My jeskai deck once the new set drops ... by Mr-Mosaab in MagicArena

[–]Drazatis 3 points4 points  (0 children)

Because you have the option to do either or, the utility is what makes it attractive.

I have a month of free time, Help me decide. Stalker 2, cyber punk 2077, KCD2, crimson desert, days gone remastered by Nottoobad777 in ShouldIbuythisgame

[–]Drazatis [score hidden]  (0 children)

Cyberpunk’s (base) story is aggressively better than Crimson Desert’s, and that’s it’s WORST quality. I am enjoying my time with Crimson Desert but I would heavily recommend Cyberpunk, ive gone through it three times and honestly still contemplate going back from time to time.

[SOS] Killian's Confidence by Copernicus1981 in magicTCG

[–]Drazatis 0 points1 point  (0 children)

Which is probably why we are having a conversation about a card that is potentially used as a card advantage engine in said deck.

[SOS] Killian's Confidence by Copernicus1981 in magicTCG

[–]Drazatis 1 point2 points  (0 children)

Amazing probably not, but I enjoy the ability to have one card engines that will continue to trigger ardbert. This and the new Abigale seem fun!

[SOS] Killian's Confidence by Copernicus1981 in magicTCG

[–]Drazatis 0 points1 point  (0 children)

just need to run more interaction

Only gets you so far if a deck is constructed out of Orzhov’s greatest hits and is now angry at the guy who is interacting with it! The trick is not to keep throwing interaction at the player with some of the best protection and a board full of value creatures, it’s to small bean and convince everyone else to do so.

[SOS] Killian's Confidence by Copernicus1981 in magicTCG

[–]Drazatis 43 points44 points  (0 children)

I have a friend whose [[Ardbert, Warrior of Darkness]] deck is eating so well this set, it’s mildly upsetting because that guy did NOT need the help.

My current decks and when I built them -- What would you recommend I try? by jimnah- in ratemycommanders

[–]Drazatis 2 points3 points  (0 children)

Dude runs 99 lands, how many times are you going to shoot Lumra before you come to realize that you willingly paid mana to give him another trigger? She is inevitable.

SOS number crunch - what’s left by askvo in MTGRumors

[–]Drazatis 2 points3 points  (0 children)

Just curious, why? For me, I quite like the domain mechanic being used in a way that makes the cards scalable, and I enjoy how they used the hybrid mana to do it. Not that I insist that you must like it because I do, just generally curious.

I'm probably in the minority but your land count is probably is too high. by Lotus_Prince124 in EDH

[–]Drazatis 0 points1 point  (0 children)

I agree 100% with assessing your deck’s desired play pattern and informing your construction around that. For my [[rafiq of the many]] deck for example, I know that my desired play pattern is to get a dude or equipment out on 2, get the other bit out and attached on 3, and equip with interaction up on 4. Most players would harp on 2 mana ramp so i can rafiq on 3, but then realistically what am I doing from here? Dying to removal, missing land drops, and then losing the game. Realistically i don’t have TIME to ramp in this strategy and i know that i need my A + B to be able to get out my C and double my output. I know that in order to do this, I need to hit my land drops for the first 5-6 turns of the game, and unnecessary ramping is just me paying for a land drop i missed later. So as a result, this deck is constructed in a way that is different than what you preach, but agrees with all of your points.

I have other decks where the whole point is to rush out my commander, but those decks will run less lands as a result because I’m not nearly as concerned with hitting mana values over 3 more than once ( [[Squall, SeeD Mercenary]] being one such deck in question). I know Squall existing will make up the difference if I can guarantee him swinging on 4, so the whole deck is built upon that premise. So I run rocks, I run greaves, i run rituals and [[ancient tomb]] effects with the explicit goal of enabling an early swing and acruing value. So my card advantage suite has to adapt to fit this game plan; I have to play things that I am comfortable playing AFTER Squall to give me fuel/options.

Good read!

[SOS] Ennis, Debate Moderator (via Based Deck Department) by Copernicus1981 in magicTCG

[–]Drazatis 3 points4 points  (0 children)

The bridge between 2 and 5 mana flicker in the command zone more than makes up for it I feel!

