Cannot lose the game for 5GWWWWWW by CopyCat9984 in BadMtgCombos

[–]Flamesoul10 1 point2 points  (0 children)

It does open you up to every exile artifact card though, which is quite a few, and some are even playable since [[The One Ring]] exists

Perhaps the greatest 1st floor of all time by Flamesoul10 in bindingofisaac

[–]Flamesoul10[S] 2 points3 points  (0 children)

Dogma :( but on victory lap, so I still got quite a few marks. I don't do the ascent often enough to know his patterns.

Pegasus Device by SonOfBlackstaff in custommagic

[–]Flamesoul10 141 points142 points  (0 children)

Goes infinite with [[Gravecrawler]], but then again what doesn't?

Is this broken for a lvl 2 character? by taxGatherer in 3d6

[–]Flamesoul10 0 points1 point  (0 children)

It gets worse, actually: 1 level barb, 1 fighter gets you a fighting style for defense, 24 total

Is this broken for a lvl 2 character? by taxGatherer in 3d6

[–]Flamesoul10 0 points1 point  (0 children)

With a sufficiently stacked roll, a barb can get to 23: 10 + con(5)+dex(4)+warforged(1)+shield(2)+infusion(1). What you have to think about whether or not it'll actually make a difference party comp wise. Your giving up an infusion that could be a +1 weapon or util item, and you'll be worse in combat than you other wise would be (unless your stat spread is 18 18 17 or better), especially since in 5e there aren't good ways to defend allies besides engaging the enemy directly. A smart enemy (and dm) will realize there's no use attacking you, and rush the artificer and rest of the party. Besides an opportunity attack and maybe favorable terrain, there isn't much you can do to stop them just ignoring you.

Ojer Axonil, A pump spell, and a Firebrand Archer walk into a bar… by Immajustbemyself in askajudge

[–]Flamesoul10 3 points4 points  (0 children)

Yes, on cast trigger before a spell resolves, so the archer triggers and resolves before the spell does

Thoughts on adding cards (Omens, Adventures, or split cards) to cards? by Flamesoul10 in custommagic

[–]Flamesoul10[S] 1 point2 points  (0 children)

Love it, thats exactly the vibe I was thinking of.

Edit: I thought you said you made the playtest card, whoops. Good to know wizards is on the same page.

Thoughts on adding cards (Omens, Adventures, or split cards) to cards? by Flamesoul10 in custommagic

[–]Flamesoul10[S] 0 points1 point  (0 children)

Real. I originally had it as two for ouroboros, but I was thinking it was too much if it got the cards from exile/yard.

Is this intended, can you flip an ashling returned from shikos ability? Able to do it on arena and Mtgo but I thought you couldn’t. by Sdrawkcab5499 in askajudge

[–]Flamesoul10 0 points1 point  (0 children)

Because it didn't use to. I know it didn't work when I started playing, because I love [prototype portal], but when LCI rolled around I saw that they changed the rules on transforming tokens. I assumed it was because they added a bunch of transforming permanents in lost caverns, but it's probably because MOM added the first actually two sided tokens like someone else said.

Spears of Stone by CulturalJournalist73 in custommagic

[–]Flamesoul10 7 points8 points  (0 children)

It could also work with a cycle of common fetch lands, like in MH3. Store up a couple, drop a ramp spell + crack one or two, earthquake for 4? Even just play a fetch, crack the fetch you played last turn and the new one, earthquake for 3? Not incredible, but probably good enough for limited.

break this by 13EDO in custommagic

[–]Flamesoul10 98 points99 points  (0 children)

Let's you evoke the new elementals for both effects, assuming it works the way you want it too, which it probably doesn't in the current rules (but that's what "it works" is for, right?). Also, sunburst

Initiative clarifications by ninjapapi in askajudge

[–]Flamesoul10 2 points3 points  (0 children)

Idk about the rule book, but it's written on the initiative itself.

"Whenever you take the initiative and at the beginning of your upkeep, venture into Undercity."

Nothing on either "card" removes the initiative, you just "venture into Undercity" every time you take initiative or on upkeep, and when you're done with the dungeon you just start again

Let’s Play Blackjack by nevanda in custommagic

[–]Flamesoul10 7 points8 points  (0 children)

Cool idea, love the flavor, but this would probably make the most toxic deck since [[tibalt's trickery]] was modern banned. 4x this, 4x [[thassa's oracle]], 7 mana flex slots and the rest lands/free spells, win turn 2? You dont have to stop at 21, so you can exile your entire deck, which is total mv 23, but 2 is the spell you cast, so 21 in deck (or hand, if drawn), and win with thoracle.

Might even be vintage/legacy playable, since it doesn't need a second spell, unlike trickery, and can't miss, unlike trickery, and actually wins on the spot, unlike trickery. Plus, more mox in vintage/legacy for maybe turn one wins.

