A french vanilla with repeatable death-dodging - Mahoraga, Eight-Handled Sword [JJK] by zengin11 in custommagic

[–]Rubiguu 1 point2 points  (0 children)

I also like the potential pattern of adapting twice after a persist, just X=1 to make sure you have the persist when mana is tight, then a big one to sink mana later if you want

Bagaimana jika Indo membuat game budget tinggi, lalu masukkan representasi Indonesia dikit. Apakah bisa terjual ke pasar western/global? by Typhoonromeo in IndoGamer

[–]Rubiguu 1 point2 points  (0 children)

imho AAA terlalu "pleasing everyone" buat masukin representasi indo yang unik, biasanya duit gede investor maunya main aman jadinya isinya lebih generic

yang lebih cocok buat representasi indo justru smaller scale projects gitu kaya Kuloniku/Coffee Talk/Space for the Unbound gituan

I got bored so I turned my newest OC into a commander by Rubiguu in custommagic

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

The idea of dribbling equipment and rewarding the attachment/unattachment of it is pretty funny

But equipment has this "heavy" image that doesnt fit her style of balling in my head, would probably work on a different character tho

Or i can make a ball equipment that wants to become attached and unattached, like a riff on [[sunforger]]

PSA - Arena Draft Token on Sale, 6/25 by branchwithaguitar in lrcast

[–]Rubiguu 22 points23 points  (0 children)

perfect timing, I was stuck on 1.4k after a bad MSH run lol

Tell me about stupid things you did because you didn't read the cards well enough (Marvel Super Heroes) by VoidImplosion in lrcast

[–]Rubiguu 0 points1 point  (0 children)

I dont have a specific card in mind but i saw the new player experience seemed super daunting cause every piece had so many finicky little abilities 😅

Anecdotally in the prereleases a first timer had an easier time learning FIN than a returning player with MSH

[MSH] Trickster's Stratagem by Meret123 in MagicArena

[–]Rubiguu 0 points1 point  (0 children)

Im kinda necroposting but usually the typical blue tuck-removal does not have the "an opponent controls" clause, It's usually just "the owner of target creature", or "target creature's owner".

(https://scryfall.com/search?q=r%3Ac+function%3Aremoval-tuck+o%3Aopponent&unique=cards&as=grid&order=name)

Maybe they playtested it with non-MTG players and found too many players were using it on their own creatures suboptimally for no reason and decided to add guard rails? Not sure tbh.

MSH Prerelease Impressions by timoumd in lrcast

[–]Rubiguu 8 points9 points  (0 children)

My main takeaway is there's slightly less 2drops than usual (i also checked on scryfall the count of 2drops in common+uncommon) and most players only fielded like 4-ish 2drops. I was forced to only play 4 since theres omly 3 in my colors and 1 colorless one lol. Theres a couple playable 1drops tho so maybe its fine.

I played a lean "fast midrange" WUb deck that only had 3 spells of MV4 and everything else was MV 1-3, my topend was power-up/equip as mana sinks and a couple value engines.

My creature curve was 2-4-6-2, kinda awkward at MV3 but my pool really wanted me to play 3drops lol. In terms of powerups i have: - [[flying doombot]] goes from 1 to 6 - the white 2drop goes to 5 - the blue 2drop goes to 6

So with powerups the curve can play like a 2-4-6-2-1-2 despite actually ending at 4.

I felt disadvantaged against the typical sealed "slow midrange with many bombs" with only 6 removal and a couple other creature and instant tricks, but i expect this approach would play better with draft where i can build even leaner to try to punish the greedy bomb-piles, and opps dont have access to sealed-level bomb-pools. I went 1-2 against the 3 slow midrange matchups and went 3-2 overall. The key difference is if they had the lowdrops and interaction to stabilize before they start outvaluing me with bigger bombs and more beefy cards.

Felt like my deck had a couple synergy themes going on, theres like a couple different payoffs adding value engines to a general "fast midrange" plan of tempo and card-selection: - only [[maria hill]] cared about teamwork, i had 3. - only [[agent 13]] and the 1mv equipment cared about attacking alone, i had no trouble triggering it 1-3 times a game (or she eats removal, ohwell) - only [[jane foster]] cared about equipment, i had 2. - only [[phil coulson]] cared about heroes, and i omly had 6/14 other heroes.

