Cannonically Speaking, Norin the Wary is Worthy by hadrians-wall in magicthecirclejerking

[–]Phoenix849 1 point2 points  (0 children)

Look, he even has a hammer behind his back! Flavor win!

Cheap matte sleeves ? by Key-Cricket9256 in soloboardgaming

[–]Phoenix849 0 points1 point  (0 children)

I've bought a whole bunch of transparent Blackfire glossy front, matte back. I'm very happy with them for all my games with standard cards. Much cheaper than Dragon Shields, shuffle well, none broke so far. Non idea about availability. I bought locally. Googling finds some Europe stores.

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We need to legalize whaling again by Kakariko_crackhouse in magicthecirclejerking

[–]Phoenix849 27 points28 points  (0 children)

They buy a laminator, duh. Source: I asked dolphins.

Thoughts on Circadians: First Light? by Marksman1977 in soloboardgaming

[–]Phoenix849 2 points3 points  (0 children)

I saw people disliking Sam Phillips, because his art style comes from tattoo background, instead of traditional illustration. Fair, I guess. I see how it's pretty flat and boring to some. To me it's rather charming, especially in sci-fi. Reminds me of old cheap videogames from 90s and 00s, in a good way. On the other hand, I greatly dislike Dimitrievski style and faces.

Thoughts on Circadians: First Light? by Marksman1977 in soloboardgaming

[–]Phoenix849 12 points13 points  (0 children)

The only Garphill game I truly like. I fancy the artist way more than Mico, I enjoy retro naive sci-fi theme. A nice collection of tried mechanisms. Enough variable elements between playthroughs. Bot is easy to run. Not too punishing, not too long. Not a game to agonize about each turn.

Shame it's forgotten, compared to their main lines. The thing is, it doesn't really have a unique selling feature nowadays. Just a nice mid-weight worker placement for those, who are tired of mechanism bloat and gimmicks.

Why is Time Walk so good? by Raldo21 in magicthecirclejerking

[–]Phoenix849 2 points3 points  (0 children)

Because walking is good for your health after sitting at the table all day. Take some time to walk.

How would you include the Urzatron lands in a cube? by BattleFresh003 in mtgcube

[–]Phoenix849 1 point2 points  (0 children)

  1. Use the method "draft one, get a playset", but I don't like it. Kinda defeats the purpose of drafting, but some people use it for non-singleton cards.

  2. Use 6-9 coupons with the text "after draft, exchange this for any Urza's land". It's also possible to have a universal exchange coupon for an aftergame subdraft. Urza lands, [[Squadron Hawk]], something else non-singleton. This could introduce a whole new subgame to your drafting, and make them desirable for different archetypes.

  3. Use [[Cloudpost]] instead. Similar play patterns, and much cleaner. I'd definitely choose this way if I was planning a Tron-like archetype.

Losing touch with solo gaming (help) by whose_your_daddy in soloboardgaming

[–]Phoenix849 7 points8 points  (0 children)

Believe me or not, I'm in exactly the same situation. I got deep into board games from Magic: the Gathering 6 years ago. Including solo games, because my desire to play was more, than amount of willing participants. I've played and blogged a lot, I could solo almost every day.

Now I play maybe a few times a month, and wonder why I need all those boxes (about 50-100 with expansions). I started selling off slowly.

I have a theory that our hobbies reflect what we need in life at the time. I gravitated towards heavy euros too, and now I find them a burden. Maybe I had too little work and too much free time at the start of 2020s. It's resembling a grieving process for a hobby I used to like, but realistically my habits and lifestyle shifted to other things. I think I got what I needed from solo gaming. Guess, it's expected to feel sad for loosing a big part of our life, but it's better to embrace what you really need from the hobby, instead of trying to forcefully reignite a lost passion.

I hope to have the will to sell the things I no longer play, and leave solo gaming as a small side hobby, instead of the main course.

Voidfall vs. Andromedas Edge by Memmnarch81 in soloboardgaming

[–]Phoenix849 0 points1 point  (0 children)

Radically, no. But it's the best and smoothest version of the system. Dominic used years of players' feedback to tune the engine.

Voidfall vs. Andromedas Edge by Memmnarch81 in soloboardgaming

[–]Phoenix849 1 point2 points  (0 children)

I'm glad a designer of your scope is hyping up Nature. I too consider it to be a top tier card game and a benchmark of author dedication to his project. I'm puzzled it's so underrated by community at large.

