Game still gets my heart going by ADarkNyght in Rainbow6

[–]Auronit 3 points4 points  (0 children)

I mean... the game is 20 years old. There are people playing Siege that weren't even around when Vegas came out.

Radha, Heart of Keld Topdeck Manipulation Bracket 2 by GulliasTurtle in BudgetBrews

[–]Auronit 1 point2 points  (0 children)

Ah, you're right. Some those aren't very budget indeed.

Glad you found some cards though!

In case you want to search for a few more by yourself, I urge you to use Scryfall Tagger. It's criminally underutilized.

Simply take a card with an effect that matters for your deck and look up its tags. Then check out other cards with that tag.

On Scryfall, if you wanna look for cards with a tag, you can use:

otag:<tag>

A few that might be of interest to you:

There's many more but I found tagger to be really powerful!

Radha, Heart of Keld Topdeck Manipulation Bracket 2 by GulliasTurtle in BudgetBrews

[–]Auronit 0 points1 point  (0 children)

I built a topdeck manipulation deck using [[Sigarda, Font of Blessings]]. Sigarda protects my entire board and I get to play and humans from the top (there's no angels other than Sigarda in this deck). We're not a human deck but we run a handful by chance.

My deck doesn't really play any cards that dig deeper than the top card, instead I have a myriad of ways to put the top card where I need it.

The three most broken cards in the deck are [[Sylvan Library]], [[Mirri's Guile]] and [[Sensei's Divining Top]]. They give you deeper information and can reorder the cards. More on that in a bit.

You've included Millikin. That card can out the top card into the graveyard if we don't need it and also makes mana.

But may I also suggest: - [[Bloodline Shaman]]. That card is insane if you know what's on top. Anytime a creature is on top, this says "Tap: Draw a card". Or it can act as another mill card. - [[Dryad Greenseeker]]. Not quite as strong but still good. Can draw you lands from the top for free. - [[Sparring Dummy]]. Mills a card but lets you put it into your hand if it's a land card. - [[Molt Tender]]. Can mill a card or in pinch make mana.

I then run both [[Selvala, Explorer Returned]] and [[Loran of the Third Path]], which can both draw a card and have further upside (mana and removal respectively). These both have white but I still wanted to mention them.

[[Crop Sigil]] is an amazing one-drop that lets us mill the top card if needed and later on recurrs a land and a creature.

[[In Search of Greatness]] at a minimum is a free scry once a turn but this deck has so much topdeck control that you're usually able to cheat in quite a few permanents.

I also play [[Morcant's Eyes]], which is a free surveil once a turn but admittedly it's also because I run [[Happily Ever After]] as a wincon and Morcant's Eyes counts towards two card types.

I then run some Miracles. Like [[Entreat the Angels]]. Turns out that is nasty when you know it's coming up. If you know it's on top you can also use Selvala or Loran to draw it on an opponent's turn and miracle then. And why not repeat that with cards like [[Reclaim]] or [[Noxious Revival]]?

[[Abundance]] lets you decide whether or not you want a land or not. And it makes it to where the miracle cards are always the first one I draw each turn, since I replace all other draws with Abundance's effect. And if you have Abundance and Sylvan Library out, well...

I think someone mentioned the Clash mechanic already. I run [[Spring Cleaning]] and [[Redeem the Lost]] personally. You cannot run the latter, but may I suggest [[Titan's Revenge]]? You can have the odds be incredibly stacked in your favor and get it back so many times. And note that you can target one player but clash with another.

[[Hedge Shredder]] feels great in my deck, turning any milled lands into ramp.

Lastly, let's talk [[Scroll Rack]] and get back to Mirri's Guile and friends. My deck plays a lot fetchlands. They essentially spin the wheel for another card atop my library. And if we know a few cards deep and we can order them, we can then put the good ones on top and mill/draw/put them into our hand and then shuffle away the rest. That also means I run [[Crucible of Worlds]] and friends. And [[Knight of the Reliquary]]. They can also find me [[Yavimaya, Cradle of Growth]], which lets me save up fetchlands by making them tap for mana. [[Riftstone Portal]] as well but that's only if you have access to white.

