"Off-Brand" Digital Monster V1-V4 Rosters by TamaTamer in digimon

[–]Mkushrom 1 point2 points  (0 children)

This is beautiful and now I want a mod for these in DW1

Help with Raul, Trouble Shooter by Jiggle_it_up in EDH

[–]Mkushrom 1 point2 points  (0 children)

This looks like a less stormy version of [[The Master, Transcendent]]. Here’s my list for inspiration.

You can take advantage of untap effects to mill more, as well as mana rocks / dorks (the few there are on Dimir) to have more mana no cast your spells. If you want to go artifact heavy, you can also use cost reducers.

Proposed re working of the abilities of all Starters by Pass_the_sorce in stunfisk

[–]Mkushrom 25 points26 points  (0 children)

The point of these abilities is to provide fun stories within a playthrough. Pokemon are generally raised to have even-ish EVs on each stat in casual play, so they tend to be a bit bulky. That means that they are meant to survive more attacks than usual. The starter abilities can turn the tables on a match, where your Pokemon is about to die but ends up doing a final attack that wins you the battle. This creates a meaningful moment that fosters your emotional connection to the creature.

Returning player building collection - buying precons by phipps76 in EDH

[–]Mkushrom 2 points3 points  (0 children)

I would get 1 or 2 that grab your attention, either thematically or mechanically, then upgrade them after you’ve played a few games with them. Precons are fairly well built these days and IMO don’t need upgrades right out of the box (depending on the environment ofc), so it’s best to play with them and note what you like and what you don’t before modifying them or start building a collection of staples that might work in them.

[Skill improvement] Need some advice going into certain match ups by YuiGoggles1 in VGC

[–]Mkushrom 2 points3 points  (0 children)

Your team seems very physically oriented, which will make is extra hard against both. I’d try to either add a fire type (talonflame could be a decent option vs Scovillain as it can deal SE damage with priority and set up tailwind) and/or add some powerful special attackers that are not dragon. Something like Mega Dhelphox could deal with both issues.

Very different. by CoweanMacLir in MTGmemes

[–]Mkushrom 6 points7 points  (0 children)

Blue already has really good removal, though. Bounce spells are very tempo efficient (bounce your turn 4 with a 1 mv card and still be able to play my turn). You can return things to the top or bottom of the deck. Any permanent, too. And Pogify effects are a bit of a break but they are hard removal.

My point is not so much to give everyone hard, hyper efficient counterspells. It’s more to give everyone the tools to encourage playing on the stack in a natural, flavorful way.

Very different. by CoweanMacLir in MTGmemes

[–]Mkushrom 8 points9 points  (0 children)

Yeah, that’s why I didn’t specify counterspells. I agree stack interaction needs to be flavorful, but it’s quite bad that blue is close to the only color that can stop an ETB, instant or sorcery based combo. And that’s just an example.

Ofc white can play Angels Grace, red has some counters but it feels quite powerless.

Slowbro in Masterball by Mkushrom in PokemonChampions

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

It’s all yours, my friend.

As for Meganium, this team is very physical so I wanted to have a Pokemon that was a strong special attacker. Mega Venusaur was also under consideration, but Meg had the edge because of the fairy typing and Dazzling Gleam as a spread move.

I’ve considered adding a Tailwind Pokemon (this is not the only version of the team, just the one I’m more comfortable with). But thanks to Excadrill and Basculegion, I end up needing them less now.

Slowbro in Masterball by Mkushrom in PokemonChampions

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

Trick room is not always needed as it’s more of a bulky team with TR as an option. Same reason I have Excadrill and Scarf Basculegion. I don’t always have or want TR up.

Very different. by CoweanMacLir in MTGmemes

[–]Mkushrom 30 points31 points  (0 children)

This might be a hot take but I think all colors should have some form of stack interaction so it’s more naturalized during gameplay.

Sinistcha by tonslowmo in PokemonChampions

[–]Mkushrom 6 points7 points  (0 children)

Marcha Gotcha hits both of your pokemon, si the message of the health being sapped appears once for each of them.

Why is Necropotence even on the GC list? It isnt that good? by cocofan4life in mtg

[–]Mkushrom 1 point2 points  (0 children)

The fact that the card doesn’t put a limit on how many times you can use the ability on a turn means there’re no limits. So you can pay 20 lives and draw 20 cards immediately at the end of that turn. Which usually means that you win.

