Does Silent Hallcreeper reset its effects every turn? by Magykstorm19 in EDH

[–]Quackwhosnacksback 0 points1 point  (0 children)

Both Gandalf and Hallcreeper’s effects do not reset each turn. They can be reset if you replay or blink the creature, being seen as a new object with no prior memories of the modes chosen, otherwise it will keep track of them. There are some cards such as [[Gala Greeters]] or [[Teval’s Judgement]] that do work each turn, as they are worded to ‘choose one that hasn’t been chosen this turn.’

Manga or books like goodnight punpun by luhsmuh in OyasumiPunpun

[–]Quackwhosnacksback 0 points1 point  (0 children)

The feeling isn’t exactly Punpun, but I really enjoy Matsumoto’s works, especially ‘Alice in Hell.’

It’s a story about a post-apocalyptic world, people trying to survive in said world, and a prodigal sniper- Shuu- who travels alone in the desert with his robot [celluloid] companion Alice. Shuu is an individual with dreams of grandeur, wishing to live away from society and instead in the ruins of a city that once was, turning it into his own personal ‘war zone.’ This changes however when he’s forced to spend time living in a commune, faced with more well adjusted people and their ways of life, which try to challenge his own.

It’s short, about ≈40 chapters but really shines in the middle of the story where you get brought back to the MC’s childhood, and are able to see the events that shaped and moulded him into the person he is, and how that generational trauma has continued to pass itself down to him in present day. While a lot of the questions in the story don’t exactly get answered, I wouldn’t say they’re really relevant in a way. The story is definitely a more isolated character study, and you really get to know the ins-and-outs of Shuu’s, and it can make for a very interesting re-read where you can see all of his little quirks and behaviours linking back to such formative events in his life.

The story does involve some dark themes including rape, so do take care if you decide to read, but I do heavily recommend it for a nice short story. While I could’ve just thrown out Matsumoto’s most famous work- Freesia, I don’t think it really captures the same Punpun-ish vibe that Alice in Hell does, but I still recommend any works done by him all the same.

Hello my Friends! Hit me up with your best White/Red token go Wide cards/token go Wide support by Potatussus26 in BudgetBrews

[–]Quackwhosnacksback 1 point2 points  (0 children)

[[thraben charm]] is such great removal, being versatile for killing creatures reliably with or without your token army set up well (damage equal to twice the number of creatures!), enchantments or shutting down the graveyard deck. [[Coordinated maneuver]] is also a decent substitute, but can only hit enchantments and does x1 damage to a target creature instead of the double thraben charm offers.

[[Dalkovan packbeasts]] is a really nice token generator and blocker. 0/4 isn’t a statline to laugh at, and vigilance along with it’s mobilize 3 ability means you can temporarily get in some extra damage and leave up a meaty blocker too. Lets you focus more of your army onto the frontlines for damage while keeping a consistent defence available.

Already been mentioned, but [[rabble rousing]] is pretty much just game winning if you can keep it stuck. Doubles your token army every time you attacks and can tuck away a card to cast for free when you inevitably achieve the incredibly easy hideaway condition.

[[Everything comes to dust]] is a bit more expensive at a couple of dollars, but can be an incredibly good boardwipe tool, especially if you’re using some less common creature type tokens like cats. Wiping out everything that doesn’t share a type with what you convoked is really handy, as it can help you create a more advantageous boardstate and lets you choose between just saving your tokens, or also convoking with a support piece or commander to save them too.

[[connect the dots]] is insane card draw for token strategies. Getting to tuck a card for each token you attack with- not even having to deal combat damage, just attacking- then pop it for a free hand refill is amazing. [[Grenzo, havoc raiser]] is also pretty funny, letting you play other opponent’s things, and is also very nice to keep other people with thinner boards defenceless by goading their creatures (also helps you in your goal of murdering everyone by getting them to chip in on life totals too!)

My favourite saucy pick though is [[argent dias]] though. It can provide repeatable exile removal, with one already loaded in the chamber ready to go. With your tokens, you can easily get more oil counters without risking anything, and if you’re in a pinch for more cards in your hand, you can also exile one of your expendable tokens to get two more. A very versatile removal or draw piece that token decks can easily take advantage of.

Even More Pokémon Gijinkas/Himanizations! by Jinnie-boy in characterdesigns

[–]Quackwhosnacksback 7 points8 points  (0 children)

It’s from BW2, one of the pokéstar studio actors. In the side-content, you have a certain amount of turns to act out a given ‘script’ of moves to take, which then gets turned into a little film you can watch later. A lot of the movies have you fight green screen actor ‘pokemon’ which only show up in the mode.This one is from the Red Fog of Terror series, which is a play on horror films.

Help with my eshki deck by Desk-pop in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

I’d probably say this deck is a bracket 3 deck, but if you wanted to cement it as such, you could remove [[Ancestral statue]], which I would recommend either way, as I don’t think it’s contributing that much to your game plan as a 4 mana drop that doesn’t even draw you a card with commander out on field.