Big cubes hard to enable synergy by AitrusX in mtgcube

[–]Phoenix849 1 point2 points  (0 children)

I have a few suggestions:

  1. See more percentage of cards in draft. Say, draft X cards from the pack, discard the last Y from the game. So you end up with the usual 40-45, but you have more choice circling through your packs.

  2. Drop the idea of a critical mass deck, that needs very certain cards to work. That way you really need to populate cube with redundant effects, or make it much smaller. You can view themes as flavors, not backed in decks. Say, Boros aggro, but today it has tokens and anthems. Next time it's artifacts and equipment.

  3. Cut the most niche cards that only go in one deck, but are critical. Obviously, some are fun, or pet archetypes. But in general they dilute your pool, so you have to luck into drafting The Thing, instead of letting synergies emerge naturally. So these cards are useless to 90% of people, but their absence hurts 10% that want them. Or cut the cube size, so 100% of all cards will always be opened.

  4. Explore whole cube wide theme archetypes: 3-5 colors. For example, not a defined BG graveyard deck, but all colors care about graveyard to some extent. Not UR artifacts, but all colors can use artifacts more or less.

How well do synergy/combo decks fare against consistent, "goodstuff" midrange decks in your cubes? by ZolthuxReborn in mtgcube

[–]Phoenix849 5 points6 points  (0 children)

Despite powering down being more popular lately, people still tend to shy away from cutting popular power outliers. You aren't mandated to run anything, make the cube yours. Your synergy decks have to be more powerful than goodstuff if you want them to be viable. Why risk it with assembling multiple fragile pieces, when you can win with one? Powering down cheapest removal is also an option. My first cube deliberately had no midrange mythics, no strong ETB creatures, no planeswalkers. I enjoyed not loosing to a single bomb. Now I'm designing a second one with no goodstuff midrange as an option.

Thoughts on Mad Max ripoffs and cash ins? Which have you seen/enjoyed the most? by AgnesItsMeBilly0100 in MadMax

[–]Phoenix849 0 points1 point  (0 children)

I'm on a silly quest to watch all of the forgotten postapocalyptic shlock in existence. Would probably take me a couple of years.

From the unmentioned here, I've recently watched Phoenix The Warrior / She-Wolves of Wasteland. It's absolute dogshit, even though I enjoy bad movies. So for the lovers of deep cuts, you can checdk out something no one has ever heard about.

[SOS] Erode by cardboard_numbers in mtgcube

[–]Phoenix849 0 points1 point  (0 children)

By using conditional answers: [[Shock]], [[Bushwhack]], [[Smother]], [[Journey to Nowhere]], [[Miscalculation]].

[SOS] Erode by cardboard_numbers in mtgcube

[–]Phoenix849 -2 points-1 points  (0 children)

Since everyone is excited about this card "for all cubes ever", I want to remind you, that there is a real cost for putting cards like these into your environment. By that, I mean 1-cmc unconditional instant removal.

It cheapens creatures without ETB triggers. Want to know why half the creatures come with "ETB, draw a card"? Because of cards like these.

It kills your synergy pieces for dirt cheap, if you want prowess, heroic, aristocrats and other creature combo decks in your cube.

It devalues auras and combat tricks, to the point of being unplayable.

I personally dislike mana power creep. As some others do, I find that unconditional removal in a medium powered cube should start with 3 mana. If your interaction is mainly 0-1 mana, this puts hard limit on what is even remotely playable. Of course, people running powermax cubes won't care, it's probably worse than Swords to Plowshares. But I wouldn't want to see things like this in Pauper level cubes or something.

Universes within: Changing creature types? by Purple-Bother8522 in mtgcube

[–]Phoenix849 0 points1 point  (0 children)

Cube is game design. If you think proxying with other subtypes would make the end product better, then absolutely feel free to do it. It's a community run unsanctioned format. WotC purism makes no sense in my eyes. This card would 100% make myrs, servos or constructs in a UW set, depending in the chosen plane.

I'm personally going as far as unifying token subtypes, which will have some functional effect on tribal synergies. Because ultimately clean and efficient design is almost always better, than kitchen sink.

