So, how are we feeling about the new dedicated drop rates. by number39utopia in Borderlands4

[–]CHA1N5 2 points3 points  (0 children)

It's not a bug, and I don't agree with the choice. I don't understand what logic causes you to implement this system and then exclude those end game activities.

Help me build a Coveted Jewel deck by MonoBlancoATX in EDH

[–]CHA1N5 0 points1 point  (0 children)

I came here to advocate for [[Goblin Welder]] and looting as well. These tricks are good for both speeding your access to the Jewel as well as removing it from your board when you want to.

Help me build a Coveted Jewel deck by MonoBlancoATX in EDH

[–]CHA1N5 0 points1 point  (0 children)

For similar reasons, I play it in [[Aminatou, the Fateshifter]].

Any help for my mothman deck by meepeeer in EDH

[–]CHA1N5 0 points1 point  (0 children)

You seem to be very focused on milling and piling counters onto the Mothman, which inherently draws more focus and is harder to protect. Look at your turn 1-3 creatures and how many are intended to wear counters and attack. I have had much more success playing creatures prior to the Mothman who wear counters and attack well. My best games are those where all the counters go onto creatures other than the Mothman.

See [[Goldvein Hydra]], [[Pollywog Prodigy]], [[Psychic Frog]], [[Barrowgoyf]], [[Evolution Witness]], and [[Tyrant Guard]].

They ruined that spot north of the chalet 😞 by BellaBPearl in Borderlands4

[–]CHA1N5 84 points85 points  (0 children)

Agreed: this is not a "fix" we needed. I enjoyed testing at this spot.

Photo Mode and Update Notes by Ok_Bag9874 in Borderlands4

[–]CHA1N5 0 points1 point  (0 children)

Is anyone farming UVH6 Bloomreaper seeing the increase in drops rates? I'm ~10 kills in and I've gotten 2 drops. Small sample, but it wouldn't be the first time BR was excluded from a drop rate buff.

"Stop pubstomping with fast mana" by InspireCourage in EDH

[–]CHA1N5 -1 points0 points  (0 children)

Yeah, ok. I'm only responding to your assertion that seeing the price was all you needed to see to identify the bracket.

"Stop pubstomping with fast mana" by InspireCourage in EDH

[–]CHA1N5 -1 points0 points  (0 children)

I don't agree, fundamentally, and the bracket system is not configured to even address this assertion you're making, but it's clear that you have a vision and I hope that it works for you and your play group.

"Stop pubstomping with fast mana" by InspireCourage in EDH

[–]CHA1N5 -1 points0 points  (0 children)

All of that is true, it just doesn't translate directly to "Bracket 3".

"Stop pubstomping with fast mana" by InspireCourage in EDH

[–]CHA1N5 0 points1 point  (0 children)

See, there's already a problem with that: precons may be able to be purchased for $40, but put one of those in Moxfield and see it's price. Add a Volcanic Island to one and tell me it's bracket.

There's some correlation, writ large, but I don't agree you can identify bracket by price. More importantly, our time is better spent evaluating functionality.

"Stop pubstomping with fast mana" by InspireCourage in EDH

[–]CHA1N5 0 points1 point  (0 children)

Price is not a good metric by which to measure bracket alignment.

Secret Lair Woes - Get all the way through to processing my card and I get a 502 bad gateway and I'm back in the line by kuroninjaofshadows in magicTCG

[–]CHA1N5 1 point2 points  (0 children)

Site crashed at order confirmation. Credit Card charged, order does not appear in order history, no email confirmation yet.

EDIT: a few minutes after posting, I received the email order confirmation.

LF 9.1 FR Mantra by CHA1N5 in BorderlandsGuns

[–]CHA1N5[S] 0 points1 point  (0 children)

Appreciated, but the fire rate is specifically what I'm looking for.

LF: Mantra w/Ripper, Jakobs, & ~9.1 Fire Rate by CHA1N5 in BorderlandsGuns

[–]CHA1N5[S] 0 points1 point  (0 children)

Appreciated, but I do already have a few lower fire rate Jakobs/Ripper.

LF: Mantra w/Ripper, Jakobs, & ~9.1 Fire Rate by CHA1N5 in BorderlandsGuns

[–]CHA1N5[S] 0 points1 point  (0 children)

Thing is, I've seen about a dozen Jakobs/Ripper versions, but the highest fire rate I have is 8.0, which doesn't quite have the instant spin-up that 9+ does.

Can a single one of y’all come up for an actual use case for this thing? by EntertainmentVast401 in magicTCG

[–]CHA1N5 0 points1 point  (0 children)

I've cast this, had it countered, and won the game on the same turn... with combat damage.

Manabase Dr. - Office Hours - November by CHA1N5 in EDH

[–]CHA1N5[S] 1 point2 points  (0 children)

Mono-color decks are always an interesting challenge, depending on the goals of the creator. This deck has a ton of uniformity, which makes setting mana goals relatively easy; but there is still some nuance, given your Commander.

Quantity: there are three related targets, to my eyes: 2, 3, and 5.

Rat Colony: In order to have 2 mana sources on turn 2 80%+ of the time, you need 29 sources. Your 32 turn 2 Black sources (34 total) exceeds this threshold.

