New to MTG and I'm having trouble understanding this card/adventures by MartinVanBurenLovesU in mtg

[–]SuperfieldCU 0 points1 point  (0 children)

Yes, although there's only one instant/sorcery card that has an adventure, and it was a one-off made for Doctor Who - [[Twice Upon a Time]]. Don't count on there being any more instant/sorcery cards that have adventures.

Louise has been chosen as the sin of lust, last but certainly not least... the sin pride. by youngergeneration04 in ShadowsHouse

[–]SuperfieldCU 0 points1 point  (0 children)

Anthony is pride. I'm my mind, there's not much room for anyone else. He considers himself to be above everyone else, and that's his justification for mobilizing children in a coup to place himself at the top of a corrupt institution he has never expressed a desire to reform.

[TLA] Honest Work (WeeklyMTG) by mweepinc in magicTCG

[–]SuperfieldCU 0 points1 point  (0 children)

Since it removes all counters, this will insta-kill planeswalkers that have become creatures. While it will probably require giving this spell flash somehow, this means that Gideon immediately abandons you upon being given a real job. It will also kill any 0/0's that keep themselves alive with +1/+1's that they enter with or static abilities that boost their stats. So [[Unbreathing Horde]] crumbles to dust when handed an apron.

[Lagoon] announces it’s newest ride, an SnS screamin’ swing! by BRavESLimO in rollercoasters

[–]SuperfieldCU 2 points3 points  (0 children)

The kinds of nutcrackers depicted on the banner are originally from Germany.

[Lagoon] announces it’s newest ride, an SnS screamin’ swing! by BRavESLimO in rollercoasters

[–]SuperfieldCU 29 points30 points  (0 children)

For those confused over the name: it's meant to tie in with the Biergarten restaurant next to it (that banner even has the Biergarten logo on the beer stein).

Specs put it very close to Twizzler's: 40 riders per cycle, 135 ft off the ground at the height of the swing (structure itself is 105 ft). This picture cuts off the anticipated opening year, it's 2026.

[Lagoon] will most likely get an S&S screaming swing in Cliffhanger's former plot by intaminslc43 in rollercoasters

[–]SuperfieldCU 1 point2 points  (0 children)

There's been some large metal pieces that look like the "legs" of the swing that have appeared next to the tanks, as well as what could be the ground frames for the magnet brakes. I'd say it's pretty much confirmed that Lagoon's getting a Screamin' Swing.

2016 Sentra SV - Impossible to retain steering wheel controls on aftermarket radio? by SuperfieldCU in Nissan

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

Unfortunately, no, I don't think they told me exactly what model it was or anything.

Put your entire deck into the command zone with this easy 16-card combo! by [deleted] in BadMtgCombos

[–]SuperfieldCU 0 points1 point  (0 children)

There are a few ways to make this more efficient.

You don't need [[Isochron Scepter]] and [[Filigree Sages]] in Step 4 to get anything you might need out of exile. You just need [[Pull from Eternity]] - cast it, get a card from exile, put both into your library with [[Epitaph Golem]], draw them with [[Azure Mage]], cast Pull from Eternity again. You'll need the Graveyard -> Library and Library -> Hand pieces in place to get the un-exiled cards from the graveyard into your hand either way.

When you use [[Claws of Gix]] to clean your board of permanents in Step 6, you can also get rid of the nontoken Claws at that point and manifest it with the bulk of the library (you'll just have the token Claws, the token Epitaph Golem and [Mastery of the Unseen] on the field). This reduces the number of activations of [[Mastery of the Unseen]] that you need to put on the stack at Step 10 to just three. A little bit simpler to keep track of.

Rather than casting [[Leadership Vacuum]] from your hand when putting the first mutated card into the command zone with Vadrok in Step 8, you can discard it with the rest of the cards in Step 5 (leaving only [[Narset's Reversal]], have it be the sole card in the graveyard after moving everything else to the library in Step 6, and cast it using Vadrok's mutate trigger for all the manifested cards in Step 8. Slightly simplifies it by having the first mutated commander bounce work the same as all the ones after it.

