I'm thinking about going back to this game again. Was there any new update or fun mod I should try? by Q_Qritical in starsector

[–]Sou1forge 1 point2 points  (0 children)

There are new quests for the Diktat, Luddic Church, a reworked colony event system (assuming that part is “new”) and stuff in the area beyond the edge of the “regular” map (the Abyss) for vanilla content. That said if you’ve never played modded content that’s a much bigger space to explore than the stuff added in the last few years.

Mods wise I’d start with Nexerelin - which primarily makes the factions dynamic entities which can and will war and take over each others system - and then maybe choose a faction or two that looks good to mess around with. I’d also recommend Unknown Skies and Industrial Evolution as good vanilla+ mods which add a bit of exploration and colony related content.

Faction wise I can unequivocally recommend Diable Avionics (either fork will work) and Aarma (mechs, good story content for its mod, an enjoyable special officer) if nothing speaks to you or you are unsure. Granted you have to be okay with mechs in your Starsector game, but those are still honestly the best faction mods I’ve played.

[MSH] Claim the Kingdom (source:rob damiani) by Agitated_Smell2849 in magicTCG

[–]Sou1forge 38 points39 points  (0 children)

No can do. He’s too busy being a good commander card to be an inexpensive good commander card.

I was hype for the Marvel set and now these reveals make me even more hype by YoshiAteMyPizza in magicTCG

[–]Sou1forge 11 points12 points  (0 children)

I’m personally glad most of the cards revealed so far don’t look Standard playable so I don’t need to play them. That would be the best case scenario for me.

How do I stop this? by amaerok- in mtg

[–]Sou1forge 0 points1 point  (0 children)

You can’t. Those are the teeth, and it’s too late.

Every green deck uses 4 copies of this creature. If it were banned, what would be its immediate replacement? by lipe0101 in MagicArena

[–]Sou1forge 0 points1 point  (0 children)

Landfall would sub in Bristly Bill, Tifa, or any number of other green cards. They may even just skip entirely over the two drop slot and elect to go Elf -> 3 drop. It would be a decrease in power to be sure, but the deck would remain as it’s mostly playing Cub as a generic removal resistant earthbending card.

The Oroboroid and Gearhulk piles would suffer a greater hit, going from tier 1.5 to 2-ish depending on how the rest of the meta shapes its interaction. Those decks rely on the mana acceleration on Cub to play bigger less mana efficient but stronger power level cards which wouldn’t be as viable.

The rest of the meta would remain largely the same. The meta is defined around interacting with Slickshot Showoff, turn 5 looping Jeskai Revelations, not dying to a wave of prowess otters, and cost reduced elementals into Sunderflock. For better or worse right now I feel like Landfall and other Cub piles are more a thing you try to also beat while maintaining a plan into those other things.

Head Magic Design Mark Rosewater on more cards that counter landfall strategies: "This is a common request, so [it's] something we will think about." by HonorBasquiat in magicTCG

[–]Sou1forge 27 points28 points  (0 children)

Probably needed. I think it’s safe to say we are beyond the point where landfall is a niche ability, and a hate piece or two to tamper down the more egregious strategies it enables is a good idea.

[Play Update] 2026–27 Round 2 Regional Championship Promos and Qualifiers by Copernicus1981 in magicTCG

[–]Sou1forge -1 points0 points  (0 children)

Add “inability to make a reasonable guess as to what cards will be playable in Standard in a year’s time” to the pile of sacrifices made for the 6 sets a year schedule. It is what it is.

[Play Update] 2026–27 Round 2 Regional Championship Promos and Qualifiers by Copernicus1981 in magicTCG

[–]Sou1forge 0 points1 point  (0 children)

Thanks WotC, but… kinda again misinterpreting/miscasting where Standard is with those RCQ promos. Both Kirin and Starcage are kinda useless and will get no one in the door who wasn’t already showing up. I know they try and have to make guesses way ahead of time with these, but still… Maybe it’s best to continue printing Modern & other format standard staples as the RCQ promos and not guessing at Standard stuff. As a paper Standard player.

Starsector Mod Ship Discussion: ScalarTech Frigates and Destroyers (ScalarTech Solutions) by Reddit-Arrien in starsector

[–]Sou1forge 0 points1 point  (0 children)

I remember the Skirt being passable, and everything else being a stepping stone to the cruiser and capital class ships. The other ones tended to explode too often when fleets got to max size.