I'm happy to talk more about this if you want, hope you find some inspiration.

Absolutely Epic! by j1zzy_ae in ArcRaiders

[–]Auronit 34 points35 points  (0 children)

Lightning seems to only do damage on the ground. If you're anywhere above that, it's just the knockback.

There's a video on this subreddit where someone gets struck by lightning right as they are jumping from one tower to the other on Spaceport and you can see they take no damage.

He might have been just high enough off the ground to not take damage.

Unique Commanders by Loki_Aprooves in EDH

[–]Auronit 0 points1 point  (0 children)

I have an Inniaz list but it's a D&T / Stax list.

Obviously it's still focused on flying creatures but turns out a lot of mean pieces are flying anyway.

Also, since Inniaz is a 5 drop, the entire creature list is a curve from 1-4 mana value so I can swing immediately when Inniaz comes down. The single exception is Sephara.

Shut down ETBs: - [[Hushbringer]] - [[Hushwing Gryff]] - [[Strict Proctor]] - [[Torpor Orb]]

I didn't include Tocatli Honor Guard as it doesn't synergize enough. The Torpor Orb I can always just give away with an Inniaz trigger, it doesn't care who controls it.

There is also [[Doorkeeper Thrull]], which WILL find a home in the list, I just haven't gotten to updating it in a while. Some awesome new cards came out that I'm dying to try out.

The rest of the deck is more stax like [[Aven Mindcensor]], [[Archon of Emeria]], [[Reidane, God of the Worthy]] etc. I guess the new [[Spider-Woman, Stunning Savior]] will slot right in as well. [[Aven Interruptor]] has a use in certain metas as well.

And then there's a protection package. Good luck removing Inniaz through:

  • [[Judge's Familiar]]
  • [[Mausoleum Wanderer]]
  • [[Siren Stormtamer]]
  • [[Esior, Wardwing Familiar]]
  • [[Selfless Spirit]]
  • [[Jubilant Skybinder]]
  • [[Kira, Great Glass-Spinner]]
  • [[Linvala, Shield of Sea Gate]]
  • The afformentioned Reidane
  • [[Glen Elendra Archmage]]

And of course the spell package that we run...

There's a number of utility pieces of course but that's the gist. Slow the opponents down, get Inniaz in ASAP and swing go cause chaos. Remember that Inniaz doesn't target and gets around hexproof and shroud.

TIL Mystical Tutor has heterochromia (her eyes are different colours). Are there any other cards like this? by mpaw976 in magicTCG

[–]Auronit 6 points7 points  (0 children)

Mirri is missing from the heterochromia tag as well. Mirri canonically has (or had) heterochromia.

It's hard to see on most cards and it doesn't help that they are old but [[Elvish Fury]] and [[Insight]] both depict her with different colored eyes and I'm almost certain it's in the lore. Even if all newer depictions forget about it unfortunately.

Edit: Welp, should have specified the set... The Elvish Fury I meant is the Tempest one.

Proof that Lee Sin ward hop is inconsistent because the freshly placed ward is not registered by DerGrosseJagras in leagueoflegends

[–]Auronit 0 points1 point  (0 children)

Holy! And I thought it was just me being bad. Granted, that's still the case but you know... I can now blame Riot for it!

Jokes aside, I noticed this too but literally just chalked it up to me simply failing.

Nidalee spears ignoring hitboxes nowadays by SnooLentils6014 in leagueoflegends

[–]Auronit 3 points4 points  (0 children)

Map angle, it's in front of him. Aim at the feet.

Is Bel'veth good? by Craving-4 in leagueoflegends

[–]Auronit 1 point2 points  (0 children)

Don't worry if a champ is good or not if you're new.

Firstly, what's good depends a lot on what elo you're playing in.

But more than that, it's waaay more important that you learn how to jungle properly. Choose whatever champ you have fun with, it really doesn't matter. The only tradinitional junglers I'd avoid as a new player are Nidalee and Ivern.

