u/Memetron69000

Believe, Brothers!

Believe, Brothers!

One day Saber will say "just kidding, we were working on a terminator class with lightning claws all along"

u/Memetron69000 — 6 days ago
▲ 59 r/mtg

I finally reached Mythic spamming Mossborn Hydra in Historic :'D

I was so surprised to win, I'm used to losing on turn 2 so when my opponent pulled an Emrakul on turn 3 and my 2 hydras scaled to 32/32 and 1 shot them I was completely flabbergasted

I have no idea what I'm doing, I don't even know what most peoples cards do, I don't even know how he pulled Emrakul on turn 3, I just throw down landfall +1/+1 counter synergy and pray for the best

My prior opponent just spammed "oops" he had some blue worm thing that was getting bigger, he counterspelled the wrong spell and quit when I dropped a Shoopuff with an Evolving Wilds

Prior to that I had a few games I had to concede on turn 2 to Ral Monsoon, I've never seen the combo to the end but after 5 minutes of watching I figured it would be faster to take the L and requeue than die of old age

My first game in mythic my opponent mills their entire own deck, usually this is where I die but then he died, I have no concept of what is going on

Ride or die mono green :'D

u/Memetron69000 — 6 days ago

https://preview.redd.it/fhtvbamb2tzg1.png?width=449&format=png&auto=webp&s=9b6ee6f99604c2eded2d315f30e79981a54cd2b8

This post is not here to call for change based on performance or any at all, you can still make melta's work just like any weapon in the game on absolute+, this is just another thought experiment I need to unload; the spirit of what is below is purely driven by lore yet still restrained to work within a game.

From the lore:

>"Targets caught in the beam of a Multi-Melta are simply reduced to charred lumps of steaming, bloody flesh or, if they are armoured vehicles, to melted heaps of ceramite and metal."

Ironically melta weapons in SM2 are the weakest against heavily armoured enemies, they are the worst performing weapons against terminus enemies in particular, and because they're functionally shotguns, that robs everyone of having actual 40k shotguns.

But it doesn't have to be like that: all melta weapons apply a debuff called Thermic Runaway:

  1. targets hit by a Melta weapon permanently take X % additional damage from melta weapons; this stacks infinitely, but goes dormant within Y seconds if not applied
  2. Z amount of stacks are required for Melta weapons to knock back a target, this is increased for extremis, and further more for terminus
  3. Multi-meltas apply more Thermic stacks than Melta-rifles

PERKS:

RAPID FUSION

Additional Thermic stacks are applied with increasing number when a melta is 50%+ overheated, but will deal damage to the user based on overheat %

MOLTEN SHRAPNEL

When a majoris+ target is killed with a melta weapon its Thermic stacks are converted to molten debris that damages nearby enemies

MOLTEN RESTORATION

After executing an enemy convert X % of Thermic stacks to restore Y % of armor

THERMIC RADIATION

When a Multi-melta is 50% overheated parries deal damage and apply a Thermic stack to nearby targets

THERMIC WAVE

Targets killed by a melta weapon will spread their Thermic stacks in a radius to nearby enemies

INCENDIARY AFTERMATH

Targets killed by a melta weapon leave behind a puddle of fire of increased size and duration based on Thermic stacks at point of death

CAUTERIZATION

Targets afflicted by Thermic stacks perform actions less frequently by a factor of stacks applied, this factor is reduced by enemy threat level

FOCUSED FIRE

While standing still with every N^(th) shot will fire a 2nd Melta wave, the counter will reset to 0 after moving; Multi-melta's require fewer shots to trigger a 2nd wave

HEROIC (Multi-melta) VARIANT:

FLASH BEAM

Lore:

"Depending on the source, this reaction is described as being emitted either as a blinding flash of pure radiant energy, a bright beam of light or simply an invisible beam of intense heat."

The multi-melta blast wave is now a channeled beam that applies damage and stacks every X seconds, with significantly increased range but reduced direct damage based on distance away from the target

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u/Memetron69000 — 7 days ago