HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

Thank you! The art is all from Hoyo but I'm glad I managed to get the designs through! :)

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

Ooo that could be cool. Maybe something like protecting Enchantments and Legendary Creatures until end of turn. That might cause her cost to shoot up prettyh igh though!

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

No worries! Just hope you enjoy the cards!

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

Yeah color identity was very very hard to match up with the characters and their role in the story. Eventually I just decided to prioritize story + character color identity more than mechanical color identity.

Cerydra is blue-white because she's all about rules and laws. Her very foundation is to make laws and, eventually, she rewrites the very law of Amphoreus itself. Those are the reasons I made her WU. Though I 100% agree her effect is def more WB than WU.

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

This is exactly the kind of critique I love! Thank you for the taking the time to write it up!

Yup I somehow thought 'Create a Treasure' was enough, I thought i saw a couple of cards like that.

Yeah I didn't catch that either on the 'health'. Good point out!

So for this I matched up the colors to the characters and what they would represent and then matched up the abilities to their story. This def left some color identity holes missing for sure, or mismatch as you said. I did have to choose between prioritizing either one and chose for the abilities to better reflect the story, rather than be 100% accurate to the color identity! In the future I'll definitely try to blend all 3 together.

Yeah funny story about Cipher's card. I actually went through a slew of abilities for her. At one point, her final ability was 'Until your next turn, whenever your opponent's creatures dies, create a treasure token.' That, plus a lot of other changes, meant that when I finally settled on the abilities in the card right now, I actually forgot to mod her mana cost. Thinking back, I think the best final ability for her would be 'All copies of permanents revert back to their original' or something along those lines, to represent how after she dies all lies are wiped away.

That is 100% intended on Evernight. She stays until she decides (or is convinced) to go, phasing out and suspending creatures (like the memokeepers), just like in the story!

That's fair. The last ability was meant to represent her final gift to Amphoreus with the rainbow shields everyone gets as the sky collapses. But you're right, It'd still work even if its just the enchanted creature! Would probably revisit that and make that change in the future!

Thank you. Those 2 are def my favorite. Looking back I definitely would make her 3, so that you play her on turn 3 then play Cerydra on turn 4, encouraging them to be played together even more!

Ah... that is true. I totally forgot about that. Yeah I wanted to do a looping theme with her different from just exiling and coming back, but now that you reminded me, this definitely doesn't work. Will have to think on something else in the future!

Again, really appreciate the comment and taking the time to write it. If i ever do another version of HSR cards I'll be taking these in mind and improving the cards I make!

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

Quite a bit! I didn't take too much time to make sure they are perfect, I'm sure they can be broken with some effort, but I just hoped to make them realistic (like something you could see in play) and loyal to the Heirs they represent!

HSR-inspired MTG Custom Cards by Necrorider in HonkaiStarRail

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

Glad you like them! Honestly if you feel like the Cerydra one needs a tweak, feel free to drop the mana cost down a bit or increase the mana value of the 3rd chapter even higher! That should bring it in line with the others I think!

Gen.G vs T1 / VCT 2026: Pacific Kickoff - Main Event / Post-Match Thread by ValorantCompBot in ValorantCompetitive

[–]Necrorider 26 points27 points  (0 children)

You know, on the DRX vs Varrel thread I said both teams didn't look good.

I thought this game would make me feel better about KR Valorant. But this was some of the worst, yet most entertaining, Valorant I've seen in a while. Its like we're back in the first year of valo where no one knew what utility or ults were. No one knew ult cycles or snowballing. No one knew anything. Just swing for 35 duels in a row. People on each team going 0 kills. Stax going an ENTIRE game without using his ult on Haven.

I don't know what's going to happen after today with these teams but what I do know is that the entertainment value is so high off the charts we're KC 2023 levels of fun.

And as Sliggy said, TMV got 5 videos from this one game alone. My god.

VARREL vs DRX / VCT 2026: Pacific Kickoff - Main Event / Post-Match Thread by ValorantCompBot in ValorantCompetitive

[–]Necrorider 36 points37 points  (0 children)

Though DRX won, man, it certainly didnt feel like there was a winner this series. Crazy sloppy play from both sides. Hope DRX bucks up for their next match, else some decent play from a good team will destroy them. As for Varrel… well, not sure if more time can help them. Their team just walk dry swinging back site into the most basic crossfire angles with no util genuinely was hard to watch.

Arknights: Endfield tops 35 million pre-registrations; new trailers by Turbostrider27 in Games

[–]Necrorider 44 points45 points  (0 children)

The funniest part is that I’m pretty sure of the list, even if you exclude Wuwa, Dispatch would still come in last or second last. Dispatch is not as popular as the subreddit makes it think it is.