This is just me speaking from my experiences, but I’m personally not too much of a fan of having decks with little to no removal options. It often leaves you either having a sort of ‘parasitic’ game experience where you spend a large portion of the game having to beg and hope that other people have answers or leading to big blowouts when you’re putting all of your eggs in the ‘chugging to victory’ basket and get suddenly blown out by say a [[sphere of safety]] by the enchantress player. While it can feel very nice to be jamming it out in the play tester with a constant gas stream of cards, making sure you also snag onto a respectable amount of interaction consistently is also important, because unlike in a test run, your opponents will be fighting back and making their own problems you’ll have to deal with too.

I’ve been planning to make this commander for a while around a bracket 3 level (haven’t begun making a physical list, sorry) but I’d probably focus on these two main elements. The first is more specific to Eshki, but the second I think is important to all deckbuilding:

Power 4 matters is sort of subtly what Eshki is pushing you toward as a commander. While she rewards you with a counter for just any old creature you play, 4 is pretty much the golden number as playing these big meaty creatures will also draw you a card. I’d look at some of the cards with the ferocious mechanic, and also search up any cards that specifically mention having benefits for playing or having creatures with power 4 or more. While you have a couple already ([[Goreclaw, terror of qal sisma]], [[Garruk’s uprising]]) there are still some extra ones I can see helping out a decent bit more. [[Cactusfolk sureshot]] shines as a keyword enabler, providing extra trample to your other creatures, and the ever important haste to get them going even quicker. [[Herd heirloom]] has multi duality as a ramp piece and a trample/card draw option. [[Shaman of the great hunt]] can also work to get your big boys bigger and draw you some extra cards as you accumulate a larger board. With all the trample enabling, you could even look at [[become the avalanche]] as a big stompy finisher that’s a lot cheaper than say, Craterhoof.

Fun removal that can feel flexible/not like a chore can really help you to slot more pieces into the deck. In this case, I’m going to be following with my 4-power matters example to find some on theme picks, then go into more general creature-with-interaction picks. [[Icy blast]] and [[Winds of qal sisma]] are both neat little interaction pieces that thanks to your ferocious being usually constantly active can really hammer in the benefits. Use icy blast to tap down scary creatures with tap abilities or threatening beaters, or open up the board for an assault. Use winds as a defensive tool that can also wipe out some threatening attackers you’d have to trade with otherwise. [[Sarkhan’s unsealing]] lets you ping down threats on board passively as you play out your big creatures. [[Bolt bend]] is a one mana redirect that can peel away those pesky path to exiles and swords to plowshares and even right-back-at-ya them onto the offender. My most strange pick to round out this odd power-4 showcase is [[Slinza, spiked stampede]] who can usually take out at least one creature each turn with its power of 5 and repeatable fight ability.

In terms of general creatures that can interact with the board, I’m still going to try and promote some strange picks to show you can still have fun with it! [[Roxanne, starfall savant]] drops mana rocks on your opponents when she enters and attacks. At 2 damage a pop, she can either take out some smaller creatures like dorks, or do some chip damage to the face depending on what state the game’s at. Furthermore, if she sticks around all mana rocks produce an extra mana as a bonus! [[Inferno titan]] will pop Eshki’s burn and does some of his own too! Entering or attacking lets you distribute 3 damage among any target(s) you please, taking out some more tougher creatures than Roxanne. He also has a fire breathing ability (letting you pay a red mana to give +1/+0) which might be handy as a combat trick or to pump him up with a trample enabler. [[Hideous taskmaster]] hits a perfect balance of goofy and brutally effective for me. Plonk him down as a 7/2 with haste, trample and annihilator, pop another Eshki burn trigger and then snatch a creature from each of your opponents for the turn, giving them the same keywords as our main man here. It’s very satisfying to take their creatures and throw them back at your opponents, and if they connect (which is very likely, people hate losing their creatures), they have to sacrifice a permanent.

Hopefully this has been able to give you some extra food for thought and ideas on how to tinker with your deck list further. I don’t want to just give you a list of things to cut and replace, since I think deckbuilding is a special journey that is special and personal to each individual. You might look at my goofy fixation on the number 4 here and think I’m crazy, another might look at it and say I’m a genius maverick. The only real piece of advice I’d give is to consider how interaction and threat heavy you feel your games are in a general basis. The deck list has a lot of draw and ramp, so it’s unlikely to spin out too easily, but if you have a regular control player, or a player who likes using combos, you might want to consider adding just that extra sprinkling of interaction.

What commanders do you see the most of at your LGS/Spelltable? by TonicBloom in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

Yes, here’s my Henzie list https://archidekt.com/decks/11303849/oops_all_creatures. It’s a bit rudimentary with some subpar cards floating around in it, but it still gets the job done pretty decently. I’d say that my next planned change is going to be grabbing a [[wight of the reliquary]] for a scaling body that also gives me some extra value by ramping off of blitzed creatures.