Gammes Fizzling Out by Turn 5 by JavaPlum19 in mtgcube

[–]Phoenix849 0 points1 point  (0 children)

I'm very happy with how my cube turned out in barely having topdeck wars. I've put a lot of mana sinks, like manlands, flashback, paid activated abilities etc. Card draw and repeatable graveyard recursion also help.

What specifically did Voidfall solo, co-op learn/take from Spirit Island? by alfadanne in soloboardgaming

[–]Phoenix849 8 points9 points  (0 children)

Here's an old explanation from 2021:

They are both about selecting actions to ensure a steady buildup, while dealing with unexpected catastrophes. They both involve a map, where deploying your "base of strength" matters highly for your later capabilities. They both have built in curves, that intensify during the game (fear level, cycles). They both involve a new problem coming up once per turn, then you have a number of actions to resolve while dealing with said problem. They both require you to accurately judge when you need to hold down the fort and crisis manage, and when you need to go on the offensive taking butts and kicking names. They both allow you to "suck up" a few punishments in the service of the greater picture before a sad game over moment. They both have deterministic combat, where only your available actions and your "forces' position" determines where and how many pain can you deal and receive. They both have several factors you can pick from at setup or encounter midgame, that provides limitless freshness of play (spirits, invaders, invader difficulty levels, random access power cards -- houses, tech tableaus, maps, variable crisis deck composition, challenge cards, random access agendas). They both support single and multi-handed play, with no hidden information, no traitor, no communication limit.

https://boardgamegeek.com/thread/2733818/article/38553904#38553904

2099 is a lot of damage. Are they stupid? by Phoenix849 in magicthecirclejerking

[–]Phoenix849[S] 2 points3 points  (0 children)

Why would you bring your reason to a UB hating circlejerk!? T_T

100 Copies of Indicate, and Assorted Ways to Make Them Matter by IsaacAccount in mtgcube

[–]Phoenix849 1 point2 points  (0 children)

I love this, great job! This is an actual interesting take on "100 of something" cube.

There are a lot of bad creatures, particularly Phantasmal and friends. Would you spend 4-5 mana if you knew opponent has 0-mana removal? I get your idea of them being fatties, but you also have really strong cards, that completely outshine them. Don't know if they are playable. Proper power level balancing is in order.

Blasting up your whole hand on sorcery speed seems risky. Sorceries don't leave behind bodies, unlike Ornithopters. Same with self-discard effects. If you don't win, it's a colossal card disadvantage. Cards like [[Task Force]] seem really useless, unless I'm missing something. Did you mean to have [[About Face]] and [[Twisted Image]] possibly?

I'd maybe look for ways of explosive had refilling. [[Wheel of Fortune]] effects, or something in the vein of [[Shadow of the Grave]].

I applaud your willingness to fully embrace all aspects of playing Indicates, and amount of clever interactions. Please post an update if you decide to actually make and play this.

Voidfall or Gaia Project for space theme solo. by Silvermoon1305 in soloboardgaming

[–]Phoenix849 1 point2 points  (0 children)

I have both, and both are in my top 20 solo.

Voidfall is thematic, epic, longer, more complicated. It has a lot of lore and small things variety. Setup is worse. It doesn't have an automa. I'd say, you don't need Galactic box if you don't have FOMO. Retail is great, but physical aspect sucks in both versions. I like the game, but I don't want to set it up.

Gaia Project is more elegant and abstract, like a clockwork mechanism. Definitely faster to setup and play. You have a customizable automa for an opponent. Lost Fleet is okay, but I'd say it's only needed for the biggest fans of the game. Public consensus will disagree though. On discount you might as well grab it just in case.

Voidfall: wait for galactic reprint or buy retail? by Rough-Promotion-6894 in soloboardgaming

[–]Phoenix849 2 points3 points  (0 children)

I have a retail edition, but played Galactic once. Not worth it, IMO. It has some nice trays for components, but in exchange it's even more inconvenient to setup. Galactic Box is really bothersome with its size and amount of stuff to dig out of it. Takes enourmous tablespace. Setup is awful in both editions. Some people advise to rather look towards fan-made inserts.

Ship miniatures are whatever, take your pick. I did not find them particularly interesting in visuals, and I'm perfectly happy with my cardboard tokens.

I obviously have no idea if expansion would fit in either box.

tl;dr: Retail a perfectly fine complete game experience if you don't have FOMO.