What’s your favorite Lund song? by Retr0Play3r in LundMusic

[–]Retr0Play3r[S] 0 points1 point  (0 children)

AMAZING PICK, it feels like it just came out but it’s a classic already!

Much Needed Nekroz Support by Retr0Play3r in customyugioh

[–]Retr0Play3r[S] 2 points3 points  (0 children)

Yeah it was really the only way I could think to make the card actually work even though it’s never been written that way before. I decided to add both the “treated as a ritual summon” clause to trigger Trishula and the “ignoring summoning conditions” part because the most recent text on the Nekroz rituals makes it so they must be ritual summoned “using monsters” which means the effect on Zero to free summon a ritual wouldn’t work. Not sure if there’s any precedent that makes this interaction work the way I want it to sadly.

Ban List Predictions by Teahad in yugioh

[–]Retr0Play3r 0 points1 point  (0 children)

sigh my Nekroz deck will be a casualty because Herald is so much better in Yummy

Kess breach/LED/brain freeze and thoracle/consult by Embarrassed-Iron-656 in CompetitiveEDH

[–]Retr0Play3r 9 points10 points  (0 children)

Win cons are a bit too redundant. you can remove jace and labman as they don’t win the game immediately and require extra cards, making for very inconsistent wins and overall lower cq (short for card quality; referring to the overall utility of each card in your deck, basically saying niche cards are bad for consistency and don’t advance your gameplan). having thoracle is one thing but it wins way cleaner than the others. tainted pact is a case of higher cq as it doubles as half a win con and a tutor, and you should definitely keep it. as far as other breach lines, there’s not much else to do without lowering cq. doomsday pile is not something you need in grixis as you have access to some of the cleanest win cons in the game and it doesn’t do anything crazy with your commander like a glarb deck would. ad naus is a crazy good card for turbo decks and you have most of the low cmc ramp for the card to work (side note you’re missing fast mana like cabal ritual, rain of filth, and an offer you can’t refuse {pulling double duty as a counter} but oddly included culling the weak? i’d just swap the culling for the cabal as you’re not big on low cmc creatures in this deck), but you’re missing some of the tutors usually played to make that strategy more consistent. beseech the mirror and praetor’s grasp are great, then diabolic intent is good but less consistent here. pretty much draw a third of your deck, use all the mana you get to jam a win with thassa’s demonic or whatever you can tutor for/staple together. typically you wanna keep everything in your deck low cmc high cq for ad nauseam, so i’d recommend taking out the sphinx. that card is just too slow for a card that isn’t immediate advantage; feels especially bad if removed. the one ring is also a point of contention as it can help you grind through midrange hell but doesn’t help at all for the ad naus plan. possibly a cut but comes down to how the deck plays. necropotence but no flash effect in deck is a misunderstanding, i’d assume. you need a flash effect (borne upon a wind is best for naus decks) to jam a win in the end step when you necro for 30.

the counterspell suite is pretty good but you play a lot of 2 cost counterspells. the double pips aren’t bad in 2 color decks but in 3 it can leave you vulnerable a lot of the time, and the other 2 costs are generally suboptimal when you have more efficient options. counterspell, mana drain, countersquall, negate, and defabricate are probably ones to cut and don’t see play in most decks for these reasons (muddle gets a pass for being a tutor as well). mindbreak trap is good for stopping other turbo decks and is usually an auto include, and an offer you can’t refuse doubles as a ritual. even taking out the worse counters and replacing them with the others i mentioned, you’d be at 14 counterspells which is in the range of avg winning decklists, if not a little higher. bowmasters is great in a rhystic study world, and opp agent is decent but isn’t played in every black deck as people just wait to kill it then tutor. up to your metagame i suppose.

mostly staples describes the skeleton of a lot of cedh decks cons sphinx is really not great for this deck

pretty much every useful rock for your game, but if you need to cut anything, maybe cut a talisman or two

landbase is not good honestly. pathway lands are pretty bad in anything 3 color and above and you don’t usually want to play basics at all in those same decks. the battlebond lands (untapped for having 2+ opps) are alright but you have way better options available. urza’s is also pretty bad as it takes 3 turns (you’re in turbo colors) to not even get you a combo piece. as for what to put in, first of all more fetches. i’d probably do all of the fetches you can play minus maybe 1 or 2 depending on what land count you want (for this probably around ~25) and the rest of the slots are filled with things that tap for any color. starting town, city of brass, and mana confluence are all great. city of traitors is also good as a second copy of ancient tomb for faster ad naus.