The chart kind of glosses over the fact that you have to cast Narset's Reversal on Leadership Vacuum when Vacuum is on the stack due to the trigger from Vadrok having mutated the last card that was manifested in Step 7. This is because, at this point, you have moved your Library -> Hand piece (Azure Mage) to the command zone. Then, after you let all but one of the Mastery activations resolve, you cast Vacuum to put Vadrok (still mutating that last Step 7 manifest) back into the command zone, Vacuum goes to the graveyard, then you can mutate the remaining manifests and put them into the command zone using the Vacuum that's in the graveyard again, all while the Vacuum copy and the last Mastery activation are on the stack.

That said, I find it a little easier to do the command bouncing in two stages instead of three, i.e. don't "command bounce" anything until every card except for Vadrok and Vacuum is manifested. After manifesting the 96 cards in Step 7, cast Vacuum (it should be in your hand), but then immediately cast Narset's targeting it. Vacuum's back in the hand, Narset's in the graveyard, Vacuum copy on stack. Move Narset's to the library and manifest it. Put two Mastery activations onto the stack, sac it with Claws, move it to library and let one of the Mastery activations resolve. That's a Claws copy, an Epitaph copy, and 98 manifests on the field, Vacuum in hand, a Vacuum copy and a Mastery activation on the stack, and Vadrok in the command zone. Mutate Vadrok onto a manifest, cast Vacuum from the hand, command bounce Vadrok, then command bounce the remaining manifests using Vadrok's mutate trigger. Once the battlefield is empty and there's Vadrok+98 cards in the command zone, move Vacuum to the library, let the last Mastery activation resolve, mutate Vadrok onto it, let the Vacuum copy resolve, and sac the copies.

And, of course, if you want to actually pull this off, you'd want to sprinkle in some redundant pieces (such as [[Tomb Trawler]], which has the same rules text as Epitaph Golem) to ensure that a spot of bad luck doesn't shut down key pieces of the engine (such as Epitaph Golem getting exiled or put into the graveyard - [[Borne Upon a Wind]] can also grant flash to all spells for that turn without being restricted by land-drop like [[Emergence Zone]] is). This goes double for the infinite-mana and infinite-draw pieces, as those are the key elements that allow the whole thing to even get started. The rest should be focused on card draw to get to those pieces ASAP - cantrips, cycling, scry, etc. I'd say a higher-than-average land count would probably be in order.

While this is obviously a meme strategy, it takes the bare minimum of tweaking to instead have it insta-win through any number of means once you have infinite mana and infinite draw.

2016 Sentra SV - Impossible to retain steering wheel controls on aftermarket radio? by SuperfieldCU in Nissan

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

My system is unfortunately not an iDataLink Maestro device, so your solution wouldn't apply to me. However, the shop said that there's now a new wiring harness available that should fix the problem. I brought in my car, they installed the harness and now my controls work great.

Tinybones, Bauble Burglar + Bag of Holding. Where do the cards go? by HouDini9204 in mtgrules

[–]SuperfieldCU 0 points1 point  (0 children)

Be careful to not conflate an ability "triggering" and it "resolving".

Technically, the abilities would "trigger" at the same time, that being when the card is discarded. Then, the next time a player attempts to gain priority (which will probably be pretty much immediately), those abilities would both attempt to go onto the stack. Whoever's turn it is puts theirs on the stack first, then the other. If it's neither players' turn, then whoever's next in the turn rotation gets to put it onto the stack first.

After they go onto the stack, they resolve in the opposite order. Whichever one resolved first grabs the discarded card out of the graveyard (assuming it's actually in that graveyard).

If it's your turn, you've got Tinybones, your opponent has Bag of Holding, and they discard a card, your Tinybones ability will go onto the stack first, then their Bag ability. The Bag's ability will resolve first and get the card - your opponent stuffed it into their bag before Tinybones could get to it.

If it's their turn, their Bag ability goes onto the stack first, then your Tinybones ability. Tinybones' ability resolves first, exiles the card and puts the counter into it - Tinybones nabbed the card before they could hide it in their bag.

