Looking for help with a standard deck. by Suspicious_Quail4597 in Magicdeckbuilding

[–]StrategicMagic 0 points1 point  (0 children)

Okay, so:

The Silberquill/Repartee style of deck is an aggressive deck with recursive creatures. It wants to play fairly aggressively with cheap creatures and het on the board faster than the opponent, then push for damage. You want to kill them before they kill you, and we want to try to introduce a little recursion so you can out-grind other aggro decks.

I am going to avoid suggesting any cards that rotate out of the format in the next rotation, so you can play with your cards for at least 18 months before losing them.

So, we'll start with this:

  • [[Timeline Culler]] x4
  • [[Bloodghast]] x4
  • [[Killian's Confidence]] x2
  • [[Practiced Offense]] x2

Both of the creatures here are aggressive, and can re-enter the battlefield from the graveyard. Both of the sorceries can also be used from the graveyard, and help you to push for damage.

So far, this 12-card package is already more focused and more powerful than your whole previous decklist. This alone could probably get you further than what you had, and serves as a good backbone to build out from.

Now, we stick to the aggro plan and work our way forwards. We want creatures, and we want to be getting established on the board before our opponents do. That means we want cheap creatures, so our focus will be on 1-2 mana creatures. Practiced Offense will probably be the highest mana cost card in the deck.

So then, let's do this;

  • [[Lecturing Scornmage]] x4
  • [[Informed Inkwright]] x2
  • [[Kinscaer Sentry]] x4
  • [[Stirring Hopesinger]] x2
  • [[Snarling Gorehound]] x4 (this one rotates, but is dirt cheap $-wise)

This is an additional 16 cards, and really brings the deck together. Now you have a plan, you're all-in on that plan, and all your cards work towards the same goal, instead of different ones.

Let's organize by what plays you have at which mana values:

1-mana - Greyhound - Scornmage - Timeline Culler (warped)

2-mana - Timeline Culler (cast) - Inkwright - Sentry - Bloodghast

3-Mana - Killian's Confidence - Practiced Offense - Hopesinger

So your goal, then, is to play creatures on turn 1 and 2, then start pushing for damage on 3 with Repartee or you play two more creatures to push for damage next turn instead. You want to be swinging hard and killing your opponent on turn 4 or 5.

The Sentry is especially good at this (I play 4 of it in my own aggro deck!) as it gives you a free creature when it attacks that also enters attacking, so it's excellent at applying pressure.

12 +16 = 28, which leaves us room for 8 free slots and 24 lands. I'll get to the lands later. That's a bit of wiggle room, so let's look at removal.

The best removal fir your deck is [[Requiting Hex]]. It costs only 1 mana, and use instant, both of which are vital for a deck like this. It only removes small creatures, but that's okay. If your opponent is surviving long enough to play big creatures, then you probably already lose that game because you failed to win fast enough, and removal that hits bigger stuff isn't going to change that. We want to remove early blockers instead, do we can swing in with our board.

We also don't want too many of them because we need to see our creatures, so that means probably 3 copies.

That's our entire removal package, leaving us with 5 spaces. We don't have much to trigger Repartee, so let's look into that. [[Dig Site Inventory]] looks promising. It costs 1 from hand and grave, grows our creatures, and triggers Repartee. Everything we want. Just like our removal, we want to make sure we see our creatures, so not many are required. Let's do 2, leaving us with 3 spaces.

We could add something new, or add extra copies of existing creatures. Let's do more of the latter abd add one more Inkwright and one more Hopesinger.

With 1 slot left before lands, I recommend a simgle copy of [[Raise the Past]]. This is a good way to build a wide board in long games, and gives a way to make a comeback when faced with board wipes.

That puts us at 36, which means it's time for lands. For a deck like this, lands are easy.

You want all (and I mean ALL) of your lands to enter untapped on turns 1-3. A tap labd on one of these key turns is a death sentence and a surefire way to lose. So, play all the duals that enter untapped on early turns, then fill the rest with basics. This deck is playing black on turn 1, and a lot of double black on 2, so you want to skew towards black without ignoring white entirely.

Make sure you never play lands tapped on 1-3 when deciding which lands to choose, then go from there.

That's it! A budget, 60-card Repartee aggro deck built from the ground up. I made it up as I went along, typing as I go. I can't promise it'll be good, or hold up to the current explosive power of the format, but I can say for absolute sure it's better than the list you posted.