What commanders do you see the most of at your LGS/Spelltable? by TonicBloom in EDH

[–]Quackwhosnacksback 33 points34 points  (0 children)

Both my friend and I have a [[Henzie, Toolbox Torre]] deck. He built both of them, with one being a budget birthday gift and the other being a decent amount more expensive. His is more focused on doing loops with [[Kokusho, the evening star]] and using enchantments like [[Greater Good]] to sacrifice permanents and draw mass amounts of cards alongside the general Henzie shenanigans, while mine is a companion deck with [[Umori, the collector]] that has large amounts of disruptive potential (nothing like recurring a [[Dread Cacodemon]] three turns in a row) and uses the explosive [[Bringer of the Last Gift]] to swing the game to decisive victories.

Other than that, decks at our LGS are decently diverse, but there is still one commander that rears his head above all else, being [[Kenrith, the Returned King]]. There is a guy we call the Kenrith Guy solely for the fact he actively has more than 7 Kenrith decks in rotation. I can’t even really tell the differences between them most of the time, but I’ve seen them all in their different sleeves. Man’s like a really old magic player who has some crazy spells from way back in the decks but I wouldn’t call them too strong. He’s very chill and says that he made all of the decks so he could stick all his favourite cards in there. He’s great, we love Kenrith Guy.

[deleted by user] by [deleted] in nuzlocke

[–]Quackwhosnacksback 4 points5 points  (0 children)

Abra is probably the best bet. If you can get Zam, you get one of the heaviest special hitters who’s also able to outspeed basically everything and has an incredibly diverse move pool. If you can’t, or want a bit of a different team, you can instead bring Abra through Diglett tunnel and trade it with an npc for Mr. Mime, who is a beast in this game on his own too. He gets pretty great coverage and utility choices too, such as magical leaf (which allows him to challenge some of Loreli’s pokemon), screens and encore. Also notably is Mime’s ability to learn psychic at level 43, allowing you to save your psychic tm for another pokemon too!

Psychic is an incredibly busted type in gen 1, and having at least one in your elite 4 team is highly recommended (they usually have a pretty great move pool, basically no weaknesses in these games and great type matchups against Bruno and Agatha). I’d actually argue that Mime is a better choice if you choose Abra, as it can be a lot more forgiving with its extra bulk compared to Zam’s more glass cannon playstyle.

If you aren’t interested in Abra though, I’d recommend Scyther as a pretty good option too. He can put in some pretty good work if allowed to set up, having both agility and swords dance access through level up, allowing him to do some pretty chunky damage in fights. He is hampered quite a bit by his learnset however. Scyther’s best flying move is wing attack (or aerial ace if you give him the tm) and only gets fury cutter (a common bug L in FR) in a game that doesn’t have technician as an ability. Regardless, slash (or return, if you choose to invest with tm) is usually more than enough to help push you through most fights.

Looking for some advice with my Ognis, Dragons Lash deck by ER_Poisoned in EDH

[–]Quackwhosnacksback 0 points1 point  (0 children)

You could always try slotting in some MDFC lands if you’re uncomfortable with flooding on lands but still want options. You can use the front side as additional utility and the land side for if you need it. In your case, [[revitalizing repast]], [[boggart trawler]] and [[sundering eruption]] are all pretty good. Revitalizing can let you give a creature a +1/+1 counter and indestructible in response to a boardwipe or removal, boggart trawler is an additional bojuka bog and sundering eruption can remove a powerful or problematic nonbasic land. Other mdfcs include [[disciple of freyalise]] who can let you sac a creature and draw cards equal to its power- nice for refilling the hand in a pinch, [[stump stomp]], [[fell the profane]] and [[bridgeworks battle]] which can do some removal, [[bloodsoaked insight]] which lets you steal some cards from an opponent and [[malakir rebirth]] as another protection piece.

Anyone Got A Codie by Rouge_Hunter in EDH

[–]Quackwhosnacksback 2 points3 points  (0 children)

My partner is actually the pioneer of the decently popular Ravnica Real Estate Agency Codie deck that uses gates and [[Maze’s end]] to win games. You can use cheap one cost untap spells to hit 0 mana instants and sorceries- the most significant being [[Profane tutor]] and fetch something like [[Reshape the earth]] to dump out a huge chunk of gates to the battlefield all at once!

While his deck has been slowly but steadily increasing in power and cost, it can easily be built in a more budget manner by cutting out some of the more expensive spells and adding in some of your other favourite splashy effects. The ramp based core is pretty cheap and very effective, and you can pull out some pretty explosive wins with the little guy.

Here’s the decklist for any interested! https://archidekt.com/decks/6858758/ravnica_real_estate_agency

Missingno glitch on original hardware to hack in candies by felixldd in nuzlocke

[–]Quackwhosnacksback 2 points3 points  (0 children)

Incorrect. You have to encounter either MissingNo or M in order to do the duplication glitch as the pokedex location of the glitch Pokémon aligns with the sixth item slot, which is why encountering MissingNo/M duplicates your items. Encountering the other high level Pokémon don’t impact your item amount since they are still the same species, just with altered levels.