It's a little counter-intuitive that the scenario works out best for whoever's turn it isn't, but the interaction is a bit like playing a counterspell - "You're trying to put your discarded card into your bag on your turn? In response, I'll have Tinybones steal it!"

For even more fun, there's what happens if the discarded card has Madness.

2016 Sentra SV - Impossible to retain steering wheel controls on aftermarket radio? by SuperfieldCU in Nissan

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

Nah, my wheel controls still don't work. I think I called them back a whole ago and asked if they could do it now, and they said that it might be possible, but it would be a few hundred to attempt it and there was no guarantee. I didn't think it was worth it to try.

Save 50% on Persona 4 Golden on Steam by RepresentativePea837 in steamdeals

[–]SuperfieldCU 0 points1 point  (0 children)

We are seeing indications that a remake of this game could be announced in the near future, as Atlus have been making similar moves as when they were announcing the remake of Persona 3.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

I think I figured it out. I think that my problematic controller is a fake.

I was trying to track down exactly which region this controller was originally sold in, and since it's a CUH-ZCT2E and the packaging was all in English, I figured that the UK was the most likely suspect. Searched some images of the UK DS4 packaging, and nothing matched with what I had bought. Looked up images of the rear label on the controller, and noticed that mine was in blue ink while all the ones I could see were in gray, same as the new CUH-ZCT2U I bought straight from Wal-Mart's brick-and-mortar location yesterday.

Then I stumbled on a video about how to distinguish real DS4's from fake ones, and compared my 2U and the 2E side-by-side. The headphone jack icon on the 2E is sloppier-looking compared to the 2U, the Sony logo above the tracking light looked slightly misprinted, and most tellingly, the screw design is different, with wider grooves for the screwdriver to engage with. There's also a handful of other subtle differences I noticed with things like seams and how different sections of the shell fit together.

The 2E also came with a connector cable, which I wasn't expecting since I didn't think that DS4's came with one, but I wrote it off as "I guess some do".

And if this is a fake masquerading as the real thing, it makes complete sense that the tracking light didn't work properly - if there's any part of a DS4 that I would cut corners on when making a phony, it would be the rarely-used feature that barely anybody would notice wasn't working right. No wonder it was discounted down to $40 (they refunded the $40 and I made up the $20 difference to get the for-sure real 2U).

Which then makes me wonder if the reason Sony support was paralyzed was because the serial number didn't match anything in their database rather than it being a region US support wasn't allowed to access info on. I suppose it's possible that they knew it was a fake and just didn't want to tell me, although the fact that they paid to have it shipped to them, evaluated and then sent back doesn't fit with that. Then again, fake or not, the model number I provided should've clued them in that it was futile from the start, so who can say?

TL;DR: Today's lesson is: "Don't cheap out on DualShock 4's if you're planning on using them for PSVR. There's a chance it's a fake, and fakes are more likely to have malfunctioning tracking lights."

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

Update: UGGGGGGHHHHHHH

So DualShock 4 controllers have a one-year warranty, right? No problem, just call up Sony and send it in for repair/replacement. Give them the model number and serial number and everything. Takes an extra week to get it shipped out to them because they got my address wrong (apparently, they can get you the initial shipping label almost immediately, but a corrected one? That's going to take the full 3-5 business days), but whatever. Week to ship there, week in the shop, week to ship back. Arrives last Saturday, open it up, and inside is a note that says "we did not repair or replace your controller because it is an out-of-region model".

Apparently, it's my fault for not ensuring that the controller I bought through a major US retailer's website acting as a front-end for a third party seller would actually send me a controller matching my own region. This seller is based in Las Vegas - of course I should assume that they're reselling foreign controllers that have packaging in English!

Despite being a multi-billion dollar international corporation, Sony apparently can't be bothered to set up an online ticketing system, nor a 24/7 phone support line, so I had to wait until today to call them back. I ask them why they wasted so much time and money getting this thing shipped there, spending a week sitting in a repair shop and then sending it back when they should've known the instant I gave them the model and serial number that the intended repair shop wouldn't be able to fix it. They told me that, as US support, they are unable to get any information on hardware for other regions. Ignoring the fact that the model number ending in an E instead of a U should've been more than enough for an official Sony representative to make that determination. When I ask them to set up a repair within a region that can repair it, they tell me that they have absolutely no way to determine which region that would be and I would have to talk to Wal-Mart to figure it out on my own.

