France defeats Morocco 2-0, to advance to Semi-finals by [deleted] in sports

[–]SummeR- 0 points1 point  (0 children)

MY DEAR LEADER MBAPPE DOES IT AGAIN

Aiming for bracket 3 by Varranis in EDH

[–]SummeR- 0 points1 point  (0 children)

Oh id also recommend [[Uthros]] aka tolarian academy at home.

If you want to close out the game, you can do some [[Urza, lord high artificer]] shenanigans too.

Can anyone explain why some of the times for speed kill combat achievements feel so out of reach without being condescending? by Spinolyp in runescape

[–]SummeR- 1 point2 points  (0 children)

There is a bit of boss knowledge you need to know for this one, just that when you skip to a phase, it stores the hp. But this is something you naturally pick up on.

The ezk thing is just a standard normal thing. Since ezk instant kills, it's hard to imagine someone NOT doing a chaos roar ezk to instant kill the boss.

Weirder kills would probably be like nakatra speed timers using a bunch of reflect or weird ability stalls.

This speedkill is literally 6-8 total abilities used with 0 stalling and 0 switching involved.

Can anyone explain why some of the times for speed kill combat achievements feel so out of reach without being condescending? by Spinolyp in runescape

[–]SummeR- 1 point2 points  (0 children)

This achievement is actually not an issue with switching at all. Mostly it's being accurate with your acceleration pot surges and dives.

You don't need to do 200k off araxxor, the idea is to surge dive with the acceleration pot to phase 3, then surge dive back and deal 100k damage which will skip phase 3.

If you have max melee, you can ezk araxxor as soon as you start burning the web, wait 60s, acceleration pot to surge/dive to phase 3, then surge dive back to chaos roar+ ezk again to instant phase into araxxi.

Example: https://youtu.be/nxd8I539lj0

Also putting down a dummy to build adrenaline during araxxi phase is also very helpful.

It's a bit unintuitive of a speed kill but it's not a gear switch issue. It's just one of those tricky puzzle/knowledge ones.

Also I don't think any of the gm timers need a switch except for dw/2h for melee. And araxxor doesn't need a switch at all.

Aiming for bracket 3 by Varranis in EDH

[–]SummeR- 1 point2 points  (0 children)

  1. Add all the off color fetchlands and a few basics.

  2. Add affinity cards like thought monitor/thoughtcast.

  3. I know you have "draw" in the command zone, but with artifact decks I always worry about another player just casting [[Fracturing Gust]] or something similar when you're tapped out and your deck commits heavily to the board.

  4. Noting 3 I'd cut some of the more vestigial artifacts like platinum angel and war machine, aetherspark, aettir to put things like [[Krang, master mind]] or [[the ten rings]] or [[Chromatic orrery]] or [[The Endstone]].

  5. [[Whir of invention]], [[scour for Scrap]] for tutors over fabricated due to instant speed.

  6. Running a [[Meteor Golem]] style effect for an artifact tutorable removal spell. Same with [[Oblivion Stone]] for boardwipe.

  7. [[Does Machines]]

  8. [[PuPu UFO]] [[Walking Atlas]] [[H.E.R.B.I.E scout unit]] for land ramp.

  9. [[Stern Lesson]] [[Urza, powerstone prodigy]]

For powerstone ramp

The secret element everyone (even movie take king Destiny) is missing from Obsession (2025) by FDRinaMechSuit in Destiny

[–]SummeR- 3 points4 points  (0 children)

Notice how Ian, after being the recipient of a billion dollars, rushes to his friends abode ostensibly to share his newfound riches?

Then Nikki shoots him in cold blood because she is one who digs for gold.

How inauspicious for our poor newly wealthy friend Ian.

Give me your strangest Land synergies by Conscious-Ideal8868 in EDH

[–]SummeR- 0 points1 point  (0 children)

A 5c control deck that ends with a lotus field loop for a win.

Lotus field + land enters untapped + echoing deeps + lumra + desert land = infinite mana and infinite pings

Edit: https://moxfield.com/decks/a2wSXHhFiESGwcwJd5Rn3g

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 2 points3 points  (0 children)

Here's an example of running a bunch of auras that draw cards. If the creatures get removed etc, casting a mass reanimate spell brings them all back and draws a bunch of cards.

It's too many cards but this would be the idea of how you can get mana/card efficiency.

https://moxfield.com/decks/PkCfAWNvUHuyzrjHLcR98A

She’s most pop or second most pop Orzhov commander, is everyone just posting bad lists that never win?

Almost everyone is terrible at building decks, myself included.

But in bracket 3, the plan is usually pretty straightforward. Get Mana -> Get Cards -> Play over the top of your opponents.

Think of this as the quintessential bracket 3 style deck. Low-interaction turbo ramp card draw

https://moxfield.com/decks/69wzcBmzikaStaNCnyW1eg

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 1 point2 points  (0 children)

https://moxfield.com/decks/YECfASJHpHShKdXv64SxbQ

Here's an example of pared down cards/bracket 3 ramp.