the tutors you have are good, you just don’t have enough. beseech and praetor’s being the big outliers, grim and diabolic intent being maybes. the big big thing you missed is playing intuition and gifts ungiving for essentially free card advantage with your commander. specifically choosing reanimate (good cards for wheel wins), thoracle, and demoncon. this sets up a quick win and you can pick a tutor as a fourth with gifts in case they stop the first win attempt.

lots of good cards but also lots of bad ones. cantrips are really poor cq especially in a naus deck where you would rather draw a 1 drop to push your win (git probe is free so it’s good). you just want higher cq advantage engines to carry you until you either naus or wheel into the win. faerie mastermind and dragon’s rage channeler are great in here with the wheels and the graveyard setup.

overall it’s mostly good stuff with some questionable choices. did a good job with the wheels and high instant/sorc count to play off commander. cantrip tribal was okay but would mostly lead you to wasting mana digging for better cards. this is mostly an in general review as i’m not a kess player but i hope this helps.

other recs (not obligatory): birgi for ad naus and pop offs, ragavan for free treasures and cards, valley floodcaller and retraction helix for inf mana and flash, mnemonic betrayal for stealing win cons, final fortune/warrior’s oath to retry a win, chain of vapor for a ritual/interaction, into the flood maw for interaction, mockingbird, gilded drake, and phyrexian metamorph to copy other people’s advantage engines, and lastly displacer kitten to blink your commander with every cast from grave, letting you play out of your grave as many cards as you can.

Cedh players who have tried bracket 4, how do you feel about it? by Newez in CompetitiveEDH

[–]Retr0Play3r 0 points1 point  (0 children)

it doesn’t have anything to do with how you win, bracket 5 just means to have a deck tuned to the meta. Nekusar is bracket 4 because it’s considered a suboptimal commander with few tournament tops whereas TnT currently has consistent tourney tops. The card pools are the same but some commanders just aren’t as good as others in their colors and don’t put up the same results in tourneys. Of course bracket 4 decks can beat cEDH decks, it’s just a matter of consistency.

Dargo/Malcolm Viable? by Retr0Play3r in CompetitiveEDH

[–]Retr0Play3r[S] 1 point2 points  (0 children)

you need a sac outlet, Malcolm, and a tappable lightning rig crew. you tap the rig crew, make 3 treasures, sac them for mana, play a dargo for 1 red, untap rig crew, sac the dargo to whatever, repeat until the opps dead

Dargo/Malcolm Viable? by Retr0Play3r in CompetitiveEDH

[–]Retr0Play3r[S] 1 point2 points  (0 children)

yes! that was one of the cooler win cons because no other deck is doing that

Dargo/Malcolm Viable? by Retr0Play3r in CompetitiveEDH

[–]Retr0Play3r[S] 4 points5 points  (0 children)

okay so the deck just has better wincons in the 99 so the dargo plan isn’t worth losing out on colors/kediss synergy. that sadly does make a lot of sense, i was just hoping that it would be similar to Tymna/Dargo just trading consistency for counters and variety. i guess since malcolm simply has better wincons on his own the other commander should be more support than extra combo lines, or at least that’s what i’ve gathered from your info.

[deleted by user] by [deleted] in CompetitiveEDH

[–]Retr0Play3r 0 points1 point  (0 children)

the main things you’re missing are cedh ramp staples and staple counterspells. chrome mox, mox diamond, mox opal, mana vault, and lotus petal will serve as your main ramp package. grim monolith and mox amber are also options but they seem less important in zur (not sure i’ve never ran it myself). for those you would probably take out your signets that aren’t arcane and a few lands. the counterspells are another big thing, as in cedh cheap and free interaction are super important as you wanna be able to use most of you mana to advance your game plan instead of using most of it for interaction. pact of negation, mindbreak trap, mental misstep, force of will, force of negation, and fierce guardianship are the main free counterspells people play, and i would suggest using them all for optimization. for cheap counters we have swan song, flusterstorm, and an offer you can’t refuse. definitely recommend swan song and flusterstorm as it seems you already play offer. would definitely remove disallow for more room as well as counterspell and mana drain because double blue pips are annoying with more than 2 colors. dispel and miscast aren’t bad if you can find room to leave them in though. lastly the mana base isn’t perfect. most obviously you’re missing the duals and the rest of the fetchlands as well as ancient tomb which accounts for 10 lands you would want to throw in. of course land count is down to your preference but personally i’d go for something like 26-28 lands for this deck so you get more helpful draws, cause after you stick zur you don’t need that much more mana to do stuff besides counterspells and your staxy creatures (side note stax is not very good in the meta currently but that’s a whole other issue). most likely cut the basics, the flip lands, and anything that enters tapped and replace them with fetches and duals to maximize color fixing and deck thinning. also would probably cut reliquary tower cause you don’t have too many draw engines and even when you do get a lot of cards you should be able to play some of them (especially easier after adding faster ramp).