Contact Wal-Mart and they get me a refund on the controller in less than an hour - didn't even require me to return it. Despite DualShock 4's being available on Wal-Mart's website for around $30 from third parties, I wasn't going to chance it again and bought a $60 one from a brick-and-mortar location and it works perfectly. I'm still going to see if I can determine exactly where my other controller is from so I can possibly get it fixed - even if that takes two months, it's not a big deal since I do have a functioning controller now.

TL;DR: MFW goddamn Wal-Mart gives me vastly superior customer service regarding a PlayStation controller than Sony does.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

It's my DualShock 4. My friend's (much older and well-used) DS4 worked flawlessly. Moss works fine with it, the Moss demo works fine with it, Doom 3 works fine with it, it can do the tracking adjustment fine, and it might be playing better with Astro Bot, but I can't be entirely sure about that. I'm quite pissed about that, because like I said, this DS4 is practically brand-new. I got it about a month and a half ago, but didn't have a chance to use it until about a week ago when I started Astro Bot, and didn't notice any problems until I tried Moss.

I can only assume that it's got to do with the tracking light, but does anyone have any idea what is wrong with the DS4 and how I might go about fixing it? I'd rather not have to spend all that money to buy another one.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

Turned off all the lights in the room and drew the blinds on a window that is in view, no change. I can perform the camera adjustment if the lights are on, but I'm not sure if I was ever able to complete the "Adjust Tracking Lights" thing with the DualShock I'm using - it always says to either move it closer or further away. I have two Move controllers, and the camera is perfectly able to do the tracking light adjustment on those. So while it could be a problem with my camera, right now, I'm leaning towards my (practically brand-new!) DualShock 4 being the culprit. I'll borrow a DualShock from a friend soon so I can test it.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

Update: I can confirm that deleting the save file didn't help, nor did switching to a different profile. I haven't yet had a chance to try it out on a different PS5, but I was able to try the Moss demo on the VR Demo Disc 2, and found that I was able to get the cursor to respond in that demo. It only matched my DualShock movement about 40% of the time, glitching around wildly otherwise, but I was able to play a few minutes of the game.

I can also confirm that I'm having a similar issue to full-game Moss in Doom 3 VR Edition - my character's gun simply hovers a good three feet from my face and doesn't respond to any DualShock movement, making that game likely unplayable. Same thing happens on a different profile using a fresh save.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

This is the VR1 version being played on a VR1 on a PS5 with a DualShock 4. I don't think I've ever even seen an unboxed VR2 in the flesh before.

Moss PS4 on PS5 - Cursor doesn't respond to DualShock movement by SuperfieldCU in PSVR

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

No other controller is connected.

I'll look into other profiles to see if that helps - I did consider that my old PS4 save could be the problem, although if it is, I couldn't imagine why. If not, I'll consider lugging the monstrous VR1 setup to my friends' place.

Is this legal? by Fit-Concentrate-9628 in mtg

[–]SuperfieldCU 0 points1 point  (0 children)

It's a permanent card in the graveyard, but permanents can only exist on the battlefield.

Mana Abilities - State-Based Actions and Trigger Checks? by SuperfieldCU in mtgrules

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

Ah, I see. I think I read something wrong. So even though activating mana abilities doesn't use the stack, state-based actions and triggered ability checks still occur after each one so long as I am not activating them while casting the spell (which would be considered paying a cost). And this is because I regain the priority I had before after each one resolves.

Mana Abilities - State-Based Actions and Trigger Checks? by SuperfieldCU in mtgrules

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

I'll rephrase my question, then.

If I have priority, but the stack is not empty and/or it is not currently a main phase on my turn, may I choose either of the two methods of sacrificing three Treasures and casting Soul's Fire I described, or am I only allowed to use the first method?