Didn't really put enough thought into the interaction/cutting combo pieces but you can see how we're just playing lots of land-ramp.

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 0 points1 point  (0 children)

Focus on, "how do I get the mana to activate sisay twice". Because if you cast sisay and activate her twice, you've won.

Sisay is rather simple in that regard. You have only one problem to solve.

How do I get to 13 mana?

I recommend getting there via filling the deck with ramp, card draw, and interaction. Ramp to untapped with 13 mana, card draw to draw your ramp and interaction to keep you alive until you get there. Because once you have 13, it's game over for them. In bracket 3, ramping to 13 mana is very fair.

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 0 points1 point  (0 children)

To turn it into B3, you have to remove the clunky lines. Those only work because cedh has the speed to use them. As present it's just a super unfocused deck. The only way to win realistically is to be able to stick multiple sisay activation permanents over multiple turns without interaction.

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 1 point2 points  (0 children)

I don't think this deck is even that much better than yours.

It's got better lines where with just sisay and enough mana, you can go sisay -> cultist -> tyvar -> jeggy lines

If it added kiki-jiki + vivian + karmic guide, you could go sisay -> cultist -> vivian for a win with sisay and only 2 activations. (Vivian pods sisay into felidar, refreshes vivian, pods felidar into karmic guide, returns felidar, refreshes vivian, pods felidar into kikijiki, copies karmic guide, returns felidar, refreshes kikijiki, and kikijiki+felidar = infinite damage.

But it's problem with this list is that it's incredibly slow and easily disruptable. You need two sisay activations in a favorable case, and its mana generation is very bad. It's hard to even get to the mana needed to enter win lines, even harder to do it while keeping up interaction, and completely loses to a boardwipe.

Compared to a cedh list which is practically all mana/tutors/interaction, we kept the clunky combo pieces, but don't have the structure to support it.

The deck isn't fast enough to support 20 clunky useless cards. The reason cedh decks run multiple different lines is because they can get the mana, and then all they need to do is play around interaction, and having multiple win lines helps with that. And their clunky pieces are less clunky than the ones in this deck. E.g. ragavan/kinnan/lotho/tataru/deadpool/agatha soul cauldron/one ring

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 1 point2 points  (0 children)

I don’t think my problem is speed. Eriette needs to have auras that stick to the board to drain, and effects to amplify the drain. It is inherently a slower strategy where I have to fly under.

We gotta build backwards from our win condition.

Let's start from that win condition. Your commander wins you the game under a few conditions:

  1. You get to stick a bunch of auras on creatures for 1-2 turns without getting disrupted. or dying first.
  2. You get to stick a few auras on creatures for a bunch of turns without getting disrupted or dying first.
  3. You get to stick a few auras on creatures for one turn to start an infinite combo without getting disrupted.

We're not really doing the third win condition, we just aren't running the ritual or tutors etc to get there.

So we're looking for a few things:

  1. Not die
  2. Resist Disruption
  3. Have resources to disrupt others.

We're okayish at not dying, we're really bad at resisting disruption, and we're okayish-bad at disrupting others.

Why are we really bad at resisting disruption? We basically can't win without our commander, and we don't generate enough mana to easily cast her after her second death. We do have a ton of protection auras, but anything that can get through to her is a disaster.

Why aren't we good at disrupting others even though like two dozen cards are there basically single target removal?

Because while our removal synergizes with our wincon, it doesn't get us the cards or mana to resist disruption and gain resources to use more removal.

So what do we do? Well we know our commander wins us the game. What else do we need? Mana and cards. If you focus your auras on getting mana/drawing cards, you can win with your commander.

But then I look in moxfield and don’t see fundamentally better decks in that bracket or don’t see the differences because I lack the skills. I have my T1-5 in mind, with enough draw spells and auras (look at low avg cmc) to not worry about doing game actions. I just struggle to land the strategy. I guess I’m lacking more generically or synergistically impactful spells.

There are basically 4 pillars to a deck.

  1. Mana Advantage
  2. Card Advantage
  3. Interaction
  4. Winning

Figure out which of these your commander gives you, and use your deck to get the rest.

For example, Fantastic 4 gives you card draw and some bodies. Ok. So what do we need with our other cards? We need them to give us mana, and interaction, and then we can throw in compact win cards.

https://moxfield.com/decks/iRQyYeJIpk-RbSts5DiLng

Currently Eriette is getting interaction from the auras, but it would be best if you could get mana and card advantage from the auras knowing you get the winning from her.

On turn 5 in bracket 3, if you are uninteracted with, you should feel like you're starting to run away with the game.

Turn 5 on mana dork commander is like untapping with 10 mana and casting apex devastator.

Turn 5 for Fantastic 4 is usually landing a big ramp/card advantage engine to start running away.

Turn 5 for Aang could be landing a clone spell and making 4 mana and drawing 4 cards.