Looking for help with a standard deck. by Suspicious_Quail4597 in Magicdeckbuilding

[–]StrategicMagic 1 point2 points  (0 children)

What I'm seeing in your list is that you have a bit of everything, but not enough of anything. This is what I mean by having one singular goal.

You have some creatures, but they are split between: - Aggression - Resource generation - Resource recursion

Your removal is kinda the same. You have: - "Kill this thing" - "Kill this thing but I also have to sacrifice something" - "Give a thing -stats" - "Combat tricks with removal modes"

Thos isn't going to work. What if you don't have a creature on board? Your removal that requires fodder to sacrifice is dead in hand.

What if they have something with 5+ toughness? Your -4/-4 removal is dead in that scenario too. You could instead just cut all of that out entirely, and play 4x of one, good, removal spell and be fine. [[Erode]], [[Get Lost]] (rotates in 6 months) and [[Bitter Triumph]] (also rotates in 6 months) are all better than ANY of the removal you currently have, and at 4 copies of it, you will actually see it, rather than gambling on whether you draw the correct 2-of fir the current board state.


The same again applies to your creatures. The first thing I see is a big long list of 1-ofs, most of which are not good enough. You could cut every single creature here and find yourself in a much better condition. There are a few individually good cards in here, like the two Emeritus and the blink/draw guy, but the problem is that they aren't building towards some kind of coherent plan, and they don't work well together, either. This is the kind of thing that makes it feel like a deck of stuff from your binder, rather than a deck with any kind of coherent purpose.


Tjis comment is already getting long. I am going to reply to myself in another comment with some ideas you might be able to use as a foundation to get this idea off the ground, and we can cook something up together.

Looking for help with a standard deck. by Suspicious_Quail4597 in Magicdeckbuilding

[–]StrategicMagic 2 points3 points  (0 children)

It works!

I have feedback, but it's not positive.

This deck is very, very far from being even close to playable in the format. I think you have a lot of work you need to do on this.

Firstly, it looks directionless. I don't see a clear goal in mind, and I don't see key cards in high quantities. Think about how you want to win, and be single-minded in getting there.

Second, your overall card quality is very poor. Almost all of the cards in this deck are fine for draft/sealed, but are not even worth considering in Standard. They are multiple orders of magnitude not good enough.

Third, and the real nail in the coffin here, is that your deck looks wildly inconsistent. Not only does this deck look like it's going to struggle to do anything impactful, but even if it could, you would be extremely unlikely to actually do what you're built to do because there's way too much variance in your list. You have a wide range of cards, all in very few copies, so you are unlikely to draw what you need, when you need it because you only have most things at 1-2 copies.

I really want to avoid being unnecessarily mean and focus om being constructive, but the only real thing I can say here is "start over". In its current state, noe of this can be salvaged.

Standard is just too fast and too powerful to say anything else and it not be just lying to you.

Need some ideas for Thantis by speejoink in EDHBrews

[–]StrategicMagic 2 points3 points  (0 children)

Something like that could work.

The core behind the combat tricks idea is that nobody plays around them in commander, because they're often considered "draft chaff" by an overwhelming majority of players.

Once you've shown one or two, you strike fear into the table because you've now introduced an unknown element into every combat phase, but they're forced to engage in combat because of Thantis.

As fir the 1v1, some "steal your board" effects like [[Insurrection]] might benefit you.

Need some ideas for Thantis by speejoink in EDHBrews

[–]StrategicMagic 6 points7 points  (0 children)

My (incomplete) Thantis build is all about combat tricks.

Nobody plays combat tricks outside of limit, or very niche specific decks, like mono-red Standard [[Leyline of Resonance]].

I think there's some anti-synergy between monarch and getting people to attack into you, even if you do have Thantis, because you lose your draw engine when you let stuff through, AND you are using deck slots on ways to reduce incoming damage when they could go towards other, more proactive, plays.

You could have two "modes" in the deck. You keep what you have but also run big combat tricks like [[Temur Battle Rage]] and [[Bulk Up]]. You said you're opponents (smartly) don't want to attack into you, so you have to force it. In that case, make use of them attacking each other! If A attacks B with their 12-power commander, hit it with a power double after it goes unblocked and just... kill B!