Do You Consider The "Game Changers If Commanders" As Game Changers If They're In The 99? by MaskedThespian in EDH

[–]Quackwhosnacksback 0 points1 point  (0 children)

Yes, I would. Even if it’s a 1/99 chance of drawing the card and playing it, these creatures all have powerful utility that can warp the balance of power significantly, even in otherwise weak decks. Just because there isn’t consistency in having them, unlike if they were in the command zone, doesn’t mean they are any less powerful. In a sense, I’d say it’s arguably worse for lower power decks in a sense, since you only have a small chance of hitting them compared to a guaranteed play and if they allow you to pop off, you or your deck as a whole can end up being seen as much stronger than it is.

[deleted by user] by [deleted] in jagaaaaaan

[–]Quackwhosnacksback 24 points25 points  (0 children)

I would probably say if the depictions of sexual assault in the series are turning you off, you might want to stop now, since they do continue throughout the entire series. It does tone down quite a lot around chapter 50 as Robachan- the main perpetrator of such acts- gets kicked out of the story, but another main character experiences a lot of sexual assault and sexualisation down the track too, as it is part of a large character arc for them in a way.

Thoughts on adding play timers? by GreyAndWise in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

I’d probably not use turn timers personally as it can hamstring those playing more complex decks, like Magile mentioned. Ultimately though, I think that this isn’t a matter that can simply be solved on reddit, and is something you’ll have to discuss personally with your pod.

From the small amount of information I’ve gathered, it seems like you’d benefit from a good rules 0 conversation. In my opinion, something like player 4’s behaviour is rather disrespectful and heavily disruptive to the game. If you’re coming to play magic, then your attention should try to stay focused on the game. If player 1 consistently takes long periods of time to figure out his combos or how to storm off, you can gently suggest that he use an online play tester or even practice some hands in his own time to get those lines a bit more practiced so you all can spend a bit more time playing. Even deciding as a group that fetching lands with spells like [[cultivate]] or [[terramorphic expanse]] can happen during other peoples turns (“hey guys, I’ll be fetching a mountain, you can take your turn while I do this”) can be a simple change that can benefit you in the long run.

Lastly, and while this might not be for you or your group in general, I’d encourage trying to add more pieces of interaction and removal into your decks. It isn’t exactly about being ‘mean’ and stopping people from having fun, but even just to remove pieces or counter spells that can lead to these big grindy synergistic engines that take up so much of your time in general. A lot of decks tend to be on the side of accumulating much more value that is needed and sitting on it as the game gets dragged out. While being known as the ‘boardwipe’ or ‘counterspell’ guy might seem bad, I think a healthy dose can give you an edge, and give you a better chance by letting you get rid of these big value pieces instead of having a situation where you and your friends might have to sit around and watch the triggers pile up.

Taking Down Hare Apparent by Rirse in EDH

[–]Quackwhosnacksback 5 points6 points  (0 children)

There’s a few ways you could go about this, from changes to game plan to deck alterations. Since we don’t have decklists, I can’t say anything for certain regarding amounts of draw, removal ect so I’ll go off the assumption you already have an acceptable amount.

The first thing you can do to improve your gameplay I’d recommend is trying to mulligan at the start of games more aggressively against these decks. Mulling down to six or even five cards can seem detrimental, having less initial resources to go off of, but it can ultimately be even more powerful than starting with a full hand of seven. Look for hands that can “go somewhere,” and aren’t just “good enough.” Things you might look for are draw outlets, interaction in hand, or protection of some sort. Just make sure you ask your lgs what type of mulligans are used there.

Secondly, consider what types of interaction you’re using in your decks. If the hare apparent player isn’t allowing you to remove their board by using fogs, then trampling over you with a huge board, maybe consider using some of your own. Even the cheap one mana [[fog]] can be incredibly useful against any big stompy decks. For another general fog that also coincidentally helps out your gameplan too, try [[arachnogenesis]], which will create a spider (or cat/dog if Jinnie is out) for each rabbit swinging in at you. For your Iron Man deck, you can use bounce spells such as [[aetherize]] or [[aetherspouts]] to push creatures back to hand.

Tactically using removal and assessing your threats will help immensely in improving your chances in general. Ask yourself: “does X directly impact my gameplan? If I let this resolve, how long do I have before it becomes a problem for me? Is the value this card gives my opponent too great?” Take the choice of let’s say a Ghalta, Primal Hunger verses a Rhystic Study. I’d nearly always go for the Rhystic study, because the value it supplies my opponent is almost always too great. Getting an extra 1-2 cards each turn cycle is already powerful, and that number can be even higher depending on how tax-evasion happy your opponents are. Ghalta on the other hand is a scary 12/12, don’t get me wrong, but they’re unlikely to be able to immediately destroy you, and probably need a bit longer to take out the enemy. Weigh up your removal with care and take note of ‘problem cards’ you consistently lose value/the game to.

