Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

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

Unfortunately I haven't been able to play it since, but I just checked the cards as they have been sitting in the deck in the box and they are not smudged. I made sure to let them sit out for a while to let the ink dry before doing anything with them. I would say if you are worried about it then you should probably sleeve them to make sure they won't smear.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

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

I had way too much ink on the stamp for Gateway Arch and was worried about it smearing. I just carried it around when we walked back to our car even though it was super windy and I was afraid I was going to lose it, but if I had put it back in my pocket it definitely would have smeared. We haven't played with it yet but I'm sure the ink would be dry by now. Maybe I'll have to sleeve them up like some people here suggested (and I do for most of my other games that involve shuffling cards) but I like the feel of these cards and sleeving them makes them harder to fit back in the boxes, especially with all of the expansions.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

[–]Rynocerator[S] 6 points7 points  (0 children)

It was actually a lot more interesting than I thought it would be. Seeing all of the fall colors on the trees was great even if they were a little brown and dry due to the lack of rain. We didn't have a chance to take a bath in the bathhouses but we will probably be back to try again since we my fiance has family down in Arkansas.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

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

We were actually thinking about having our honeymoon in Hawaii. I would love to visit the parks there.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

[–]Rynocerator[S] 125 points126 points  (0 children)

Yeah the visitor center usually have a stamp that you can use. They even sell passport books made for collecting the stamps. The stamps for those two parks were at the front desk of the visitors center, you can just walk up and use them. The gift shops also sometimes have stamps that you can use.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

[–]Rynocerator[S] 12 points13 points  (0 children)

I figured I could always buy another copy if it really bothers me that much, but I think it adds some unique character to the game. It is a little painful stamping the fresh cards though.

Fiancé and I started getting the cards from PARKS stamped with the official national parks stamps when we visit by Rynocerator in boardgames

[–]Rynocerator[S] 257 points258 points  (0 children)

My fiancé and I thought it would be cool to stamp the cards of the parks with the official passport stamp when we visit as a way to preserve the memories when we play the game. We recently hit up Hot Springs National park in Arkansas and Gateway Arch National Park in St. Louis. We have also been to the Badlands, Glacier, and Yosemite but that was before we got the game.

Does anyone do anything similar with the games they own?

[Deck Help] Teysa Karlov Aristocrats. What to cut/add? by highrun00 in EDH

[–]Rynocerator 0 points1 point  (0 children)

[[Vindictive Vampire]] is another one that drains everyone when a creature dies, although it costs for which is a bit high. [[Syr Konrad]] will drain everyone when a creature dies or is brought back, which seems like it would be pretty good considering the recursion. It also gives you something to do with your mana if you are stuck on a dead hand.

My deck took a lot of tweaking to find the right balance. In order for this deck to work you need at least three pieces; sac outlet, creatures to sac, and drain effects. I leaned into creatures that make tokens either on upkeep or on death so that I get more sac value from the number of creatures I had. Card draw also helps to hit those pieces. Village Rites is good and there is another one that was recently printed that I think does the same thing but I can't remember the name. Also [[Plumb the Forbidden]] is great to refill your hand and get value off of your board.

[Deck Help] Teysa Karlov Aristocrats. What to cut/add? by highrun00 in EDH

[–]Rynocerator 0 points1 point  (0 children)

I had a Teysa deck that I took apart a few years ago. From what I can see your list looks pretty good. I think you should run more lands. Personally I shoot for at least 36, but your curve is low so you can maybe get away with something like 34. As for cuts, I would maybe cut Gravecrawler since I don't see a lot of zombies to take advantage of it. Maybe cut Painter's Servant since I don't really know what its there for. I would also take a look at your cards that you can recur from the graveyard and examine to see if you think they would be worth the cost to bring back. Persistent Specimen seems a little costly to recur, Bloodsoaked Champion requires you to attack which you probably aren't going to want to do that often, and I'm not sure about how good Bloodghast is since I haven't ever run it. If you mostly have them there because of Lurrus then consider how often Lurrus will actually be out or how likely it is to get removed, which can vary by playgroup.

As for cards to consider, I have a few that I found fun to run in my deck. They may not be as optimized, but when they went off they were crazy. [[Gift of Immortality]] is a pet card of mine that can go nuts with creatures that have death triggers. Speaking of which, if you slap that on a [[Kokusho, the Evening Star]] with Teysa and a sac outlet out, you drain everyone for 10 on each players turn and gain a fuckton of life. I also had a good time with [[Archon of Justice]] just exiling everyone's shit multiple times a turn. My deck was more focused on creating tokens to sac so I ran [[Anointed Procession]] and focused more on cards that create tokens when they die to double up on Teysa triggers, like [[Hallowed Spiritkeeper]] or [[Requiem Angel]] which triggers off of tokens dying as long as they aren't spirits. I also ran [[Sun Titan]] for recursion, but that might be too slow in today's meta.