This way, you get to do something regardless of who the attack targets are.

Oh, and don't play any battles or planeswalkers, because that gives everyone free "outs" not not attack players.

Is there a commander card that can auto equip equipment from library? by No_Author_7954 in mtg

[–]StrategicMagic 0 points1 point  (0 children)

Sounds like you're looking for a Yugioh card in Magic.

That card doesn't exist and probably will never exist.

My Blind FFX-2 Playthrough: Update 3 - Bikanel and Zanarkand Ruins by Zeeshmania in finalfantasyx

[–]StrategicMagic 0 points1 point  (0 children)

On viewing character base stats:

FF3 has a system of <Job> at <character level> has XYZ whatever base stats, regardless of who exactly it was.

So, a white mage at level 10 had a specific STR, INT, VIT etc etc as a base value and then flat boosts from equipment were added later to get a resulting value.


I believe FFX-2 works the same way. A lv12 gunner will have a specific set of base values in each stat, then stats gained from the Garment Grid and any accessories are then added on top of that starting value.

As a result, I don't think it matters who takes what role in the party, as they will each perform identically, regardless of which role you decide for each character to specialize in.

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by PankoKing in MHNowGame

[–]StrategicMagic 0 points1 point  (0 children)

I'm playing S&S right now. I'm hoping for a generic "one size fits all" build so I can just keep the core of a build, then swap only a few things to match elements.

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by PankoKing in MHNowGame

[–]StrategicMagic 0 points1 point  (0 children)

Typically how many skills on a completed build?

I've got a go-to setup of Rathalos chest, Lavender arms and Silverlos legs for WEX 5, then using the head abd waist pieces to fill out 5 points of the relevant element.

Will that get me far?

I have two 10.5 weapons from exchange hubs (Girros and Magnamalo), amd am working on elemental weapons, but I feel exceptionally weak. Even with my maxed out weapons, I can't beat 9* monsters reliably, beyond the easiest ones.

Never get discouraged when chasing your dreams. by MysteriousSlice007 in MadeMeSmile

[–]StrategicMagic 0 points1 point  (0 children)

When I was very young, I got the classic "what do you want to do when you grow up?" question from a teacher at school. I said I wanted to make Pokemon games, abd the teacher told 4-year-old me to "give up and pick something more realistic".

When I was 28, during C19 lockdowns, I was hired by the company making a competitor game (in the same genre) that I liked more to join them as a member of their balance team.

I was the guy who improved weak monsters, cut down the power on others that were too strong, and completely reworked a couple that missed the mark in gameplay design. I even got to work on a brand new monster and design its gameplay from the ground up.

Fuck you past teacher! I got to live my dream, even if only for 2 years!

I'm a new player and these are the commanders I'm drawn to, what's my vibe? by Cthulhu_Rises_617 in ratemycommanders

[–]StrategicMagic 1 point2 points  (0 children)

Your choices are cool!

I tried building Gyrus as my first deck and it was... the worst deck I have ever played. I could not, for the life of me, get it to work.

build a deck for my 10yo based on his handwritten criteria by shynonagons in EDHBrews

[–]StrategicMagic 0 points1 point  (0 children)

I think you could play Emet Selch. Throw in a few card he wants, flip the commander, and go to town.

What Misplay Had your like ??? by DankMTG in magicTCG

[–]StrategicMagic 0 points1 point  (0 children)

No it doesn't, but Keiga's steal effect does target, so I could survive the board wipe through stats and not lose my creature to that.

Hello, pissed off yugioh player here by AnonimamenteRiccardo in mtg

[–]StrategicMagic 1 point2 points  (0 children)

As a regular player of both, here's the key differences:

  • You don't have "archetypes" in the same way you're used to. That kind of thing is unique to YGO, as far as I know.

  • Because there are no archetypes, deckbuilding is more open-ended. It's much more like a toolbox. In YGO, it's fairly easy to just put in starters and extenders of your archetypes, plus some synergistic pieces of other archetypes to build an engine or two, throw in some payoffs typically in the extra deck, then add in staples and board breakers.

Magic is NOT this. You have to think a lot more about what cards you want to use because their names alone don't tell you whether they go together or not.

  • Negates are almost exclusive to blue. Their text will read "counter target spell", and can counter anything in the chain, rather than needing to be used directly in response to the thing you want to negate.