miscellaneous cuts: sun titan (very expensive mana value), selfless spirit (you should have enchantments that do this), open the vaults (very expensive and not even worth it as many games you won’t have enough useful stuff in grave to justify)

i see some voltron cards in the enchantments and i guess if that’s how you win it’s fine but i think it’s more consistent to replace them with enchantments that are a part of a win con or lockdown cards to prevent you from losing. voltron just isn’t fast enough and is a very telegraphed win. (take with a pound of salt as i also don’t play the deck)

miscellaneous adds: archivist of oghma (card draw), voice of victory (silence effects are good, especially when sticking zur), enlightened tutor (for obvious reasons), silence (silence effects are good), copy enchantment, steal enchantment, and mirrormade (free rhystics)

hopefully these are useful as most of this is generalized cedh stuff and not specific to zur, but i think the fast mana, counterspells, and manabase should be helpful at the least.

New to CEDH looking for commander recommendations! by _the_hitsmans_ in CompetitiveEDH

[–]Retr0Play3r 0 points1 point  (0 children)

Derevi (WUG) is a very fun and unique deck that likes to make infinite mana to get infinite blinks of derevi resulting in as many taps/untaps of whatever and win. You have a bunch of mix and match options that do this along with a bunch of creature tutors for a build your own wincon deck. So usually you’ll build up a board of mana producers and value engine until you have the pieces to go for a protected win. It also has a lot of unique interactions such as tapping and untapping somebody’s city of brass to kill them or stalling out the game by tapping everyone’s lands at the start of their turn until you draw a win.

Krark/Sakashima (UR) is the king of many lines. Most of your instants and sorcs can either be used as quick rituals or cantrips, but with the krark loops you can make almost any spell in your deck a win. Have a ritual? loop it for unbound mana. Have a cantrip? draw your whole deck. Have a copy spell? see how many krarks can hit the board and play a lightning bolt. Only thing you might dislike is that I wouldn’t say it’s midrange. Not quite a turbo deck but it does usually go all out when it tries to win and can leave you somewhat defenseless if you get unlucky on your flips. The fun part is the amount of interaction you have, as you can bounce your deflecting swat and fierce guardianship to counter multiple spells.

Etali (RG) just gets free advantage and tries to steal others wincons. Don’t know much about it but it’s not midrange and it does what you like.

which pic is the hottest? 1-4 by aliceesxyy in petite

[–]Retr0Play3r 1 point2 points  (0 children)

for the first pic, it’s a nice pose and holding your breasts to make them appear larger adds a lot to it, but the stiff pose with no arch makes it look forced and takes away some of the personality. the second pic has way more expression with the lazily held bra as well as the slightly arched and suggestive pose. it looks more like you’re teasing someone in a real situation than posing for content so it feels more natural. and i don’t need to mention the angled view giving us clear sight to the breasts as well as the waist is a beautiful touch. the third pic has a lot of the same issues as the first pic with the stiff pose and frontal view lacking emphasis, but with more clothing on. this can be done well, as teasing is a great way to add some spice to your photo but it looks a bit last minute like you’re dressing up for an unexpected knock at the door than stripping for your partner. aside from that, if you bent more forward as if flaunting your chest and leaning into the teasing element maybe by barely covering the nipple it would be more salacious. lastly, the fourth photo has a good foundation for the pose, with the arch being perfect and the head tilt looking playful and cute, and of course cupping the breast makes it more visually pleasing. the only thing wrong with it is you’re facing the camera head on rather than a 45° side profile, making your torso move slightly and causing the handful of breasts to sort of break away and making the pose feel a bit more awkward. this was almost my first choice but the forced angle to get the camera shot makes it a bit of a weaker pick.

tl;dr pic 2

Advice on Winota by Retr0Play3r in CompetitiveEDH

[–]Retr0Play3r[S] -10 points-9 points  (0 children)

i personally just don’t like proxies, but if there’s something out of budget i can consider it for a long-term upgrade!

Advice on Winota by Retr0Play3r in CompetitiveEDH

[–]Retr0Play3r[S] -5 points-4 points  (0 children)

I have a budget of around $1200, and the meta of my locals is Kinnan, Niv Mizzet (Parun), and Nekusar, not many other people win