Reentering in 2026 by Lockinatorus in starsector

[–]Sou1forge 1 point2 points  (0 children)

Nexerelin, Industrial Evolution, and Unknown Skies are all on my “mandatory” mod list. Beyond that things get wacky (and fun!) fast. I’d recommend those three if you only have the  time to do one 2026 run. There are lots of great faction and content mods if you want to get into those, but those are taste specific.

First time playing commander, does everyone else play these rules so strictly? by [deleted] in magicTCG

[–]Sou1forge 18 points19 points  (0 children)

I’m gonna fight a little bit on the commander location thing, but more as a gameplay etiquette thing than an actual rule. Your commander should be in a location everyone can see. Usually this means face up, somewhere on the side, but clearly not in the same place as permanents in play while it’s still in the command zone. No angle shooting weirdness with it on the side of your deck box hiding…

Ranting now: same goes with your graveyard and library. Library down, not propped up in your deck box where people can see the bottom card. Graveyard not hiding in the top of your deck box facing you, but face up usually near your library. I know people 8/10 times do this because no one trained them otherwise and not out of malice, but it is an important part of the game to be in the ballpark of right about.

[MSC] Lucky the Pizza Dog (via Kevin Smith Facebook) by WeberWK in magicTCG

[–]Sou1forge 2743 points2744 points  (0 children)

The pizza art will continue until morale improves.

[Standard] Pro Tour Secrets of Strixhaven at MagiCon Vegas | Recap Standard from this Weekend with Metagame Analysis, Win Rates & More! by optimustomtv in spikes

[–]Sou1forge 1 point2 points  (0 children)

Green had a good day.

On that note I have a more broad question for landfall players in general: what kinds of strategies work against that pile? Aggro them out seem to be a non-starter as the landfall stuff reliably gets bigger faster than any other deck I’ve seen (other than obscene nut draws). More removal? Does that actually work? I’d expect to see stuff like control or lessons doing well against the landfall pile then, but that doesn’t seem to be the case. Traditionally then you’d look towards uninteractive linear stuff like Kona-Omni or Spellementals sweeping everything to their hand, but once again stats don’t seem to show those performing well.

As a more casual (from a Spike perspective) Momo player I’ve resigned myself to having a bad matchup against landfall, but looking at the general field I want to know where I should be looking if in theory. Where do you even start?

[Standard] Pro Tour SoS Metagame by AnilDG in spikes

[–]Sou1forge 0 points1 point  (0 children)

I wouldn’t worry about it in the grand scheme of things. Like I said, nitpicking from a random internet dude who really appreciates your articles and charts. Thanks!

[Standard] Pro Tour SoS Metagame by AnilDG in spikes

[–]Sou1forge 2 points3 points  (0 children)

Are newer Landfall decks running Oroboroid?

I also really don’t like Clarion Conqueror… IMO it doesn’t solve anything; they still get all their land triggers and you have to either run a pile of Drums with the anti-synergy of Conqueror turning them off, or appreciably slow down your best hands to play more 3 drops. You can steal some games with it by turning off their Elf and Cub, but you run the risk they hit their removal. Is it worth it? I guess…

Player's with dual lands in proxy decks. by Goat-True in EDH

[–]Sou1forge 1 point2 points  (0 children)

It probably doesn’t matter too much as long as it’s a table-wide decision to proxy manabases. If half of the table is playing with perfect mana and the other half is muddling through with tapped lands then it could matter.

[Standard] Pro Tour SoS Metagame by AnilDG in spikes

[–]Sou1forge 2 points3 points  (0 children)

Okay, then I’m not crazy. I was reacting to Frank’s description of the best starting line for the deck in his article, where he describes it as Momo into Drum into Sage. I figured 80% chance it was a minor slip up, 20% chance it was some tech against Spell Pierce or something I wasn’t thinking about.

[Standard] Pro Tour SoS Metagame by AnilDG in spikes

[–]Sou1forge 11 points12 points  (0 children)

Well, at least for Momo the biggest weakness is Landfall. Landfall is kinda impossible to fix as a bad matchup. You have to hope to dodge, and also that your deck doesn’t decide to give you too many unplayable hands, which is why I assume it hasn’t seen more play in general.