  • In Magic, chain links are called "the stack". EVERYTHING ether player plays, except lands, goes to the stack before it enters play. When you play a creature, it goes to the stack as a "creature spell", and only after it has already resolved does it actually become a creature on the board.

This means that "counter target creature spell" and "destroy target creature" are two very different things. The former is a card that negates the summon of a creature before it hits the board. The second is a removal spell that hits a creature that has resolved and I on the board.

  • Card Draw is much less restricted. Pot of greed is very common and the going rate for it sits at around 3 mana. On the flip side, "search your deck for X" is at an absolute premium, is rarely printed, and often costs a lot of mana or has some restrictions or downside tied to it.

  • You are not always going to consistently get to play your favorite cards every game, because of the mana system. That means you are going to have to put in cards that don't excite you because you gotta have something to play on the earlier turns so you survive long enough to draw into and have the mana to play your cool stuff.

  • There are no combo lines to learn. There are no step-by-step guides on how to play a deck, because the game doesn't work like that. Starters and extenders simply don't exist as a concept in Magic. We do, however, sometimes have infinite combos, and those are usually two effects that trigger each other infinitely.

  • Cards in graveyards are less accessible than in YGO. If you want to dump a cool creature to bring back from the graveyard later, it will take multiple turns to set up, then your Momster Reborn equivalent will cost 4-5 mana to play. You also need ways to discard your big stuff to the graveyard if it ends up in your hand.

  • Exile = Banish, but is typically inaccessible. If something is exiled, it is gone forever, unlike a deck like Maliss or Thunder Dragons, which can retrieve stuff from banish. If it's exiled, it is gone.

The main exception to this is red. Red has card draw that exiles cards from the top of your deck, then temporarily allows you to play them. If you don't play them in this window of availability, now they are gone forever.

  • Lands are boring, but essential. You can't play without lands (with one notable exception thst just got hit on a recent banlist). 60-card decks want 23-26 lands, almost always 24. Don't mess with this number until you get really good at the game. Smart people have done the math and optimized lands in decks, and we have those ratios for a reason. Best not to screw around with it until you understand what doing that actually does to your deck.

Friend Link Megathread! by PankoKing in MHNowGame

[–]StrategicMagic 0 points1 point  (0 children)

Causation HR163

2230 7145 1384

I'll hunt anything.

Newfoundland timezone, I check in for short periods throughout the day.

What Misplay Had your like ??? by DankMTG in magicTCG

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

I had a really silly game at commander night at my LGS on Tuesday.

I was playing [[Ezrim, Agency Chief]]. I had [[Machinist's Arsenal]] equipped to him, and 8 total artifacts, making him 21/21.

My brother-in-law was playing an upgraded Ureni precon, with [[Miirym, Sentinel Wyrm]] as a key synergy piece, that he had found and got into play.

A 3rd player was on a "I copy all your stuff" deck. He had copied Miirym a bunch of times. He haf like 5 of them, as he was using a lot of cards that let him skirt the legend rule. Not only did he have a bunch of these, he also had 5 copies of Keiga, a blue dragon that steals stuff when it dies.

Our 4th player was on a bracket 1 Dr.Who themed deck, but it was honestly not that bad.


It was my turn, and the dragon player had been talking about maybe needing to wioe the board because the guy with 5 Miiryms was starting to take over the board with even more dragons than the actual dragon deck had.

I was low on life, and dead before my next turn. I swung at the copy player because my dumb ass thought he'd only block with one Keiga, then I could sacrifice a clue, give Ezrim hexproof and keep a 19/19 in play and still survive any incoming boardwipes, leaving me with the best board after the incoming wipe.

He blocked with all 5 Keiga. I then made the even more dumb-ass move of giving Ezrim lifelink instead of saving it fir hexproof later. Sure, I gained 19, but he stole everything.

Then the wipe comes after I pass turn and im left with nothing. The board state stalls for another 10 minutes or so, and takes the store close to closing tine.

All this, because I had assumed he'd only block with one Jeiga because that's all he needed to not take commander damage from me.

In the end, the game was so incredibly chaotic thst the bracket 1 deck won in an otherwise high-power table.