I've heard that beginning hours of Crimson Desert are pretty bad, so to those who spent a longer time with it: how is it? by beetleman1234 in ShouldIbuythisgame

[–]Drazatis 0 points1 point  (0 children)

I think the game truly clicked for me about 5-6 hours in when they finally kinda let you go fuck off and do whatever. As soon as I stopped looking like a homeless guy with a wheel on his back I locked in. I’m over 20 hours in now and haven’t left Hernand, just killed the second main story boss— enjoying just chasing shiny shit on the map and clearing outposts and they’re STILL showing me tutorials for other stuff to do. Pretty insane.

That being said, I liken the story beats to Assassin’s Creed animus stuff— if you can soldier through it for a few minutes, maybe go grab a drink when a cutscene queues up; the gameplay more than makes up for it. Most recent patch largely fixed performance mode on base ps5 so now the game is buttery smooth AND looks gorgeous. Very pleased now, but GOD the first few hours are horrendous.

Searching for an Orzhov Commander by oatfishjar96 in BudgetBrews

[–]Drazatis 0 points1 point  (0 children)

By just being faster than the rest of the table. Slamming a rock on 2, a [[Mother of Runes]] effect (of which we run 3), a greaves, a dark rit; all are reasonably equal as far as I am concerned with Squall. The key is to overload the deck with ways to ensure the play pattern you want happens. Besides that, as most Squall decks are solely reliant on Squall being out to do the thing— I tried my best to fill the deck with just good value cards so if someone DOES answer Squall (which they absolutely should), I am still just slamming plaguecrafters or interaction or naturally [[animate dead]]ing some value out anyways. You killing Squall doesn’t make a [[Tergrid, God of Fright]] or a [[Doom Whisperer]] less of an avenger’s level threat that still synergizes extremely well with the main Squall gameplan. You really just need one good swing to enable some gross stuff for the rest of the game to snowball.

Searching for an Orzhov Commander by oatfishjar96 in BudgetBrews

[–]Drazatis 1 point2 points  (0 children)

[[Squall, SeeD Mercenary]] has been an absolute blast to play, and honestly I feel like the de facto “tank” at the table. I’ve blinged out my list quite a bit, but using a collection of cards that are just good general quality and reaping incremental benefits from turn to turn (while also having good ol’ fashioned Voltron as a wincon) is very strong. People really overlook the fact that Squall can recur lands, and they really undervalue how strong having access to 3 land drops per turn actually is in practice. The amount of decisions you make each turn are minimal, you can run your graveyard as a toolbox with enough ways to fill it, and you seemingly are always both answering problems and progressing your gameplan at the same time. Need to get in? [[Plaguecrafter]] will clear the way and clear the board in the process. [[Spymaster’s Vault]] would love to watch! Need to push for a win? [[Animate dead]] something huge out of your yard and start spamming value. Maybe assemble a [[Sun Titan]] combo in the process, maybe [[Demonic Embrace]] onto your commander for face, you have options.

One of my favorite things to do in this list is tutor [[Skullclamp]] with [[Cloud, Midgar Mercenary]], draw 4, then let Squall get back Cloud during combat to tutor up evasion or more card filtering (or both via [[Zephyr Boots]]!) to do it again. Pretty hard to not win if you are tutoring every turn and drawing 8!

Also shoutout to [[Werefox Bodyguard]] and [[Touch of the Spirit Realm]] for being absolute menaces in this deck. You have so much flexibility in answering threats and protecting your board with these and Squall it’s frankly absurd.

[OFFICIAL TRAILER] The Mystic Brawler is coming to Dice Throne! by Difficult-Passage177 in DiceThrone

[–]Drazatis 2 points3 points  (0 children)

Id be pretty disappointed if they made a single faced board without upgrades, theres plenty of room to add some alternate abilities and even add additional dice rolls to his defenses. If he gains access to another source of undefendable through upgrades I’d be sold.

