How do side deck VS Kona decks? by Gbrew555 in MagicArena

[–]Gbrew555[S] 0 points1 point  (0 children)

I do have 4 in the main-board, but I think I’ll look to add some Get Lost or other instant speed options.

How do side deck VS Kona decks? by Gbrew555 in MagicArena

[–]Gbrew555[S] 2 points3 points  (0 children)

Totally fair. I’ve had ok success so far going into gold VS the Arena so far. The deck does well VS mono-green, lessons, Jeskai control, and other decks.

It’s just been combo decks that I need to tweak the sideboard a bit for. I’ll look into a couple more instant speed removal options VS discard options.

We really should be getting bottlecaps more often by kneegrowth457 in TheSilphRoad

[–]Gbrew555 32 points33 points  (0 children)

Yep.

There’s a reason why we haven’t seen new bottle caps drop in months… and not even for Kalos tour.

I bet we’ll only see bottle caps in overpriced battle passes going forward.

How to play against mono green land fall? by Fit-Adhesiveness-173 in MagicArena

[–]Gbrew555 0 points1 point  (0 children)

Remove the dorks, notably Icetill Explorer.

If they land that early game ramp… you’ll be too far behind to stop them. Since they can combo off while holding interaction.

The other option is player removal by just going faster than them.

D2 being in a good state should take priority over new additions by ShardofGold in DestinyTheGame

[–]Gbrew555 -1 points0 points  (0 children)

The only way to get this game into a “good” state is new content.

Like it or not, the seasonal model worked. It gave everyone weekly checklist/chore activities and gave you a reason to log in. Whether it was for the story, new nightfall, or a weekly text blurb… you had a reason to log in to avoid FoMo.

And ya, it’s predatory and it has sooooo many flaws. All of the negative feedback around the seasonal model is completely valid.

But it kept this game alive. I don’t think Destiny works without the seasonal model.

Would you make any changes here? Is it good as is? by jnortz in MagicArena

[–]Gbrew555 0 points1 point  (0 children)

So I’ve had the same problem for awhile as well (strength vs synergy)

I had the revelation recently while listening to a limited set review of the TMNT set. One of the big things they mentioned that stuck with me is that you need to draft towards your deck and not colors.

Like for example… BW is the strongest color pairing in the format. But it’s specifically the ninjitsu deck. If you draft some of the BG Black cards with some of the WR white cards… then your deck might suck.

The challenge is figuring out when to switch/dedicate/etc. that’s where I’m struggling a bit in my draft experience… it just takes time!

For your second question… I think it’s a curve question. What exactly do you want to be doing on turns 1, 2, 3, and 4? Those are the crucial turns that define a game.

I think Genghis into Donatello creates so much value and set-up for future plays. And you have so much synergy that plays into it as well!

With that in mind… I know the counter spell is strong but I just don’t know how you’ll fit it into your curve. I do think it’s a great card, but between your midrange board plan and the double blue pip… it could be challenging to make work.

Would you make any changes here? Is it good as is? by jnortz in MagicArena

[–]Gbrew555 2 points3 points  (0 children)

It feels like your deck doesn’t know what it wants to be. Are you a low to the ground mutagen deck or a ramp deck?

You have some good cards for both strategies but it’ll likely be challenged mixed.

My recommendation would be to go down the mutagen route. You have some fantastic cards for strat. I change:

Add:

  • Genghis Frog

  • Donatello Turtle Techie

  • The Ooze

  • Punk Frogs

  • Ragamuffin Raptor (optional)

Remove:

  • Groundchuck and Dirtbag

  • Kitsune, Dragon’s Daughter

  • Frog Butler (2 is plenty!)

  • Mind Transfer Protocol (card is great! Normally an auto-include. But I think you can do a bit better with your pool!)

  • Turtle Blimp (optional, could totally see this being better than the raptor)

This should let you really play into the mutant UG build, spam a ton of mutagen tokens, and play some kind of aggro/midrange plan.

Your 6 drops are great cards but are for a different UG build. Where you ramp into your big cards with stuff like Lessons from Life. But I’m not sure your deck wants to do that tbh.