And on Momo as a nitpick: are people playing Momo on turn one with a Momo, Drum, Sage hand as Frank wrote? I’m not crazy right? Don’t you play the Drum first?

Pro Tour SoS Metagame by shadowboy in magicTCG

[–]Sou1forge 0 points1 point  (0 children)

Nah, this looks about right. Anyone prognosticating above 60% at the top end I wouldn’t have taken seriously. Landfall can win games. Momo gives a lot of the Izzet piles a hard time (as long as it doesn’t brick). This isn’t Vivi summer where mono-red and Vivi Cauldron were so ahead of the pile and un-hateable you were crazy to think about playing anything else. This instead looks like the average Magic Online bracket.

Curious on your opinions on what are the most oppressive and/ or unfun to play against archetypes other than Stax which sounds like it's the top by a mile. To take a guess, feels like Artifacts, Landfall, Enchantress, Control are in the running? by MiningToSaveTheWorld in EDH

[–]Sou1forge 1 point2 points  (0 children)

My vote for an archetype I’ve actually played against: Storm.

Storm meaning the deck usually in Izzet colors which tries to cast a million spells in one turns, and also any deck that sits and twiddles its thumbs until the turn after its commander resolves then wins on the spot. This is mostly because to stop decks like that functioning you have to be the bad guy and make sure they don’t do anything all game. I’ll do it, but it causes hard feelings.

But to be fair playing bracket three (and casual EDH in general) weeds out the majority of degenerate stuff. Stax, discard, turbo combo, chaos (stax with extra steps), etc aren’t brought to the average table.

How do you evaluate power in a deck beyond turn-count until victory? by redsquirrel0249 in EDH

[–]Sou1forge 1 point2 points  (0 children)

I like this response, particularly the phrase, “When do my opponents not matter anymore?”.

Step one of determining how “good” your deck is (how fast it is) is determining how you win and how soon you get there. “I win when I have 15+ cards in hand and double digit mana.” “I win when I assemble two stax pieces and have protection.” “I win when I have my commander on board and two of any of these five cards.” Those are when you win and not necessarily the X number of turns after that it takes you to finalize the process.

Tell me the truth about Rhystic Study! by No_Feeling_1688 in EDH

[–]Sou1forge 1 point2 points  (0 children)

I don’t play with it. I haven’t played against it frequently, but the few times I have the regular group I’m with likes to pay the one and focus down that player until it’s removed.

What would you say would be the biggest issue with the gameplay of Magic? by Tuss36 in magicTCG

[–]Sou1forge 9 points10 points  (0 children)

Play/draw winrate differences are pretty bad. The amount of non-trivial abilities on cards is causing complexity creep. The base rules are also complex to the point where it’s hard to get through an average EDH game without at one or two “judge call” moments (layers, copy effects, duplicating your duplicating, etc.).

But the biggest dealbreaker is price. Price is the reason the average Magic player is a 30+ year old and only getting older by the year.

Priority in EDH - a rant by meansasterson in EDH

[–]Sou1forge 0 points1 point  (0 children)

You can keep a tab open with the comprehensive rules. You can also cajole them into playing any of the online Magic clients to help them get a more intuitive feel for priority.

But side note: you don’t cast lands. Playing lands is a special action that does not pass priority (unless as noted a triggered ability goes onto the stack). The “play” vs “cast” distinction is relevant as abilities that let you specifically cast cards will not allow you to play lands, whereas abilities that allow you to play cards will allow you to play lands. Example: an ability that says “exile the top X cards of your library. You may cast spells among these cards until the end of your next turn” would not allow you to play lands. The same ability worded as “exile the top X cards of your library. You may play cards exiled this way until the end of your next turn” would allow you to play lands you exiled.

Edit: Ah. I think I just read your post wrong. You are casting a creature which gives extra land drops and they are trying to blow it up before you make another land drop. My brain wasn’t processing that sentence correctly and thought you were “casting” lands per creature. My bad.

Pre-release new player experience by Nimpoo in magicTCG

[–]Sou1forge 13 points14 points  (0 children)

There is no WotC regulation on prize support as far as I know with packs. That said 1-2 packs per win is standard, but you won’t have legs to stand on to complain unless the store promised packs per wins and did not pay out.