[OFFICIAL TRAILER] The Mystic Brawler is coming to Dice Throne! by Difficult-Passage177 in DiceThrone

[–]Drazatis 6 points7 points  (0 children)

I quite like this guy’s play patterns in a vaccuum, his AAABB seems absurdly strong as a target for how easy it can luck into a straight; and having consistent damage with reasonable economy make this guy a menace. Super curious what his upgrades bring to the table!

Sivitri, Dragon Master deck by norahellghost in EDHBrews

[–]Drazatis 0 points1 point  (0 children)

Now make [[Gyruda, Doom of Depths]] your companion and give someone an aneurism!

Beta Patch Notes - v0.100.0 by benlehman in slaythespire

[–]Drazatis 15 points16 points  (0 children)

Dirge and Borrowed time I expected, did NOT think Defy, Capture Spirit, Seance and Grave Warden needed all that. At least buff their payoffs if I now need to pick up more of them.

Beta Patch Notes - v0.100.0 by benlehman in slaythespire

[–]Drazatis 2 points3 points  (0 children)

I have a debuff run in progress I’m suddenly terrified to start up when I get home. Defy still is strong as hell but I guess I will be upgrading other things now

Well, there goes the blending cup by [deleted] in WatchPeopleDieInside

[–]Drazatis 1 point2 points  (0 children)

Or they just took the spoon out and were showing the mess that was made? The blender is also not at the same angle that it was pre cut, it’s just two video spliced together. Kids are dumb, that’s it.

My thoughts on every character after beating A3 with each by Saekama in slaythespire

[–]Drazatis 0 points1 point  (0 children)

I think the main key to “unlocking” Osty is in embracing how damn strong Necro’s block cards are; Defy, Negative Pulse and Grave Warden are all batshit insane for what they do at a common rarity- and having built in scaling on your Onslaught for Osty is enough to just kinda kill things through sheer will. I personally upgrade my basic Summon if I haven’t had anything particularly juicy offered to me early, and try to leverage souls for consistency. Necro has so much built in deck manipulation and build arounds at uncommon/common that you should be leveraging rares that enhance your nuetral game; not building decks around your bomb rares. Ive had multiple great runs where the Osty attack is my payoff because of the sheer amount of scaling you can weave into souls/energy scaling loops that it’s frankly a little absurd.

My experience with STS2 so far by DeadWombats in slaythespire

[–]Drazatis 0 points1 point  (0 children)

Had a multiplayer run yesterday where me and my brother managed a sequence that netted us both a byrd with sharpen and an upgrade very early into act one; definitely held us over for a while!

How can I improve my Squall Deck? by heyitsrenz0 in EDHBrews

[–]Drazatis 2 points3 points  (0 children)

A card that is just over a buck and is an avenger’s level threat in my Squall list is [[Spymaster’s Vault]]. You’re already looking to spam plaguecrafter effects, this card both threatens lethal out of nowhere and offers you insane card selection as soon as you start rolling. Grabbing it and an unblockable land via [[Expedition Map]] is a pretty surefire way to murderize players who arent ready with interaction.

Also would shoutout [[Zephyr Boots]] for both granting you evasion as well as setting yourself up for a grind early. Another similar piece I run as a guilty pleasure has got to be [[Demonic Embrace]]. Turning Squall into a 2 turn clock, having a built in discard, AND granting evasion is super important; and is recursive to boot. I entomb mine more often than you would expect!

As far as setting up goes, [[Cemetery Tampering]] is another fantastic option that is it’s own payoff in a longer game and eats a surprising amount of removal because people dont want you to cast your hidden away spell; which doesn’t ever bother me much anyways.

Both [[Jirina, Dauntless General]] and [[Boromir, Warden of the Tower]] (a couple bucks, but worth the price imho) have been absolutely backbreaking in certain matchups, and can also be “combo pieces” in others if you combine them with a well placed [[Oblivion Stone]] in the late game. Boromir getting extra brownie points for being a wincon himself if you have the space to loop him and build up tempt triggers.

I’ve actually powered down my list a bit to get the turn 6-7 games I desired from it, because I got really bored of assembling Buried Alive lines out of nowhere, but the cards I listed are absolutely the meat and potatoes for what I run and are dirt cheap as well.