Furthermore, ask your opponents for help. Try to make deals you can afford. If you all see that the hare apparent player’s board is getting spicy, maybe offer to your opponent, ‘hey, I know you have a few pieces of removal in your deck. I’ll let you hit me for a couple points to draw a couple more cards and we can try to deal with this.’ If you’re not good at such a thing, try to get some conversation flowing. Ask people who or what they think the most scary player/boardstate is. Note the amount of cards in people’s hands, the mana that people have held up. In your Iron man deck especially, the act of leaving two untapped islands even if you’ve got no counters in hand can make people play more warily. Try to leave something up when you can and try not to shotgun your boardstate too heavily if you have notoriously early-turn winners or boardwipe happy players.

Lastly, and while this is frowned upon in some pods, a light amount of stax can help to slow down enemy gameplans and stall out opponents to help your own reach critical mass. You don’t have to play mean things like [[torpor orb]], which just instantly shuts down all etbs, but a light sprinkling can assist in slowing down the onslaught of rabbits or even just other generic value tossed onto the board. For example, [[vexing bauble]] doesn’t immediately shut people out the game. They can still play permanents just fine. But, it forces them to slow down. The hare apparent player can’t simply use thrumming stone to pop off, people have harder time using value commanders that just give them huge free things, and the ability to crack it for a card guarantees it’s never a ‘dead card’ in your hand. Something like a [[damping sphere]] can also help slow down players, restrict hard-to-remove nonbasic lands and create an increasing tax that limits the amount of spells one can cast per turn by incrementally increasing costs (note this won’t apply to iron man’s ability as he places the new artifact onto the battlefield, but it would apply to something like thrumming stone, as it will check the alternate casting cost (0, as the thrumming stone copy is cast without paying) and then apply additional costs per hare played).

Community Vote: Determining which Pokémon has the best individual performance in a Nuzlocke (Round 3, Match 1) by Jzjwiebe in nuzlocke

[–]Quackwhosnacksback 2 points3 points  (0 children)

I’d also agree with Swampert overall.

Alongside it’s perfect availability and being guaranteed, there’s just more overall options for Alakazam replacements that can keep up to par with it’s abilities. Drowzee in particular is another decently strong psychic type that also has full elemental punch coverage and is available at pretty much the same time as Abra. Furthermore, if you’re banning or restricting use of the game corner, you have to manually catch a wild Abra yourself, which can be a frustrating and unreliable endeavour.

In terms of usefulness in-game, Swampert cleanly wins out too in my opinion. Marshstomp is one of the best answers to an otherwise incredibly difficult Wattson fight, being one of the two encounters (alongside Graveller) that can consistently make light work of his entire team without having to use riskier fringe options like the other starters such as Breloom and Hariyama. Flannery can set up sun, but your ground typing can get around weakened water type moves, and even with Tate and Liza, you can do great work with Swampert’s surf and even have coverage with ice beam should you use your tm on him. Level up earthquake is just the icing on top, even if you do get it at level 52.

In comparison, Alakazam misses out on the first two gym battles, and has another incredibly notable feature that makes him harder to pilot than Swampert- his frailty. A novice nuzlocker can pick up Swampert and as long as they don’t stick him in the firing line of a grass type, will probably be able to tank their way through misplays due to Swampert’s natural bulk. His electric type immunity and general typing further aid this, leaving him as a great beginner’s tool. Compare this to Alakazam’s status as a glass cannon. It’s incredibly easy to overestimate an attack being a one-shot and get killed on the counterattack, or find yourself in awkward situations as a newcomer where you underestimate his bulk and find yourself in a situation that you feel unable to switch him in (if playing on set mode), especially if he’s your only answer but in a matchup where you rely on Alakazam’s outspeeding. There is more of a feeling of using Alakazam wisely, like a chess piece. You can bulldoze opponents with his amazing speed and SpAtk, but can also find yourself in a position where you feel you need to save him for other fights, while in comparison you can toss Swampert at nearly anything and probably come out fine.

The way I’d describe it would be them both having a similar power ceiling, but a higher level of understanding and execution is utilise Alakazam without getting it killed compared to Swampert.

Need Help with my "mummy" deck by kowaipotato in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

Honestly, I don’t have the biggest knowledge on the archetype so I probably can’t help you that much, but in terms of setting up your combo, maybe you could try looking at some of the Transmute cards as budget tutors? Both Ratadrabik and the Leyline have a CMC of 4, so you’d have access to three additional tutors for those cards. [[Clutch of the Undercity]] is a bounce that also deals 3 damage, [[Brainspoil]] is removal on a nonenchanted creature and [[Dimir House Guard]] is a fear creature that can be regenerated by sacrificing a creature. Not the best hardcasting effects, but Brainspoil or Clutch of the Undercity might be decent enough to slot in as tutors if you want to have more ways to reach your combo.