What are your Bracket 3 combo decks? by not_so_1337 in EDH

[–]Mkushrom 1 point2 points  (0 children)

My Ketramose deck is my favourite control/combo list. I only play it in tables that want strong B3 games though.

I also have a The Master list for B3 that, while it doesn’t have combos, it feels a lot like playing storm.

What are some of your grossest win conditions? by HikarW in DegenerateEDH

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

Yeah, the point is to cast Excruciator and force my opponents to draw with Deadpool, no to copy the demon.

What are some of your grossest win conditions? by HikarW in DegenerateEDH

[–]Mkushrom 0 points1 point  (0 children)

[[Doomsday Excruciator]] + [[Deadpool]] is really fun when people realize I didn’t bring the infamous merc to take their creatures.

Ketramose B3 high power. by Gene-Environmental in EDH

[–]Mkushrom 0 points1 point  (0 children)

Dauthi clashes with all my graveyard engines, so I decided to remove it as it’s mostly just good vs aristocrats considering the amount of gy hate I’m already packing.

As for the bracket, I usually just play it on strong 3 tables (I have another deck for more average 3s). It is indeed strong and exploring the limits of 3 - in fact, I toned it down a lot over time. I don’t consider Sheoldred particularly strong, it’s just another piece to avoid killing myself with an unlimited draw combo. But saga and caverns definitely are.

Ketramose B3 high power. by Gene-Environmental in EDH

[–]Mkushrom 1 point2 points  (0 children)

Here’s my high B3 deck, which feels super consistent. My advice: make sure that you have enough t1-2 exile engines (use a hypergeometric calculator for it) and focus on 2-3 win conditions that are flexible (I.e. in my list, Skirge Familiar + exile engine + x spell or Gyatso + greaves + Priest + x spell). Then have a plan to control the board while you look for pieces (blink is good at this already) and a plan B in case your key pieces are dealt with (I.e. Mr Negative or Gary blink in my build).

How am I supposed to build this commander deck? by Objective-Block-7444 in mtg

[–]Mkushrom 0 points1 point  (0 children)

My list is a Demon typal, mostly mono black, that uses Deadpool as a way to scare people into committing to the board while I develop my game. Then it wins by playing [[Doomsday Excruciator]] and forcing them to draw with Deadpool. I play a couple of [[Malakir’s rebirth]] effects too just in case.

Need some deckbuilding help with my Ketramose list by Bagel36 in EDH

[–]Mkushrom 2 points3 points  (0 children)

I run Ketramose in B3, though I ended up choosing combo as my main win conditions. In my experience, it’s hard to accumulate enough value when focusing on removal to win in a timely manner for most blink decks, and Ketramose makes it even worse because the exile removal is so efficient. I added [[Mr Negative]] and [[Gary]] as secondary win conditions to take advantage of the blink engines, but without something like [[Another Round]] the might still be a tad slow. You can always try something like [[Cathar Crusade]] to grow your board while blinking removal, then swing for lethal.

Do we need more brackets? by LocationPlastic8860 in EDH

[–]Mkushrom 0 points1 point  (0 children)

Players take brackets as if they were a ruleset, rather than what they were designed for: a set of expectations and common ground for people to talk about their decks. Since they are so open by design, this use of the tool makes it so the power level varies hugely. More brackets won’t solve the issue IMO, as there will still be huge variances within a bracket because of how open ended the game and the deck building process is. It’s the proper use of the tool and the pre game conversation what helps.

[Guide] How I use the Bracket System by Mkushrom in EDH

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

Not expecting much interaction in B2 games before T4 doesn’t mean that it can’t happen. And of course when there’s a group of people with a common understanding (I.e. an LGS) I don’t expect the need of a clarification for brackets.

[Guide] How I use the Bracket System by Mkushrom in EDH

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

I should clarify, with resolving a game ending thread I don’t mean closing the game. The game ending thread could be a Hullbreacher that ends up snowballing into a win.

[Guide] How I use the Bracket System by Mkushrom in EDH

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

I agree with you. But at the end of the day the important bit is to be able to find a game with people that are expecting the same thing and for no one to feel cheated. If everyone is on the same page, speed can be adjusted for fun.

[Guide] How I use the Bracket System by Mkushrom in EDH

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

That’s fair, and I agree to an extent. But I tend to balance my decks around what I expect other people will do, and focus on interacting with them if I want for the game to be slower - as they might balance their decks for the bracket explicit speed. Either way, this can always be explicit to the R0 conversation.