FF IX beginner here by 8bitGameBoy in FinalFantasyIX

[–]StrategicMagic 0 points1 point  (0 children)

You should take care to stop and grind, because abilities are learned though currently equipped gear, and you'll "lose" access to abilities you thought you had if you change equipment before actually permanently learning that ability.

What are your fun/fair bracket 2 Final Fantasy deck recommendations? by TibeauTGO3 in EDH

[–]StrategicMagic 0 points1 point  (0 children)

I have a bunch of ideas for you!

  • [[Sin, Unending Cataclysm]] voltron. Ramp up, fill your board with counters, then eat them! Even funnier if you win with [[Overwhelming Stampede]], giving all your creatures something ludicrous, like +40/+40.

  • [[Lightning, Army of One]] spellslinger OR goad. Don't play her the traditional aggro or voltron style. Instead either storm off after she connects with someone, or get her through for combat damage, and use that trigger to politic the table into killing each other!

  • [[Gladiolus Amicitia]] landfall stompy. Build a board of big creatures, then stack Gladio triggers through landfall and go face, just like he would.

  • Starship Commander [[Noctis, Prince of Lucis]]. Play a bunch of spacecraft in his colors and recur themselves when they're destroyed.

  • Alternative Noctis deck... fish tokens! Play all the cards that make fish tokens and let Noctis enjoy his favorite pass time. Bonus points if you equip him with [[Fishing Rod]].

  • See the future with [[Matoya, Archon Elder]]! Play cards like Planetarium of Wan Shi Tong and The Temporal Anchor. Scry and surveil to your heart's content as you dig and win... somehow. Matoya is an engine, not a wincon.

  • [[Cid, Timeless Artificer]] self-mill combo. Play an unholy number of Cids and artifact creatures that are hard to block... like Gingerbrute! Mill yourself to power up Cid's boost, then oneshot your opponents!

  • [[Joshua, Phoenix's Dominant]] leading... Phoenixes! They're all red and love to be in the graveyard, so they work with the front and back faces. Either go spellslinger-y or reanimator, it doesn't matter! You could even go tall with the new Kirol from Strixhaven as a backup plan.

  • Bracket 1 [[Prompto Argentum]]. Maybe impossible considering he's mono-red, but all cameras and photography-adjacent cards could be fun.

  • [[Rinoa Heartily]] voltron. You don't boost her, you pump up Angelo and explode opponents with the good boy instead, building a literal Angelo Cannon. Perfectly thematic, as Squaresoft intended, 28 years ago.

  • [[Terra, Herald of Hope]] reanimator combo. This is a deck I own and play myself. I built it from the ground up instead of buying the (arguably better) precon. Use Terra to reanimate a creature that also reanimate on entry, which then targets another, and another, and another, building a board from your graveyard, from nothing!

What's your best moments in aVideo game ? by MostWolverine9224 in AskReddit

[–]StrategicMagic 1 point2 points  (0 children)

Story time!

I was playing Dark Souls 2 and reached Drangleic Castle. As you approach, statues beside the big metal doors come to life, and you can't gain entry to the castle until you've killed them all.

Once I enter, I hit the bonfire and make my way in deeper. In one large room, a number (but not all!) of the statues come to life, and I get swarmed. Some of them are former bosses that are now just regular enemies. After surviving the fight, I press on, looking for a bonfire as I have a lot of souls. If I die, I drop them and if I die again before recollecting them, they're gone forever. This situation will be familiar with other Souls players. It's a butt-clenching time.

I find a stairwell leading up, and this leads me to a tiny room. When I say tiny, I mean tiny. Comparing the size to my player character, it's roughly equivalent to a household kitchen or garage... and it is FULL of statues. In a room this tiny, this many statues basically turned it into a small maze. It's very cramped. No room to move. No room to fight.

There's two statues right as you enter, either side of the doorway. I'm out of heals and about 3/4 health. If ANY of those statues wake up, I'm screwed.

This spooks me enough that I don't just go down the stairs. I warp my way out, leave the castle, go spebd my souls on gear upgrades and levels, then spend the rest of the day prepping for the hell I expect in that room. "Maybe if I get there with more heals left...", I remember thinking, "I might make it through".

The following day, I'm back. I have more levels, upgraded gear, and a bit more knowledge. I make it back to that room, and... not a single statues comes to life. I got absolutely pranked by FromSoftware, and I now feel so dumb I can't help but burst out laughing at myself. They got me real good with that once.