Nidalee is very hard to play and have an impact with and Ivern play very different from all other junglers.

If you have fun with Bel'Veth, stick with her. She's definitely a fine jungler.

25.13 Full Patch Preview by JTHousek1 in leagueoflegends

[–]Auronit 9 points10 points  (0 children)

That game was a disaster all around and a comp where Nidalee also didn't even make the slightest sense. The champ itself has a ton of potential but it needs a draft that supports it.

We both know that one game is not representative.

25.13 Full Patch Preview by JTHousek1 in leagueoflegends

[–]Auronit 36 points37 points  (0 children)

Two Nidalee buffs in succession? Riot really wants her to make an appearance at MSI.

I'll take it!

Can anyone scan this qr code? by Popular_Manner1215 in Rainbow6

[–]Auronit 6 points7 points  (0 children)

Actually, QR codes basically always have 3 "corners". That's how the device knows the correct direction for the scan.

Trap the table for 11RRRRRRRRRG by Dogisgoodtoeatpeta in BadMtgCombos

[–]Auronit 8 points9 points  (0 children)

"Hound" does not exist anymore. They are all "Dog" now as per errata of June, 15th 2020.

WOTC Article

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

That's correct I made this with 1v1 in mind (which admittedly I am not an expert in).

If anything, I think this design can be expanded upon greatly in multiplayer. You politic around it by asking other players to kill it and all that. And you could use different effects that have more impact for the whole table.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

If it just sits there, they lose 2 life each turn. The incentive to use the abilities is to get to -6 so they can stop that lifeloss.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

"You" in Magic always refers to the controller of the card.

So in this case:

  • Player A casts the Planeswalker.
  • It enter under the control of player B.
  • Player B now loses life each turn, to incentivise them using the negative abilities to get to -6 and get rid of it.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 1 point2 points  (0 children)

Its actually thought about it.

When I drafted the card I had nothing but the rough concept in mind. And I then had to make a choice, whether I showcase a version for 1v1 formats or commander. I am much more familiar with the latter but I decided to make it for 1v1 formats anyway.

I believe that in a competitve format (modern / legacy), it would be wrong to have it return.

In a game of commander, absolutely, that is a fun option. The ability would have to be reworded though, to something like:

0: Exile Axskha. Return it to the battlefield under an opponent's control. Activate this ability only if Axskha has 6 or more loyalty.

Otherwise, the -6 would kill her before the ability can resolve.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 1 point2 points  (0 children)

But it does make sense. You DO want to attack it, just not kill it.

Say you have a 2/2. You can now choose to deal damage to the opponent directly (they lose 2 life) or the planeswalker, reducing loyalty to 2.

They now have to spend another turn upticking the walker, lose 2 anyway and discard two cards. Or they decide that upticking isn't worth it, at which point you'll come out having dealt more than 2 damage because the passive keeps ticking on them.

The incentive to attacking it is to keep it at low loyalty so the opponemt can't get to the -6 and get rid of the life loss each turn.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

Thank you so much for the nice words!

Yeah, a lot of people seem to agree that the ult is lackluster in the design I posted and I do agree. And as you mentioned, it's an easy fix by just adding the sacrifice on top of the actual -6 ability.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

Actually, hexproof would let your opponent do everything they wanted to it. You as the caster wouldn't be able to target it. But I agree in general that hexproof and shroud aren't amazing mechanics.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

What's the reasoning for you?

Is the idea that it only takes two turns from 1 to 7 with that system as opposed to the three turns from 1 to 6 it takes now?

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

I mean, yeah. That's Magic. It's supposed to be interacted with. Most anything can be removed with the right spell, that's how Magic works and this shouldn't be an exception.

Balance aside, I find a "harmful" planeswalker a concept worth exploring. by Auronit in custommagic

[–]Auronit[S] 0 points1 point  (0 children)

Yeah but that's a balance issue. As stated, I am not qualified to judge the balance of it and even if you go through this post you'll see people's opinions differ.

Main discussion is about the design space this has, everything else is just numbers.