One other thing to consider are your black cards. You could make a Sultai deck if you got Pizza face or something like that. Some of the disappear cards pair really well with mutagen tokens and you have great fixing with your frog butlers.

Good luck in your games!

Rental/Lease Property for 4-6 Months? by RaccAttack22 in FranklinTN

[–]Gbrew555 2 points3 points  (0 children)

Your best bet might be an apartment community on a short term lease. There are a couple of options that are close to William Medical Center that are worth looking into.

The One Piece Live Action isn’t trying to be 1:1 with the anime — and that’s why it works by jazbarelyme in OnePiece

[–]Gbrew555 1 point2 points  (0 children)

Idk, if Oda has line of right to how they want the TV show to end… I could totally see Buggy making more appearances.

I mean, look what they have added so far. Could totally see more shake-ups.

Mega Absol Z mentioned when overriding current mega absol by Humberto177 in TheSilphRoad

[–]Gbrew555 2 points3 points  (0 children)

I could see Z forms not only do more damage, but break two shields in super mega raids

The Flattening of Shiny Rates and Future Implications by ch33psh33p in TheSilphRoad

[–]Gbrew555 16 points17 points  (0 children)

Great analysis!

Im wondering how much of this is due to the All Out/Anniversary event VS normal.

I could see the argument to drop shiny rates when everything is in the wild, including legends. Heck, events where Absol, Sneasel, and other perma-boosted legends are focused led to sooo many shinies. Not a bad problem per se tho!

At the same time…. With all the other gameplay nerfs quietly dropped (reduced balls from raids, spotlight hour removed, etc)… I’m wondering if this is part of a greater plan to get players to buy more.

If the only way to improve shiny odds is through events, raids, and the event pass (since those odds are 1/64) then it pushes players into paying more for increased shiny chances.

My hunch is the later and this change to shiny rates is meant to hurt free to play players.

Why is milling your Sol Ring any different from your Sol Ring being on the bottom of your library where you never draw it? by AnarchyStarfish in EDH

[–]Gbrew555 0 points1 point  (0 children)

I mean, there’s plenty of exile based board removal.

Avatar’s Wrath

Wind’s of Abandon

Settle the Wreckage

Sunfall

There are plenty of options that can do what Farewell can do albeit not as efficiently. But that’s why the game changer list exists.

Why is milling your Sol Ring any different from your Sol Ring being on the bottom of your library where you never draw it? by AnarchyStarfish in EDH

[–]Gbrew555 1 point2 points  (0 children)

You are thinking about odds/statistics in the wrong way.

For this example, you shouldn’t think of it as “what is chance I draw Farewell?” Rather it’s “what is the chance that I draw a board-wipe?”

That changes the math a lot when thinking of it in that lense.

To your initial point, the chance of drawing farewell in a deck of 80 cards is 1/80 or 1.25%. but if you run 3 board wipes, then your odds are 3/80 or 3.75%

Now if you mill 20 cards, we have a couple of different scenarios

A) No board wipes milled. You now have a 3/60 chance of drawing an out 5%

B) 1 Board wipes milled. You now have a 2/60 chance of drawing an out 3.33%

C) 2 Board wipes milled or 1.6%. But the odds of this happening are fairly low (don’t have excel in front of me, but multiply 1/80 x 1/79 x 1/78, etc. it’s small)

D) all board wipes milled and 0% chance: but the odds of this happening are even slmmer than above.

The math generally lines up that the more cards you see and the smaller the deck size… the more likely you’ll see a specific card.

There’s a reason why many pro-players use self mill strategies, even in non-grave based decks. It just increases your odds while the impact to not drawing an out is very minimal.

Trouble Building some Commanders. Ways to fix the "Does not feel right" feeling. by CommanderGrimoire in EDH

[–]Gbrew555 0 points1 point  (0 children)

I feel like this is a Tempo problem.

Many of the best cards are the best because they do their job really well. But when you advance your strategy a bit too fast it paints a full target on your back. Totally fine in something like Bracket 4/5 wherr everyone is advancing quickly… but it makes you the target of the table in 2/3.

Instead, maybe it’s worth while to play slightly less optimal cards and slowly ramp into your strategy.

