage boost to secure a kill.
Basically, play-setters make their teammates look better in-game. They often are not found in the limelight because the ones getting all the glory draw the attention.
On the other hand, the playmaker is obviously someone who can pull off the fancy, highlight reel-worthy kind of actions. These are the types of players who leave you in awe when they do something cool and interesting.
More often than not, these types of players can carry games on their shoulders when given the right supporting cast. Playmakers can be found in any role, but the roles with the largest impact are where they can thrive in the most.
The important aspect between these two player types? Well, for one thing, both are not mutually exclusive to each other. Continue reading
“Tilting” in “League of Legends” often refers to a span of time where you play poorly.
For me, tilting happens way too often. I attribute my tilting to a number of things, ranging from my mood swings to other unstable emotions.
Lately in LoL, I just feel like I cannot win consistently. Regardless if I am playing technically decent, it just feels like a constant inner battle to eek out a victory.
It is too frustrating to say the least. I wish I could correct my tilts a lot easier, but everyone is different. I just feel like such an unlucky player sometimes.
The element of surprise is always handy to use in any card game. Catching your opponent off-guard with an unexpected move can improve your odds of winning drastically. In Yu-Gi-Oh!, this concept is no different.
During your Main Phase: You can return this card from the field to its owner’s hand. During either player’s Damage Step, when a face-up LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent’s monster it is battling, until the End Phase.
The first effect of this card is more of a bonus. There are situations where you want to fight with Honest on the field, so the effect of returning this card to your hand is a nice option.
Honest’s second effect, however, is why this card is restricted to one per deck. Basically, the card gives any LIGHT monster you control a significant edge in battle.
Nhan-Fiction Note: The wrong “every day” makes me sad at the 28-second mark.
As Someone Who Loves the French Accent
I decided to write a CASUAL guide for the champion I love the most in LoL. This is a casual guide in the sense that it is geared for “fun” and not intended for “serious” play by any means. This guide is merely a representation of how I play Fiora right down to every detail.
At no point do I claim this guide to be the best or optimal way of playing this champion. These are just strategies I like to do for Fiora that work for me, and they are tactics I find enjoyable for my own amusement.
Finally, credit to all the artists for their respective artwork on this page. I have tried to source all the ones I could find. Continue reading
Going “mono green” in Magic: The Gathering has proven itself to be quite powerful in the current format. The No. 1 reason I chose to switch from my Simic deck to mono green stemmed from an abysmal performance at local tournaments with an alarming inconsistency.
To put it bluntly, Simic was just a crappy archetype without its money cards, and even then it was not even a high-tier archetype.
Stripping my deck of its blue color and going pure green meant I could streamline my strategies. Instead of running into situations where I would be screwed by an absence of a given color, just having green in my deck means I only need to draw lands to supplement my deck.
Of course, as a result, my deck lost its share of built-in tricks and potential versatility in favor of relying on what the one color (green in this case) had to offer.