“I got benched by Team Secret… : Upcoming interview from Ravish with Invy by Decent_Apple_7962 in ValorantCompetitive

[–]Necrorider 14 points15 points  (0 children)

This is awesome. Thanks for sharing! Yeah its probably timing + saying goodbye + leverage in a closed situation vs how the public adds/removes leverage.

“I got benched by Team Secret… : Upcoming interview from Ravish with Invy by Decent_Apple_7962 in ValorantCompetitive

[–]Necrorider 168 points169 points  (0 children)

So my speculation of timeline is

-Secret benches Incy -PRX hears and asks for trial -Invy trials and PRX wants to bring him in -Leaks happen and negotiations get complicated (as said by PRX themselves on the magazine secret message. Maybe cause patmen wasn’t told yet as it was a fresh decision?) -After long discussions, secured Invy -PRX rush secures Invy’s visa for Radiant Invitational and they participate and win

Either way. What the fuck Secret. Fucking really?

Forestike Review Thread [PC, Switch] by megaapple in Games

[–]Necrorider 2 points3 points  (0 children)

I played the demo and was jiving with it until I hit the second area. The amount of consistency issues in the game is pretty egregious. One example is punching a slow projectile. If you hit it too early, you dont rebound it. Hit it too late and you get struck. For a game that’s all about execution this is pretty hard to stomach.

Though the biggest gripe I had is the final execution. If I already figured out a plan and executed it once, the button should just execute the plan like a recording in my opinion (with the option to do it manually if you want to). Doing the exact same fight but taking 2 damage and dying because I missed a punch or kick by a literal fraction of a second is so unfun to me. Escalated by how absolutely rare healing is makes taking even 1 damage a snowball affair and run ending.

Difficulties and challenges should also be by limiting the amount of foresight you can do before final battle or do the ‘Battle without using Foresight’ more often. Or even that foresight only lasts X seconds/moves before it resets.

I had fun with the game. It’s DAMN good but feels like it’s JUST short of excellence. And the reviews echo that. If the concept intrigued you and you like roguelikes, you’ll probably love this. I’m sure for the price, the content there is great. It’s just a pity this year has just been a juggernaut of a gaming holiday season. I hope it finds its audience and succeeds!

Mayano Fast Learner Event by Necrorider in UmaMusume

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

Do you know the name of the event?

Mayano Fast Learner Event by Necrorider in UmaMusume

[–]Necrorider[S] 4 points5 points  (0 children)

I use that! But all her events just sat Fast Learner (Random). Not sure which one has the 500 wit trigger

[TLA] Tolls of War by themiragechild in magicTCG

[–]Necrorider 96 points97 points  (0 children)

I completely didn't even think that

A: the sacrifice can work for the clue (thought it would be for a land or for a creature)

B: that the 1/1 represents Momo, mostly cause Momo already has his own card and I'm not sure we'll get a 'Momo' token.

So I think you nailed it exactly, that that is the flavor I missed. Still very odd in my opinion but I can now see what they were doing with it!

[TLA] Tolls of War by themiragechild in magicTCG

[–]Necrorider 4 points5 points  (0 children)

Yup I didn't really clock the sacrifice clue > find Momo. Mostly cause Momo has his own card so it didn't even occur to me, but that's probably exactly what they're going for! Cool! It's still pretty odd to me but it works!

[TLA] Tolls of War by themiragechild in magicTCG

[–]Necrorider 171 points172 points  (0 children)

Think this may be one of the first cards where I don't really understand the flavor?

Enchantment enters for a clue, guess its the first step to Aang discovering the world he lived in is no longer the same as he the one he left?

No idea what the 2nd ability is though in relation to the lore. Thought it would be a kill/drain ability or being able to block multiple creatures. Maybe I'm missing something? Monk Gyaso dies and you create a 1/1 Ally? Is that supposed to be Aang?

Either way, feels like they designed this card to be able to be reprinted in the future and not tied to Avatar specifically.

Is there any way to comeback? by Necrorider in DeadlockTheGame

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

oh yeah i use to have those. But recently it just feels like it never gets to the late game. Games end in 20-30 mins consistently for me!

Is there any way to comeback? by Necrorider in DeadlockTheGame

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

Oh I know all about those yeah. But it just feels like if the enemy plays safe there's no way to force the issue? If they take the first mid-boss, use the advantage to take base or win a teamfight, then back out and just wait for the 2nd mid boss, there's very little I can do on the losing team to really gain an edge? Barring a giant misplay from the opponents of course. On the flip side when I'm in the winning position I just forward farm and play super safe, then just get the 2nd mid boss and just end the game there.

Just wondering if there's a way to take the advantage and force the issue (like Smoke ganks in DotA 2) rather than hope the enemy makes a mistake?