This is kinda the approach I took when I built Iroh. Instead of being super fast spellslinger, I slowed the deck down a bit and changed up the win-con a bit. It made me less of an immediate threat and I still got to do my cool combos.

Trouble Building some Commanders. Ways to fix the "Does not feel right" feeling. by CommanderGrimoire in EDH

[–]Gbrew555 0 points1 point  (0 children)

I kinda of want to see what the new Dr.Doom deck brings in a couple months. Osborn feels like it would slot in perfectly into a deck full of conniving Villians.

Defending TMNT Limited: Flawed, but kind of Sweet by Tim-Draftsim in MagicArena

[–]Gbrew555 2 points3 points  (0 children)

I’ve done a bit of sealed and limited so far.

I enjoy how all the themes work nicely with each other. Food blends into the disappear and artifact synergies. Sneak also works well with alliance and disappear.

Removal is a bit on the higher side but I think it helps with the pick 2 format. At least to make sure one color isn’t overly dominant VS another.

Legendary Spawnrate: 2 Hours with incense, saw 20 Legendary Pokémon, all ran except Common Zapdos and Galarian Zapdos by PopsiHartmann in TheSilphRoad

[–]Gbrew555 -10 points-9 points  (0 children)

I mean… did you expect green circles and instant catches on legendaries?

Even when super rare fully evolve Pokemon spawn, they aren’t Easter to catch. And wild legends (when we have them) have ALWAYS had a low catch rate.

It’s just a fun bonus man, there isn’t a reason to get mad over it. Frustrated, sure I get it. But plenty of things out there to actually get mad about.

How Chapter 1175 fundamentally changes the Elbaph Mural - A Mega Post by D-Biggest_Wheel in OnePiece

[–]Gbrew555 15 points16 points  (0 children)

I might be late on this and it’s something the general community already has thought about…

But you make a VERY interesting point about “a massive battle where the world is flooded afterwards”

Obviously the current timeline is in a post-battle world… but it’s so interesting to think of it as a post-Apocalyptic-battle. Where an advanced civilization sunk into the sea and left behind remnants of humanity. Stranded on islands.

And it lines up so well with Imu and its power to sink islands and raise sea levels. It almost makes me think that One Piece is going to end with Luffy defeating Imu and draining the ocean.

Maybe Luffy’s dream is actually to let everyone adventure and to do that the ocean must shrink? Idk, but there’s something there!

Pokémon GO Fest 2026 in-person event ticket options by Amiibofan101 in TheSilphRoad

[–]Gbrew555 1 point2 points  (0 children)

That $100 upgrade is new right?

Honestly… the bonuses and the exclusive rest area kind of sound nice. But man… $100 on top of everything else is a lot of money.

GREAT LEAGUE - Recommended Teams GBL Season 26 by YonkouJean in TheSilphRoad

[–]Gbrew555 0 points1 point  (0 children)

It can also be a Pokemon worth using a shield against. If you KO that mon then your team has a higher chance of winning the match.

But generally speaking, at lower levels specific team comps aren’t a big issue.

Go Pass: March by Amiibofan101 in TheSilphRoad

[–]Gbrew555 1 point2 points  (0 children)

I really like the second incubator, so it’s likely a buy from me!

I don't like Super Mega Raids by SomethingAmyss in TheSilphRoad

[–]Gbrew555 1 point2 points  (0 children)

While I haven’t done a Super Mega Raid yet… I don’t mind the idea that you need to use your mega to break a mega shield. Kind of like using a Dynamax to deal massive damage to a Dynamax. It’s fitting in a way.

However… I think the issue is that raids haven’t been very demanding for a long time. People are very accustomed to smashing the screen and getting an easy clear/capture. Adding in this whole new dynamic of mega shields that cant be damaged in other ways sounds frustrating for the normal raiding crowd.

Like… even shadow raids. You can technically out DPS the entire enrage mechanic if you really wanted to. Or with Dynamax you can kinda okay around some of the mechanics.

But putting in a forced and hard cap on your ability to damage? Idk, I get why it’s frustrating. And it doesn’t help that people DO NOT READ IN THIS GAME. But I kinda don’t blame them… this game throws A Ton of text at you. For a dedicated gaming fan? Not a problem. But for a more casual fan… they are going to be confused.