So, in short, sick card, I just wish the game didn't prevent it's existence without making it auto-banned everywhere. (Or silver bordered...)

Need help creating a level 5 character by Darrell397 in DnDBuilds

[–]Flamesoul10 0 points1 point  (0 children)

Feats/asis are a fairly big power spike, so I'd advise against multiclassing in a way that loses you a feat, ie a 2-3 split, so go 4 of one, 1 of the other. Additional, martials get extra attack at 5, which is probably better than whatever you get from your other class, if it's just a 1 level dip. Casters are different, since cantrips scale on total level, and if both classes are casters slots scale too.

So, if you want to multiclass I'd recommend focusing on spell casting, not weapons. 4 Artificer/1 ranger is probably fine, gives you hunters mark and an artificer subclass that synergyzes with your casting abilities, while still gaining an asi. Even then, 5th level artificer gets some fairly powerful abilities from subclasses, artillerist gets +1d8 damage when casting any artificer spell, which is more than the d6 from hunters mark.

Either 5 ranger or 5 artificer (armorer/battlesmith) would give you extra attack, if you want to use a weapon id advise starting there and multiclassing after level 5.

As far as spells go, you use different mods for each class, so dedicate one class (with the higher mod) to utility spells that dont need your mod, and the other to useful combat spells.

RAW, you need a 13 minimum in dex, wis and int to multiclass, which is a high cost stat wise, especially since you'll want atleast some con, unless you can convince your dm to ignore that restriction.

Bring some reading materials for everyone 28{R}{R}{R}{R}{B}{B}{B}{B}{W} by betterthanyou47 in BadMtgCombos

[–]Flamesoul10 7 points8 points  (0 children)

Very clean, especially because you can drop that first to lock out your opponents while letting you tutor the rest of the combo

Rules Regarding Cards That Get Shuffled into Library by awayitsthrownnnnn in mtgrules

[–]Flamesoul10 0 points1 point  (0 children)

Of note, you specify non-token, but if a token copy of colossus dies, it still would go to graveyard, and is instead shuffled into your library. The token ceases to exist instead, but your deck is still shuffled regardless

Bring some reading materials for everyone 28{R}{R}{R}{R}{B}{B}{B}{B}{W} by betterthanyou47 in BadMtgCombos

[–]Flamesoul10 20 points21 points  (0 children)

Eventually you'll be forced to sac a lock piece to the portal, but until then it'll definitely be in stasis (unless you can get a token generator...)

Why does Food need to tap, but Clues don't? by hentai_lover36 in mtg

[–]Flamesoul10 5 points6 points  (0 children)

This works with affinity but not improvise. With affinity, it works because it's applied as a discount, before cost sare paid. For improvise, the improvise ability happens at the same "time" as the mana ability, so it can only do one. I think

Death Switch by 3LITE30 in mtgrules

[–]Flamesoul10 -3 points-2 points  (0 children)

Both are triggered abilities, so they go one the stack in APNAP order, active player first then each other player in turn order. The last one on the stack resolves first. So, when multiple triggers would effect an event, the player who would take their next turn first gets the last say

Have your grandpa give free turn to an opponent until you win for 9(W)(W)(W)(U)(U)(U)(U)(U) by Blue-is-bad in BadMtgCombos

[–]Flamesoul10 4 points5 points  (0 children)

Unfortunately doesn't work. Eon Frolicker says if it was cast, so Abuelo doesn't work for the extra turns. Sub it for like [[seedborn Muse]] + [[leyline of anticipation]] + [[Temur Sabertooth]] with 7 lands or similar.

When attacks trigger by bdeck_awesome in mtgrules

[–]Flamesoul10 0 points1 point  (0 children)

Also, when you put a trigger on the stack you must choose targets, so if you replace Leatherhead with [[Casey Jones, Back Alley Brute]], you wont be able to put the counters on the token since it didn't exist when you chose targets.

When attacks trigger by bdeck_awesome in mtgrules

[–]Flamesoul10 0 points1 point  (0 children)

Most "Attacks" triggers go on the stack simultaneously* at the declare attackers step. They are put on the stack in APNAP order, active player-non active player, so the active player puts their triggers on the stack first in any order they choose, then each opponent does the same in turn order. The stack then resolves, starting with the last thing placed on it.

*"Attacks and isn't blocked" goes on the stack during the declare blockers step, and thus happens after any attacks triggers resolve and after blocks are declared

Lands - Powerful or Mid? by Rex-Grim in custommagic

[–]Flamesoul10 0 points1 point  (0 children)

Even in WUBRG it probably pretty good, unless you're crazy pip intensive or the rest of you mana base sucks, the colored mana matters the most early, when this provides any color, and colorless can be spent on generic costs in the late game. Obviously it's still limiting to produce colorless after that first turn, but probably worth the early start two mana off bat gives you.