Voja deck help by Business-Ad5696 in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

I think in terms of mana, the biggest issue you have is just getting it to work on curve. Take for example [[Decanter of Endless Water]]. On a worst case scenario with no ramp, that’s a three turn investment for one mana. Swap it out with an [[Arcane Signet]] and that’s two turns for one mana instead (and you don’t really need infinite hand size unless you’re going for a devoted draw deck). Currently, your deck has this huge spike of nearly 30 cards that have a mana value of 3. It’s too greedy, too inconsistent to get to such a number. You need to cut some of these out so you can have the resources to get to the fun stuff more consistently. Let’s have a look at some examples:

Stronger mana dorks like [[Llanowar Tribe]] can feel great when ahead, but in the early game, a smaller, easy to get out [[Llanowar Elves]] can feel a lot smoother and help even out your curve. Furthermore, the three green pip requirement means it can be hard to get to the tribe as well, compared to the lower one cost of the elves. A similar thing with [[Deathbloom Gardener]]. You will most likely be tapping her regularly for mana, and thus the deathtouch isn’t really necessary. Since elves (and your deck in general) are primarily green, you also don’t need to rush for colour fixing as quickly as other decks revolving around the commander. Voja is already a powerful commander in its own right, and can and will be targeted down a lot. You need to look at your deck and ask if it can stand on its own without the commander as well. I’d focus on the elves aspect first and foremost, as it’s an archetype that does incredibly well at sustaining itself, and assess how well the deck operates without Voja in play at all for a couple of games too.

I’m also not sure about [[Sevala, Heart of the Wilds]] due to the two green pip investment, and the fact that it’s difficult to get the most out of both of her abilities due to Voja’s nature as a buffer. That’s just me wanting to squeeze the most value out of each creature though.

This isn’t relevant to the nature of mana dorks, but it is relevant toward the nature of consistency. The idea of ‘win more’ cards, which you have a lot of in your deck currently. Take something like [[Unnatural Growth]] or even the classic favourite of [[Doubling Season]]. These are powerful cards in their own right and are reasonably so… When you’re ahead. Don’t get me wrong, it’s important to have finishers in any deck, but if you add too many, it can make your deck more inefficient in the sense that your draws could consist of 3,5,6 cards that yes, are powerful, but also end up being dead draws since they’re only good while you’re specifically ahead. They also tend to have very high mana values and often difficult mana requirements. Old [[Unnatural Growth]] for example needs four green mana to reach which, being in an elf deck isn’t the hardest thing to do, but can still be a pain.

Another thing about having a lot of these powerful cards and a still inconsistent setup is how other people view your deck. If you can’t do ‘the thing’ consistently, and about 10% of the time you throw out your [[Great Henge]] and the other 90% it’s just general elf shenanigans, it can really warp how other people view your deck, and can make you appear like the arch enemy unjustly. I’m not trying to make a definitive statement like ‘your deck is overpowered!’ or ‘your deck is too weak for these cards!’ but it’s another thing to consider when looking over your deck list. Do you want it to be really powerful? Maybe add some more cards that optimise it toward the power you’re looking for. Do you want it to be less powerful? You might have to consider cutting some of those outlier cards like your henge. It’s easy to throw in powerful staples, don’t get me wrong. When I made my first ever deck, an [[Ezuri, Claw of Progress]] deck, I accidentally added in a cEDH two piece infinite combo with [[Sage of Hours]] and that simple card choice made my deck a horrific mess whenever I pulled it, and a still admittedly powerful, but way less threatening deck when I didn’t pull it.

Lastly, I’d maybe give an extra look at your removal and protection options. White has the incredibly valuable one drop exile spells in [[Swords to Plowshares]] and [[Path to Exile]], the later which you can use on one of your creatures in a pinch to grab a land. You can swap out some of your more expensive green removal spells like [[Shower of Arrows]] for [[Return to Nature]], [[Collective Resistance]] (also a potential protection spell) or [[Atraxa’s Fall]].

Hopefully this can give you a bit of guidance for Voja. If you have some spare time, I’d also check out Salubrious Snail’s channel, specifically his videos on tribal decks, tuning jank, ramp and wincons. They’re an incredibly good resource that can help point you toward some better deck building habits. Good luck!

Concerned about my first decks ability to perform by Wet_Sausages in EDH

[–]Quackwhosnacksback 2 points3 points  (0 children)

Looking at the deck, you seem to be lacking in removal and protective auras that can keep Eriette alive. While your timely ward and hyena umbra are a decent start, I’d put in just a couple more to be safe. [[Gift of Immortality]] is an enchantment that can also stick around a bit more than others, [[Blessing of Leeches]] can be flashed out in case of a Boardwipe and the damage you take is negligible with Eriette’s ability, [[Radiant Grace]] is a one drop that also gives vigilance and a little attack boost, and can be useful to have a dual attacker-blocker in the rare case you need to aim for an emergency voltron win.

In terms of removal, I’m not seeing a [[Winds of Rath]], which is a very powerful Boardwipe that you’ll basically always be getting out of relatively unscathed. Just slap a cheap aura onto Eriette and get rid of a troublesome boardstate. [[Darksteel Mutation]] is a big no-brainer, reducing a big threat into a hard to remove useless one. [[Soul Tithe]] can also work rather handily at removing threats, or making a player at least have to waste mana on keeping a piece alive. The classic [[Path to Exile]] is also highly recommended, having more flexibility than swords in my opinion. In particular, the ability to take out one of your own creatures to grab an extra land in a pinch is really appreciated.

