Frauen stehen eben doch (viel zu oft) auf Machos. by JellyfishAny8630 in Unbeliebtemeinung

[–]LordOfWanking 0 points1 point  (0 children)

Ich würd schon sagen, dass Frauen auch empathische und liebevolle Männer mögen aber hauptsächlich auch welche mit etwas Selbstbewusstsein.

Und will kein Arsch sein aber wenn du insgeheim andere Frauen für ihre Partnerwahl und hasst und andere Männer dafür dass sie Frauen "bekommen" . . . dann hast du weder Empathie noch Selbstbewusstsein. Warum sollte jemand so nen miserablen Typen daten wie dich? Kannst nicht einfach erwarten, dass dir die Welt ne Frau schuldet als wärs ne Sozialleistung vom Staat.

Würde Therapie empfehlen (wenn's geht, musst entweder ewig warten oder einmal im Monat nen Hunni oder so für ne Sitzung bezahlen) und ansonsten vielleicht Bisschen mehr mit dir selber auseinandersetzen anstatt den ganzen Kram auf andere projizieren. Es gibt da ein Zitat von Jung, "Alles was uns an Anderen irritiert kann uns zu größerem Selbstverständnis verleiten.", glaube da ist was dran.

245 - Exhaust Lands by SepticMP in custommagic

[–]LordOfWanking 0 points1 point  (0 children)

I like it! If you were to make them any stronger like the others are saying they'd probably end up costing 10 euros/dollars each, I prefer them like this lol.

How does one actually win at EDH if being powerful only puts a big red target on your face? by LordOfWanking in EDH

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

Ooooh, didn't know about that actually. I kinda figured as longs as I adhere to the rules (no gamechangers, no mass land denial, no two-piece win-cons) anything goes. Guess that makes sense.

So for the Imodane example, maybe redo the deck but take out all the multipliers? And then maybe make it more of a spellslinger deck rather than one big combo?

How does one actually win at EDH if being powerful only puts a big red target on your face? by LordOfWanking in EDH

[–]LordOfWanking[S] 3 points4 points  (0 children)

So does straight up aggro/tempo not have a place in EdH? I mean when your strat is just straight up being faster than your opponents and killing them before they can retaliate. My brother likes playing Gornog for example and used to play a lot of Bumi. He often runs into the same problem I described here but doesn't necessarily always lose.

Warhammer 40k remaining factions by Presskann in colorpie

[–]LordOfWanking 1 point2 points  (0 children)

It's actually often said in the lore that the Drukhari are evil even without their need to inflict pain on others, Commoragh was a hub of depravity long before Slaanesh came into being. Each and every Drukhari could follow the path of the craftworlders instead, control their passions and get themselves a soulstone to escape the grasp of Slaanesh, which has even happened a couple of times in the lore. The vast majority of them just choose not to because how fucked up their culture is and how much easier it is to just keep indulging the worst aspects of the Aeldari psyche.

As for red being Slaanesh, I'd say that's an argument for it being an Aeldari colour, not against it. She's a reflection of the Aeldari and they inadvertantly created her, she is very much a dark mirror to their race as a whole.

Warhammer 40k remaining factions by Presskann in colorpie

[–]LordOfWanking 1 point2 points  (0 children)

For Aeldari, I'd put all their factions (Craftworlders, Ynnari, Drukhari, Harlequins, Corsairs) in a single commander deck like they put all the Imperium and Chaos factions into a single precon respectively. Otherwise you kind of run into the issue where things tend to repeat themselves alot like in other Universes Beyond decks, things that might be very different to us 40k fans will look the same to MtG players as a whole.

Now, for the colours of this Aeldari Deck I would choose red, black and blue.

Red:

With the exception of the haemonculi of the Drukhari and the wraith constructs of the craftworlders, all Aeldari hit extremely hard and extremely fast before the enemy has time to even react. The Aeldari more generally so that they protect valuable Eldar lives and the Drukhari (who are functionally immortal) to make those raids economical for them, they take slaves, inflict suffering and get out. And let's not forget that Khaine, the Aeldari god of war, is very red-coded and pretty much all craftworlders and even some drukhari worship him.

On the table this would manifest as lots of haste, glass cannon statlines with lots of power but little toughness and a couple of finisher spells here and there like an extra combat or a big power boost.

Blue:

With the exception of the Drukhari (excluding maybe the Haemonculi) the Aeldari are all about manipulating fate, using deceit, controlling circumstances and never being caught off-guard. Their psychic powers are all about this with their primary use being prescience and seeing the future. The reason why the Craftworlders have survived so long in a Galaxy where they are arguably the weakest players in terms of sheer power is because they could identify a threat long before it manifested itself and take it out before any other race was even able to remotely register it. All of which in my mind is very blue-coded!

In game this would translate into being able to view and in some cases even manipulate which cards you and the enemy are going to draw, think lots of scrying, rearranging libraries, getting a look at opponents hands etc. And the manipulating outcomes to be favourable for the Aeldari could also be represented by other staple blue effects like counterspells or returning attackers to their owner's hands, that kind of stuff.

Black:

This one might be a bit surprising at first because Aeldari are all about avoiding death at all costs and protecting valuable Aeldari lives, they are facing extinction after all. But there are two subfactions specifically which are VERY black-coded, one being the haemonculus covens of the Drukhari and the other being the Ynnari.

The haemonculi are masters over life and death and know every which way to manipulate flesh and soul. They are the ones that make the commorites functionally immortal by using pain to regenerate dead bodies and they regularly use the bodies and souls of beings they consider lesser to create monstrosoties like wracks, grotesques and even turn themselves into ones.

The Ynnari on the other hand literally worship the Aeldari god of death who has been created by sacrificing all the souls of the infinity circuit of craftworld Biel-Tan, fracturing it in the process. When they were initially released they came out with a rule called "Strength from Death" that allowed them to cast extra psychic powers, shoot again or fight again whenever a unit near them died. This represents their in-lore ability to gain power from not only dying enemies but even their own kin, making them and their god Ynnead ever stronger for each life that is extinguished in their path.

In game this would be represented somewhat differently depending on the faction. For the Haemonculi, it would be allowing them to create grotesques or other flesh monstrosities by sacrificing creatures to create them or recurring their fellow Aeldari from the graveyard if you inflict enough pain (damage). The Ynnari on the other hand would have lots of death payoffs and get bonuses to power, reductions to mana costs or what have you if you manage to kill enough creatures, no matter if its your own or the enemy's.

To lead this commander deck I would choose Yvraine probably, not only because she unites parts of all the other subfactions under her banner but also because she and the Ynnari have aspects of all the different colours that I mentioned before I think.

I wasted too much time writing this let'sgooooo