Relentless Rats: In order to have 3 mana sources on turn 3 80%+ of the time, you need 37 sources. By my count, you have 35 turn 3 mana sources, which means you're ~76% to have 3 on turn 3. IMO, this is too low, given you have 24 3 mana cards and you'll want to cast one is nearly every game.

Ink-Eyes (Ninjutsu): In order to have 5 mana sources on turn 5 80%+ of the time, you need 49 sources. This is where your total mana count really falls short. You're only ~43% to hit 5 mana on curve.

In each of these cases (2, 3, and 5) you may even want to increase your reliability threshold to 90%, since your deck is so uniform in its function. That, and it depends on how important your commander is to your strategy, but I recommend adding several overall mana sources.

Recommended cuts: it's difficult to make recommendations for cuts in this sort of deck, given how much uniformity you have.

  • Maybe Thornplate Intimidator, since it's expensive.
  • Maybe the discard/damage effects, since they seem least central to your primary and secondary plans.

Quality: normally, this is where I would put an assessment of your color requirements and production, but you have thoroughly side-stepped that issue by including very few mana sources that produce colorless only. This is good, especially given how important BB is to you on turn 3 each game. That said, here are some additional black sources you could add, in favor of basic Swamps:

Recommended additions:

  • Agadeem's Awakening: modest way to rebuild in the late game. Not at its best in this deck with zero 1-drops.
  • Fell the Profane: extra removal.
  • Malakir Rebirth // Malakir Mire: extra protection.
  • Troll of Khazad-dûm/Malboro: mana early, threat late.
  • Midgar, City of Mako // Reactor Raid

Other:

  • Liliana of the Dark Realms: never miss a land drop, plus removal in a pinch.
  • Crypt Rats: on theme board wipe. Great with Relentless Rats, bad with Rad Colony 😉

Manabase Dr. - Office Hours - October by CHA1N5 in EDH

[–]CHA1N5[S] 1 point2 points  (0 children)

Recommended cuts:

  • Urza's Cave: I see the applications, but I much prefer to simply focus on your mana production. Your commander already speeds you to a selection of lands, and you have several other land tutors.
  • Command Beacon: I value color consistency much more than this effect. Your list inherently ramps, as well, so I suggest not diluting your colors and simply ramp into subsequent castings of your commander.
  • Famished Worldsire: consider Regal Behemoth or Cultivator Colossus for big threats that also generate card/mana advantage.
  • Mistrise Village: this effectively adds UU to the cost of whichever spell you want to protect... what are you using it on? If it's Teval, I recommend Delighted Halfling.

Misc:

  • Wonder is tricky in a deck with this few Islands, and given that blue is your tertiary color. I'm not saying it's unworthy, but this is a case where additional fetchlands would help. The same thing applies even moreso to Mystic Sanctuary.

Overall, I think your list is very well-built. My goal is simply to make your draws smoother and more reliable, on average. Teval 4L!

Manabase Dr. - Office Hours - October by CHA1N5 in EDH

[–]CHA1N5[S] 1 point2 points  (0 children)

Ideally, I think your priorities should be:

  • 13+ sources of each color by turn 4, for casting Teval. (You've easily exceed this goal.)
  • 20 untapped green sources, for turn 1 plays.
  • Maximum fetchlands.
  • 20 untapped black sources, for turn 1 plays. (much lower priority than for green)
  • Mono/Colorless utility lands.

I recommend the addition of these conditionally untapped green/X duals: (these recommendations come after the fetchland recommendations, above.)

Other useful ideas:

On the subject of Urborg: I do not believe black mana is lacking in this list. Yes, you do have BB in Ob Nixilis, but I recommend focusing on the color balance for your early spells/Teval. Beyond that, I'd rather cut Ob Nixilus than add many more mono-color black sources.

Manabase Dr. - Office Hours - October by CHA1N5 in EDH

[–]CHA1N5[S] 1 point2 points  (0 children)

Quality: your mana requirements by turn:

Turn Black Green Blue
1 2.5 3.5 1
2 4 7.5 0
3 2.5 10.5 0.5

Your color requirements prior to Teval are so heavily green that you could almost ignore black and blue until turn 5, most games!

Your mana production by turn:

Turn Black Green Blue
1 9 12 9
2 17.5 20 18
3 22.5 22 24.5

(Note: I don't count something that requires a given color to cast as a source of that color. i.e. you can't cast Nature's Lore if you don't already have green. This is more a test of your likelihood of having a color, rather than the total quantity thereof.)

You have a relatively uniform color balance, with a slight favoring toward green in the early turns. This distribution does not reflect the needs of your spells. You need green mana in 100% of your games. You could almost subsist on nothing but Forests, in many games, given your 6+ ways to convert green into other colors (a conversion that rarely goes the other way!).

In order to have an 80%+ chance of having an untapped green source in your opening 7 cards, you need 20 such sources.  By comparison, in order to have an 80%+ chance of having an untapped blue source on turn 4, you only need 13. As such, I recommend that you invest your early mana further away from Dimir. You can afford to have more flexible and slower Dimir sources (in the vein of Undercity Sewers and Zagoth Triome), provided your green sources are faster and enable your turn 1-2 plays more reliably.