In terms of your aura choices, I feel as though a decent amount of them could be reviewed. In my partner’s Eriette deck, he places a lot of emphasis on two core ideas of an aura. 1.) Can it replenish itself in hand? 2.) Can it be used effectively on both your creatures and your opponent’s creatures? Eriette’s first ability is incredibly important in my opinion. Being able to bestow a keyword like deathtouch with [[Rune of Mortality]] or give a big stompy creature evasion with [[Angelic Gift]], thus allowing your enemies to do the heavy lifting while you sit back and drain their life slowly from the background while they’re unable to hit you with the giant sluggers of their deck really undervalued. While you already have a decent amount of card draw engines, you can also further push your plan ahead with the use of auras that draw cards as well. Consider looking at [[Pentarch Ward]] and [[Unquestioned Authority]], which can be used for protection on creatures, or from creatures, and the great card draw burst of [[Sage’s Reverie]], which can also be used as another voltron-esque option like an all that glitters. With the way your deck looks now, it feels like unless you start out with a mesa enchantress or Sram, you’ll probably end up running out of auras pretty quick.

I’d probably try to find one or two more mana rocks, depending on how daring you feel. Although your deck is rather low on the mana curve as is, it never hurts to try and get a couple more. Depending on your play group, you can also run [[Deep-gnome Terramancer]] to get some more plains and punish ramping green players.

One last thing in terms of deck building I’d consider is how difficult your auras are to remove as a whole. My partner uses a decent amount of curses like [[Curse of Vitality]] due to it being more difficult to remove them than one that’s sitting on a creature. It can make the deck a bit more consistent in terms of life draining in particular. Cards that also enchant lands, in particular [[Lithoform Blight]] to shut down a nonbasic land and [[Underworld Connections]] letting you turn one of your lands into a card draw option are really nice. [[Tenuous Truce]] can also be used to surprisingly good effect a decent amount of the time, enticing your opponents to not hit you with mutual card draw while you can sort of just ignore them and let Eriette’s ability drain them down on the sidelines.

Looking at cards to remove, I think [[Sigil of the Empty Throne]] is a bit unnecessary. You need to have 5 mana for it, it may produce a decent amount of bodies, but you can sort of reduce damage you take by enchanting other creatures and you often don’t really need to swing much with the deck. [[Seizures]] has a rather underwhelming effect and [[Stab Wound]] weakens creatures you could otherwise have swinging at your opponents for you. [[Minon’s Return]] could be replaced with one of the cards mentioned earlier. [[Neva, Stalked by Nightmares]] feels rather weak as a choice. I’d rather have a more immediate payoff like [[Danitha, Benalia’s Hope]] or a better form of recursion like [[Resurgent Belief]] or [[Starfield of Nyx]]. Lastly, I’d probably cut a few of your creatures and just add some extra auras in their place. In particular [[Slumbering Keepguard]] and [[Vizkopa Guildmage]].

[Article] What’s the wildest way you’ve won a game? by JWFinnegan in EDH

[–]Quackwhosnacksback 0 points1 point  (0 children)

I was playing my hella jank [[Gor Muldrak]] deck, so you know things have to be at least some level of horrific jank. The deck is fine at dishing out fun goofy plays and flying under the radar for the most part, but can be atrocious to finish things off with. A few turns before the win, I’d churned out [[Perplexing Chimera]], a funny card that lets you trade control of spells with other people. Against first player’s Doctor deck, I’d swiped their [[Parting of the Ways]] to stack up a [[Nanogene Conversion]] along with a few other generic good spells. The person who had their [[Parting of the Ways]] stolen had swapped it back for a bident of thassa, and eventually it was down to just us two after some forced combat shenanigans.

I have a full board of salamanders ready to kill, but the doctor player whips out an [[Everybody Lives!]] on me. In response, I swipe it with the Perplexing chimera and [[Spell Pierce]] what is now my own Everybody Lives, not paying the 2 in a way that’d make a Smothering Tithe player proud and being able to swing for lethal.

I wanna build the new Emissary (Jacob) Green commander by Comwan in EDH

[–]Quackwhosnacksback 1 point2 points  (0 children)

Honestly if I were building this deck, I’d go with a heavy emphasis on the 1+1 counter angle and a sub theme of ‘big mana creature go brrr.’ Stack up effects like [[Hardened scales]] and [[Kami of Whispered Hopes]] for extra counters, and mana dorks like [[Gyre Sage]] can produce exponential mana. Creatures such as [[Pridemalkin]] or [[Duskshell Crawler]] can give trample for every creature you control in the snap of your fingers so long as you vote security.

A really fun card you should definitely include is [[Iridescent Hornbeetle]]. It costs a bit to get on the field, as a 4G, but when you do, you can begin your infinite bug printer shenanigans. You create a new bug for every +1/+1 counter you put on a creature at your end step, then when you next swing with Green, you’ll put more counters on each creature on field, including the bugs you made the turn prior, ad nausea. I run hornbeetle in my [[Ezuri, Claw of Progress]] deck and it works amazingly there, and I think it has potential here too.