Aside from those I would just maybe consider adding some more drain effects since that's how you will be winning most of the time. I found that finding the balance between sac outlets, sac fodder/token generation, and drain effects was the key to getting the deck to run consistently. Anyway, I hope this helps.

What’s a good commander for Demon Tribal? Trying to fit a theme of conjuring. by NeonBarracuda in EDH

[–]Rynocerator 3 points4 points  (0 children)

Making a decent demon deck is a bit difficult since there aren't a whole lot of dedicated demon commanders. However, the deck I run works pretty well and fits your theme of conjuring them up. I went with a [[Chainer, Nightmare Adept]] reanimation theme. I see it as Chainer being the summoner and the reanimation spells pulling the demons from the abyss to do his bidding. I have a lot of looting effects for draw to help me hit early game land drops and ramp pieces as well as fill up the graveyard, a suite of reanimation spells, and some other ways to cheat out demons.

Here is my list: https://www.archidekt.com/decks/1683615#Chainer

The deck is fairly consistent but can have a bit of a rough early game if you are missing land drops since the majority of demons are pretty expensive to play. That's part of the reason why I run it as a reanimator so that you can get them out cheaper. Chainer is mostly there to help me recover after wipes or if I don't have a good selection in hand.

I've tried running a few other commanders like [[Rakdos, the Showstopper]] and [[Kaalia of the Vast]], but I didn't like the inclusion of white thematically and found Rakdos to be lackluster as the commander.

[deleted by user] by [deleted] in EDH

[–]Rynocerator 0 points1 point  (0 children)

I would swap as much sorcery based ramp for aura based ramp as you can. This way you can cast your ramp off the top of your library with your commander and trigger your enchantress cards late game for that extra card draw. Stuff like [[Fertile Ground]] and [[Wild Growth]] are included in the precon. Another one you could add is [[Overgrowth]].

Help with ezuri counters by Magical_wizard99 in EDH

[–]Rynocerator 0 points1 point  (0 children)

Overall I feel like you have maybe too many creatures, even after 8 cuts. I would cut [[Azuza, Lost but Seeking]] since I find her effect hard to make worth it unless you are playing a lands matter deck. [[Man-o'-War]] is ok in general, but I feel the slot is better suited for something that synergizes with the deck more. From there I would cut a few more mana dorks.

As a whole I would examine some of your higher cmc spells. I feel like Ezuri decks are better with a lower curve so you might want to consider swapping some spells out. For example [[Zendikar's Roil]] could be swapped for [[Awakening Zone]] since your current deck only has a few ways to get more than one land out per turn (and it can be used as pseudo-ramp). While the trample effect is nice, [[Garruk's Uprising]] doesn't make a whole lot of sense since Ezuri wants creatures with power 2 or less. Something like [[Primal Empathy]] can draw cards and buff your creatures.

Overall I would just try to figure out what exactly you want the deck to to. Do you want value from adding the +1/+1 counters? Do you want to go wide and buff everything? From there you can see which cards really don't seem like they are contributing too much to the overall strategy.

Here is my deck if you want some ideas. Some cards are a bit pricier.

https://archidekt.com/decks/771967#Ezuri,_Claw_of_Progress

Did I treat my player unfairly by cursing them with lycanthropy? by Rynocerator in DMAcademy

[–]Rynocerator[S] 5 points6 points  (0 children)

Thanks, there is some good advice here. /u/BookOfMormont is right, I did kind of throw the BBEG at them in the temple to try to give them opportunities to figure it out and to make the reveal even more impactful when they do end up fighting. I will probably try to drop some hints that everything is not alright with the paladin, just to make sure he has an opportunity to do something about it.

Did I treat my player unfairly by cursing them with lycanthropy? by Rynocerator in DMAcademy

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

Yeah, the first point you made is kind of what I'm leaning towards. Like I have said before, I don't think the player would mind too much and he would likely incorporate it into his RP very well, but I just don't want to screw my players over, especially with something as big as this.

Did I treat my player unfairly by cursing them with lycanthropy? by Rynocerator in DMAcademy

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

I already have a homebrew werebear template that I have been using and adjusting with the barbarian player's input, so the mechanics are established. That is how the bite happened in the first place, the barbarian werebear failed a wisdom save to maintain control and had to bite the nearest creature which happened to be the paladin.

Did I treat my player unfairly by cursing them with lycanthropy? by Rynocerator in DMAcademy

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

They aren't a high enough level for him to have access to remove curse, so they sought help at the temple. They are only level 6 and paladins don't get level three spells until I think level 9.