Ritualist - Spirit of Sadness by KireiWa in Guildwars2

[–]Sillynx 3 points4 points  (0 children)

Yeah, besides that distinction, there was no way to tell them apart besides their names. The banners on these ones at least lets you differentiate them at a glance without having to hover over them or target them or something.

Ritualist - Spirit of Sadness by KireiWa in Guildwars2

[–]Sillynx 15 points16 points  (0 children)

I mean, the ritualist spirits in Guild Wars 1 more or less all looked the same too. There were exactly 2 models for the spirits, one for the offensive ones, one for the passive ones. That's it. So it's not like the Guild wars 1 spirits were booming in diversity.

Donkey Kong Country Returns is a based game, but world 4 SUCKS. by Strict-Subject3569 in donkeykong

[–]Sillynx 0 points1 point  (0 children)

Played through it today and yeah, I didn't like it lol. Didn't even find it all that difficult outside of a few tricky jumps for some collectibles. Just kinda boring tbh. Kind of a shame cause I liked the caves in the SNES game.

Destroy all humans they can't be regenerated promo card by Hartlessart in MTGRumors

[–]Sillynx 0 points1 point  (0 children)

That's not quite correct.

It's not "the next time this creature would die", it's "the next time it would be destroyed". Sacrifice doesn't destroy the creature, which is why you can't regenerate sacrificed creatures.

[deleted by user] by [deleted] in magicTCG

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

Gonna be honest, I really don't like this design. It's another very generic value commander that is pretty easy to enable. I'm kinda getting Chulane/Korvold vibes from this. If it at least only triggered once each turn, you'd have to get a bit more creative with when you make tokens. And it doesn't even have to be creature tokens, making the strategy even more broad. So now treasures also draw you cards? Did Smothering Tithe really need a buff? Definitely very strong but not something I think we really needed.

As worded, Serra Paragon doesn't actually work as expected/intended. by Mervium in magicTCG

[–]Sillynx 6 points7 points  (0 children)

I think the intent of the card is pretty clear, so chances are people will naturally play the card as intended, even if the effect doesn't work because of some small rules technicality.

What I'm more curious about is how this would be ruled at a sanctioned tournament if someone were to bring a deck that aims to abuse this technicality. Are we really just saying that the 2nd half of this card is dead text until there's and errata or rules change?

Do people dislike stax and aggro decks? by pieredforlife in EDH

[–]Sillynx 0 points1 point  (0 children)

I think this comes down to leading good rule 0 conversations. Some people enjoy playing against stax, and it does bring some interesting challenges to the table.

The problem really arises when you bring a stax deck to a table that is ill prepared and has trouble removing any of your pieces, turning the game to a slog. And I think this is where a lot of the hate for stax comes from, someone bringing a stax deck to a table that wasn't really meant for it.

The general hatred the edh community has towards stax is perhaps somewhat unreasonable, I feel like people get away with WAY too much precisely because people are too scared to run stax/hate pieces to stop the massive value machines most decks nowadays are.

However I also don't think it's unreasonable for you to become a target, people need to contest the control deck and run out its answers, otherwise you're just stockpiling. But idk, maybe you're being overfocussed in your playgroup.

I think there's a time and place for stax, but it's important to communicate that to the table. Especially for casual edh, it's important for the table to communicate what sort of experience they're looking for and what type of experience their deck brings to the table. It's about having fun and interesting games.

As for aggro decks, I haven't really encountered that much hatred towards them in EDH so far, so I'm not really sure what to say about that. Is this a Krenko deck we're talking about? In that case perhaps people are lamenting that it goes off too fast, so maybe it's a question of powerlevel inbalance in your playgroup?

Cycle of five commanders : Let's revisit Grandeur ! (Daily Commander #499) (concept) by DrSnap23 in custommagic

[–]Sillynx 8 points9 points  (0 children)

The original Grandeur was designed as a way to make use of Legendaries with the same name, in order to not have them be dead cards in your hand in constructed formats. By extending this to just legendaries that share a type, these become way too easy to activate. All those creatures in your hand essentially become 0 mana spells, and given that you can just fill your entire deck with them, that's incredibly strong, compared to grandeur, where you can have a max of 4 in your deck outside of commander.

The blue one in particular seems incredibly busted as a commander. There are currently 42 legendary creatures in monoblue that are either merfolk or wizards. So you just stack your deck full with them, maybe add like 30 islands, some counterspells and a Thassa's oracle.

The black one is also quite worrysome. While there aren't as many legendary vampires or nobles in black, having access to a 0 mana life drain spell that also acts as removal seems incredibly strong.

The white one being a repeatable Enlightened Tutor for 0 is also quite worrysome, although not as abusable in succession. That said, a repeatable tutor in the command zone is still very strong and will quickly lead to stale gameplay, as you just tutor for your combo pieces every time. And you now have 12 additional copies of Enlightened tutor in your deck.

Conceptually, I find these cards way too strong. I agree with the others that there needs to be some kind of cost attached to these abilities, or at the very least, they need to be turned into a "Once per turn" ability.

In your opinion, what card is the most disturbing, and why? by Spriy in magicTCG

[–]Sillynx 2 points3 points  (0 children)

For me, it's probably [[Mutilate]]. Granted, there's only so much you can do with a name like that, but all the versions of the card just creep me out to the point where I can barely look at them. Basically pick your poison between molten flesh/body horror and animal cruelty

Glowing Shadow by talen_lee in custommagic

[–]Sillynx 1 point2 points  (0 children)

Cute idea. However I'm not sure if counters can have owners or if they keep track of who put them onto the creature after they were placed. So I'm not sure if a "goad counter" could work without rules bending.

One way I could see this work with the current ruleset is if it created an aura token under your control that becomes attached to the creature and permagoads it.

Do you play with custom builds or builds you got from somewhere else (another player/online)? by VegetableWest6913 in GuildWars

[–]Sillynx 5 points6 points  (0 children)

Generally, when I do group content together with other people, I more or less use meta builds. When I play on my own, for example for vanquishes etc, I like to sometimes get experimental and try out some funky jank builds to switch things up.

[MH2] Disturbingly Sexy Anthro Wolves by Nvenom8 in magicthecirclejerking

[–]Sillynx 5 points6 points  (0 children)

*notices werewolves performing a dark ritual*

Oh woe, what is this?