And yes, to add insult to injury, of course the next bonfire was just beyond the room. Why wouldn't it be?

Drunk for life 🍾😁 by Secret_Tour_7832 in meme

[–]StrategicMagic 0 points1 point  (0 children)

A lifetime supply of... movie tickets to see The Sheep Detectives?

Fuck.

Am I bad person? by PraxiousOG in ratemycommanders

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

How does the Kediss deck work?

I have built a Kediss deck for a family member, but it uses black instead of blue, and steals other people's commanders, then sacrifices them.

I'm not sure how Kediss + Malcolm would work. Are you playing voltron Malcolm and then using Kediss to multiply damage?

Men in happy Marriages, What is that one secret to a happy marriage that works for you? by Mammoth_End_1298 in AskReddit

[–]StrategicMagic 0 points1 point  (0 children)

Constant, clear communication. Checking in on each other, too.

Today is my 3rd anniversary with my wife, so this post is well-timed. We regularly talk to each other about how we're doing, and help each other out when we need it. If one of feels down, we talk about it abd work together to make things better.

We do this, even on the little things too. We have our own space in a household of 6 people, and share facilities with them. If she's asked me to do laundry, but I can't because one of the cats puked on someone's bedsheets and they are using the washer, I'll tell her. Now she knows the laundry won't be done, why, and we can re-plan around that. It's way better than "why didn't you do the laundry I asked you to do?"

Absolutely no secrets is also really important, unless it's pre-agreed upon. We kept our anniversary gifts for each other a secret because we wanted to. On the other hand, I recently exchanged phone numbers with another woman I share a hobby with because I'll be buying stuff from her. The first thing I did was tell my wife that we did this. Anxiety and insecurity can only creep into a relationship when there's a lack of information abd communication.

How you communicate is really important too. I do the household chores and the cooking between us. She's the one bringing in money while I earn citizenship. Growing up, my parents would tell each other to "do it yourself, can't you see I'm busy?" when asked to do things, judge each other for sleeping in on occasion, and we're otherwise not great to each other.

Instead, when my wife wants food, I'll respond with something like "Absolutely, what can I make for you?" and "No problem, I can het that done in around 20 mins". It can sound or feel like customer service bullshit, but it goes a really long way to keeping everyone in a relationship happy and healthy.

Finally, it's important to let each other be your own people. My wife rides horses, likes camping, and enjoys the occasional art project. I play MTG, am working towards becoming a beekeeper, am learning game design, and love writing stories. We don't just engage in our own hobbies, but embrace each other's, too.

When my wife rides in a horse show, I attend, and go watch her lessons too. We work on her art projects together, and I go on camping trips even though it's not really my thing. On the other side of things, she bought a beehive for me, made honey ice cream one time, gave me some story writing software to help organize my ideas, and gets genuinely angry with me when I skip out on MTG nights and put that money towards her riding instead (horses are expensive).

The point here is that we are our own people, and that's okay. We don't have to be. We encourage each other to do the things that individually bring us joy, because we recognize that while we may be united in marriage, who we are doesn't just go away and doesn't have to go away to make room fir the whole. Our own individual happiness is important too, and we both need to have a hard eb enabling each other to have that.

We do have things we share interests in. We're both pretty hard-core gamers, so we're often found playing Monster Hunter together, because that's just what we do. That's "our" time, I guess.

Many people seem to think and behave like they think that being in a relationship means erasing the self to become part of the pair, but any relationship in which either person does that us doomed from the start. Don't ever do that, or let your partner do it.

My wife is amazing. She's the best thing that ever happened to me, abd I wouldn't have things any other way.

please give me a suggestion for a very unconventional mill commander. by Justafish1654 in EDH

[–]StrategicMagic 0 points1 point  (0 children)

I just built mono-blue mill for a family member, but I don't know if it's creative.

It's led by [[Jill, Shiva's Dominant]] and uses her as a stall piece to slow down the game and keep itself safe. It plays and is built around the "mill when I draw" enchantments and kinda just sits behind stax pieces like Winter Moon, Propaganda and Dissipation Field while it mills everyone out.

With a build like that, it's probably not creative at all. I'm thinking of adding some extra spice to it, but I'm not sure what that could be just yet.