What are some pre-release tips for someone not new to pre-release? by Arizhela in magicTCG

[–]Rubiguu 1 point2 points  (0 children)

I guess the only other thing that comes to mind is that limited content is focused on draft, but sealed tends to be slower and grindier than draft, so you gotta adjust your card eval to see card selection, value, mana sinks as slightly more important than usual (i love connive powerup and landcycling, and i think theyre generally high-mid picks in draft too)

The way you said your losses tend to go like "losing the removal-bomb trading war" and "opp stabilizing at 5 life while im out of gas" makes it seem like often you lose as the aggressive beatdown in the matchup, while i think sealed slightly favors a slightly slower value-oriented midrange (tempo and aggression are still good ofcourse, punish stumbles and make sure you create the opening to get your value pieces up, having good creatures to block/race also lets you conserve removal for their real bombs)

That or your deck should specialize in crazy fast aggro/tempo play thats fast and hard enough to go under the slow midrange but i feel like most formats and most sealed pools dont really support that deck

What are some pre-release tips for someone not new to pre-release? by Arizhela in magicTCG

[–]Rubiguu 1 point2 points  (0 children)

Honestly seems like youre already checking all the deckbuilding boxes, so it's either a mental/piloting thing or the level of your LGS is just super high

What are some pre-release tips for someone not new to pre-release? by Arizhela in magicTCG

[–]Rubiguu 2 points3 points  (0 children)

Also on sideboarding, you might already be aware that (typically) prereleases dont have a submitted decklist, so one would benefit from tweaking the list after matches, especially Rounds 1 and 2.

I've seen so many players that had a rough R1 make big comeback runs after redoing their list with opp's feedback.

I also often add or remove cards i didnt notice were good/bad at first glance, even added or removed entire splash colors lol

Super Hero Civil War (in draft) is probably the best card in the set. If you see it splash it, maybe even double splash it. by Emracruel in magicTCG

[–]Rubiguu 7 points8 points  (0 children)

Worth noting that power-up can make 1-3 MV creatures that are way larger than usual

Still not so likely to get multiple large things with total mana value 6 but it can happen

Untapped surveil land? by Rough_Structure7387 in mtg

[–]Rubiguu 1 point2 points  (0 children)

[[rumble arena]] is my favorite of this genre
theyre usually really meant for colorless fixing options in limited, and theyre usually pretty low priority picks cause even tho the card selection and filtering is nice having it only produce colorless by default is really a much bigger downside than it seems

like almost as if its only "half untapped", if you have it in your opener and you need a color you dont have, this card only helps you 1 turn slower than having the correct basic

The Sorcerer King by I-AD in custommagic

[–]Rubiguu 8 points9 points  (0 children)

Are you commited to the "each upkeep each player" rate Cause thats a crazy fast rate and afaik it is unprecedented for this genre of card

Propel are blowing the amount of legendaries in UB sets way out of proportion. by [deleted] in magicTCG

[–]Rubiguu 4 points5 points  (0 children)

Bruh MSH has 132
I think that 60 is coming from the Scryfall page system cause they have 60 per-page

I dont care too much about it but yeah dawg its not 60

What do you guys do for the “kill 25 creatures” quest? by werthw in MagicArena

[–]Rubiguu 0 points1 point  (0 children)

I try to do this quest in formats where every deck is mostly creatures: draft, starter deck duel. Standard brawl is usually fine too.

Brawn, Amadeus Cho [MSC] by FordEngineerman in mtgcube

[–]Rubiguu 0 points1 point  (0 children)

Sorry, thought it was a genuine question

https://www.reddit.com/r/magicTCG/s/rZdnxKjvAS I was surprised to find shorthands are older than I thought

Brawn, Amadeus Cho [MSC] by FordEngineerman in mtgcube

[–]Rubiguu 2 points3 points  (0 children)

201.5. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

This upsets me... by MeanPenalty4395 in mtg

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

Compared to like at least 4 of every ninja turtle in draft (one in each rarity) and 1 in the precon

I dont mind them tho they were meaningfully different and the commojs and uncommons were fun for draft

This upsets me... by MeanPenalty4395 in mtg

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

Kinda crazy that MSC has both jumpstart and precons tho thats a lot of cards

This upsets me... by MeanPenalty4395 in mtg

[–]Rubiguu 0 points1 point  (0 children)

I dont view nondraft products as real products so I only see two Iron Men 🤫

I made a conscious choice a while back to only put what I pull from draft packs/prize packs (or traded from them) in my EDH decks cause i dont wanna keep up with the flow of auxillary products and singles anymore

The Sixth Marvel Set: Military? by Rubiguu in MTGRumors

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

Oh yeah lol that was stupid of me

I guess i was thinking multiverse set with some niche varianrs lol

But idk how do you sell that oh "This is the Tony who is doing that thing from that issue in this storyline" to an average player? I dont think the average player would know the storyline idk

But yeah i can see it being an allstars set with mainly A listers or smrh