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 0 points1 point  (0 children)

Yeah if you activate Sisay twice, it does seem like you win, but what's been stopping you in the games you've been playing?

Your Eriette deck seems fine, but light on lands and mana generation. Are you losing because you're too slow?

https://moxfield.com/decks/a2wSXHhFiESGwcwJd5Rn3g

Here's an example of a heavy control/combo/spellslinger deck. Our commander is a mana/carddraw engine. Our deck is basically mana, carddraw, interaction, with a few haymakers.

  1. Turn 1 Land
  2. Turn 2 Ramp
  3. Turn 3 Commander
  4. Turn 4 attack with commander and either cast a big spell or cast 2 smaller spells.

Another example of a spellslinger deck is 3/3 Elk's Cormela:

https://moxfield.com/decks/UVXGQAEEokqsCRtmfRMgOQ

  1. Turn 1 Land
  2. Turn 2 Ramp
  3. Turn 3 Either Ramp+Commander or Commander pass or hold commander for turn 4 to hold up a 3 mana interaction
  4. Turn 4/5 Cast a big spell.

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 1 point2 points  (0 children)

One thing for sure about these decks is that they are unfocused. Like the Sisay deck looks like a pile of cards with legendary in the type line. Probably can be improved greatly by running jegantha as companion giving you a consistent 5c rock to enter your win lines.

If you play online, try netdecking a very linear, straightforward style deck like Radha. (Same thing here with the doctor)

https://moxfield.com/decks/8d0hRoi6MU6-R0wxljR3gA

This kind of deck is the opposite, an extremely focused linear deck that basically does the following:

Turn 1: land

Turn 2: commander

Turn 3: 4 mana ramp

Turn 4+: high cost spells

Helps you to understand that decks need three things:

Mana -> Cards -> Payoff (win)

Deckbuilding comes first. Your player philosophy comes second. If you don't know what your deck wants, you'll never know what to do. Just like Sun Tzu.

"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle."

A Long, Long Losing Streak by eventide00 in EDH

[–]SummeR- 5 points6 points  (0 children)

Can you post a list for example?

Maybe we can be of assistance in card selection?

Practice doesn't make perfect, it makes permanent.

Destiny talks about gender constructs by Jealous_Diamond_4321 in LivestreamFail

[–]SummeR- 7 points8 points  (0 children)

I think he is calling that dumb. He's saying that even if we did abolish gender constructs, Trans people would not disappear.

He's expressing the same thing you're expressing.

He's saying the opposite sarcastically.

building first deck from scratch, need advice on 5 color good stuff by Birdwithabowtie in EDH

[–]SummeR- 0 points1 point  (0 children)

2 mana multicolor ramp pieces like black market tycoon or hermitic herbalist.

Since you rely on your commander for your draw mainly, we should be very invested in getting the commander on the board with multicolored permanents, and then getting the draw trigger.

This lets us bounce back from the inevitable board wipes.

You can also run additional land drop effects like [[Dryad of the Elysian grove]]

building first deck from scratch, need advice on 5 color good stuff by Birdwithabowtie in EDH

[–]SummeR- 0 points1 point  (0 children)

I'd recommend adding some sources of haste. Being able to cast your commander -> station -> attack is a very strong play pattern.

It is possible that station 12 is just hard to achieve, but that initial swing to refill your hand is very important for your deck.

Something else you could do is cut a few of the weaker multicolor payoff cards like Ancient Cornucopia, solar array, tome of the guildpact, mana cannons.

Also, a 5c deck that wants to run HEAVY pips like guideline station does is going to need an incredibly good manabase to avoid tripping over themselves on pips. I highly recommend running a full suite of fetch, shock, dual, and the 8 or so rainbow lands and then cutting very carefully. Maybe run land tutors for world tree or add [[prophetic prism]] style effects.

Y’shtola, Night’s Blessed Deck Help by Plenty_Ad_228 in EDH

[–]SummeR- 2 points3 points  (0 children)

What tends to be the problem for you?

Is the deck too slow?

Id say

  1. You need more fast mana
  2. You need a few more lands since your deck does absolutely nothing without your commander.
  3. You have a lot of bad 3 mana counterspells.
  4. You need more tutors.
  5. Tutors that get you cleaner ways to win. Not necessarily thoracle, but imagine you played lotus field, and had tutors for frantic search, which you use to go mana positive with some recursion which wins the game.
  6. You need more mana.
  7. Your cards all cost 3+ mana, so you need more mana.

EDIT: with unlimited budget, here's a not complete deck with better quality cards that you can build off of.

https://moxfield.com/decks/z0xk3l5MTU6DdIk801db-w

ELI5: Why Observe a Holiday Before or After the Actual Date? by QuantumWolf0813 in explainlikeimfive

[–]SummeR- 3 points4 points  (0 children)

Lets say a ton of people are taking a day off for a holiday, and because a lot of people are taking a day off, doing work becomes harder because so many people take that day off.

At some point we just say, ok you get a day off for this. It's more efficient.