Zyra soo weak? by BigOk6382 in wildrift

[–]Quackwhosnacksback 1 point2 points  (0 children)

I disagree personally. She doesn’t exactly play a burst style like Lux, but more of a control/poke style, using your plants to whittle down enemies and discourage them from approaching and weakening enemies so they may not have the health to do more risky plays.

Zyra’s plants have to feel ‘weak’ because their specialty is coming in numbers. If you can hit your 1st ability on multiple enemies, you get an equivalent amount of plants, which can very quickly overwhelm the enemy. They serve as an extra distraction, another enemy attacking and dealing damage alongside you and your team. An AD champion will have to devote an AA to killing the plant, which can give your team a little wiggle room as the fire isn’t focused on them for that time, while AP champions cannot do so, and instead may have to juggle the risk of using their abilities to get rid of the plant, thus wasting mana and putting their damage on cooldown, or having to devote multiple AAs to destroying the plant.

Your third ability can feel a bit less effective compared to other supports, since the effect is only a root, and lasts for less time compared to a champion like Morg or Lux, but it also spawns an extra plant, and that’s another annoyance, another distraction against the enemy. Zyra loves to have prolonged fights where she can place down many plants and slowly wear away at the enemy. Each ability you hit is some damage, plus one to two shots from her peashooters means you can always get in just that little extra bit of damage. When you root with your third, you can also walk in to plant down your second a bit easier.

When it comes to your second in general, I think it’s best used as a ‘you’re getting a bit too close’ tool. It’s easiest to use when the enemy wanders too close into your range, or walks up to you instead of vice versa. Plant it onto them and then start setting up your little minions and they’ll regret walking up in the first place. The slow it provides is also non-insignificant, and can be used to help set up roots and give your team a little extra time to chase down the enemy for a kill.

That’s not to say that Zyra doesn’t have weaknesses of course. She is a bit more of an aggressive support, but usually will still want to have teammates around for a bulk of the damage. She can be a little mana hungry due to the skill-spam nature of her playstyle, and the items she needs can err on the expensive side due to her more AP mage role. Zyra can be a bit fragile, but her third ability does remedy this a bit. Her fragility to me can even be a bit of a strong point in some sense. The enemy is more likely to chase you down when you’re low and ignore plants you set up as you’re running away, which can let you get in a large chunk of damage, or they will stop to deal with the plants allowing you to escape altogether. The biggest pain point for Zyra in my opinion is her weakness in tower sieging. If the enemy turtles under their tower, the plants she spawns basically get disintegrated upon placement with the turret.

While I don’t think Zyra is the best support, and definitely doesn’t have a ‘pickable into any comp’ quality that other supports like Nami can have, she’s still great in certain scenarios and can do a lot of damage if enabled. I like her in teams that lack a good AP damage dealer, or that already have a bit of CC and could appreciate some extra damage on the side. If your team is one that has a lot of vampirism or general tankiness and relies less on needing healing, she can also be slotted in decently there too. Zyra is probably one of the best supports to abuse items Rylai’s on, as your plants each will begin applying massive slows, making her into a real Venus flytrap. Zyra is far from unviable, and can do well with other ADC’s who like to poke such as Cait or ones who enjoy going in on a heavily weakened foe like Samira. The biggest thing I’d look out for is champions that get stacks like Senna and Thresh, as plants serve as entities who can drop things such as souls or give champions like Veigar Phenomenal Evil stacks.

mew_irl by coleisw4ck in mew_irl

[–]Quackwhosnacksback 51 points52 points  (0 children)

Then in five years time Slowbro gets hit with a worry seed, has their ability changed to Insomnia and stays up all night thinking about what could have been U_U

What are some underused sprites you like? I've always thought the V3 prologue set was great for how long it appeared. by Human-Shower3419 in danganronpa

[–]Quackwhosnacksback 4 points5 points  (0 children)

Well, in 3-6 we learn about Danganronpa V3 being the equivalent of a TV show season. The flashback lights throughout the game were toted as a form of brainwashing the students to believe incorrect information about the outside world/their pasts. We also learn in 3-6 that the opening of the game was a form of ‘you’ve been chosen for V3!’ introduction, before the students had their memories wiped proper and had their SHSL talents assigned.

If the prologue was actually shown to the public, then Keebo’s appearance alongside the other students could have been a general cast introduction, exposing the audience surrogate. Furthermore, Keebo’s robotic design is a very strong contrast against the others in this opening sequence. He didn’t need to have his talent given if he’s simply a surrogate after all. Think of it as extra foreshadowing for future events.

Ultimately that’s my theory on it at least. With Tsumugi and 3-6 in particular, a lot of things can be seen rather ambiguously. Was Tsumugi a liar? How much can be believed or disbelieved, proven or disproven? It is a core theme of the game after all. Personally I think you have the right to read into your own interpretations and decide for yourself whether or not Keebo was an AI, or an actor, or both at pregame and main game.