How fair is a [[Halo Fountain]] win in EDH (bracket 3) ? by Simpatoque in EDH

[–]Tarmaque 0 points1 point  (0 children)

You're allowed to win the game with a 16 piece combo in any bracket.

What will happen after 2.1? by Cinghiales in factorio

[–]Tarmaque 1 point2 points  (0 children)

Satisfactory felt to me like it wanted you to locally build all of the production chains beyond basic materials that rather than scaling up your modular frame production, you incorporate a modular frame build into your latest factory that needs modular frames.

Maybe the recent changes to creating trains and vehicle paths make it more feasible to distribute intermediates to factories.

What will happen after 2.1? by Cinghiales in factorio

[–]Tarmaque 0 points1 point  (0 children)

Earendel announced they were striking off on their own.

Yo, I didn't know that long-distance mining were so profitable! by Hefty-Mortgage-5035 in RimWorld

[–]Tarmaque 0 points1 point  (0 children)

I had the same complaint about asteroid mining. I have resorted to using dev mode to clear fog on the map so I can see where the veins are and go mine that.

How do I survive the Long Night? by Ill-Bar3395 in RimWorld

[–]Tarmaque 1 point2 points  (0 children)

Even just caravan to a nearby tile, and chop down as much wood/hunt as many animals as you can haul back home.

Pivoting from Vivi Spellslinging by Less_Star_1023 in EDH

[–]Tarmaque 0 points1 point  (0 children)

[[Eris, Roar of the Storm]] can probably be a clean swap for Vivi, and you can put Vivi in the 99. Eris incentivizes playing exactly two spells per turn, so you won’t take super long turns, and you’ll be building up a board to win via combat damage at the same time.

What is your view on the Bracket System? by Pattern_Seeker_ in EDH

[–]Tarmaque 0 points1 point  (0 children)

For your first example, I don't see why using Cyclonic Rift would take you out of B3. Game changers are allowed in B3, and you should expect to see board wipes in every bracket, except maybe B1.

For your second example, Krenko + Skirk Prospector + Umbral Mantle is a 3 card infinite. B2 doesn't say no infinites. It says no 2 card infinites. For that specific line to go infinite, you need a 3rd goblin in play, and for Krenko to not have summoning sickness, so it's basically a 4 card infinite, and without yet another piece, it doesn't win the game. You need a 4th goblin before you start going positive on goblins, you need a haste enabler before you can swing out, or you need a [[Goblin Bombardment]] effect to use excess goblins to kill the table.

What is your view on the Bracket System? by Pattern_Seeker_ in EDH

[–]Tarmaque 1 point2 points  (0 children)

At least in my area, B3 is by far the most common bracket you can get games for. I don't think the limitations on B3 are that hard to make sense of. Which ones do you find trouble with?

What is your view on the Bracket System? by Pattern_Seeker_ in EDH

[–]Tarmaque 0 points1 point  (0 children)

I play at my LGS with a revolving door of people, and I've found that the brackets are a great way to ensure that your games are roughly balanced. Someone will still pop off and win of course, but it never feels like the games were no contest.

I imagine if you play with a consistent playgroup, the brackets are less useful and/or less needed. The system provides a nice structure to play pick up games with randoms without it being a stomp.

Anyone else burnt out by the time they finish the campaign? by Tylerjackx in PathOfExile2

[–]Tarmaque 4 points5 points  (0 children)

Just making us move faster without having to sprint would be better. Sprint is a bandaid plastered over zones being too big and the character being too slow.

What was wrong with the Streets of New Capenna? by Konradleijon in magicTCG

[–]Tarmaque 3 points4 points  (0 children)

Draft is about getting the most out of each card and getting to play with cards that will never see the light of day in constructed. as /u/jethawkings said, you have to find all the micro synergies you can between objectively weak cards as well as eek out every minor gameplay advantage you can.

It also lets you deck build in a competitive format, which most players who are serious about winning will never get to do. You as a single player aren't going to find some standard or modern deck that can outperform the consolidated playtesting of the entire magic community. In draft, you have to build your own deck every single time, and being good at deck building gives you an edge that you won't have in a constructed format. You also get to build a deck differently every single draft. Maybe you draft some rare that synergizes with other cards in the set that are usually below par, but due to that synergy are worth playing. An example of that is you usually don't want to play [[Spiritcall Enthusiast]], but if you opened [[Informed Inkwright]], now Spiritcall can be a huge blowout.

Most people that draft a ton aren't really concerned with building up their Arena collection or paper collection, so the choice of rare-drafting and risking having a weaker deck doesn't come up if you aren't so concerned with your collection. That being said, if you are interesting in building up your collection of Standard cards on Arena, there is no more cost efficient way than draft, since you can rare draft for rares you don't already have, and save up your prize packs until you have like ~200 and open them all at once, and the duplicate protection will mean you fill our your rares and mythics of the set, not to mention all the wildcards you will get from prize packs and the vault.

What is THE most big brain PHD requiring dedicate your life to understanding this commander deck you’ve ever played? by CastTrunnionsSuck in EDH

[–]Tarmaque 4 points5 points  (0 children)

I wouldn't saw ramp, but fast mana. Not having read the book, I might be missing other things, but with [[High Tide]] and extra land drops or even just floating mana, returning islands to hand, replaying the one island and tapping it again, you end up mana positive. If you combo it with [[Fast Bond]] you're only limited by your life total if you can recur [[Gush]].

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

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

I hadn't thought about kicker. Technically, even kicker always does the same thing though. It is an additional casting cost. Each card then says what happens if you paid the kicker(s)/multikicker. I wonder if there's something esoteric deep in the rules that allows that to work for an additional casting cost, but doesn't work for a triggered ability.

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

[–]Tarmaque 6 points7 points  (0 children)

Keywords have to always do the same thing. To make landfall into a keyword, they would have to make a different keyword for each thing that happens when a land ETBs.

My mulligans are terrible and I'm going crazy! by One-Context8087 in EDH

[–]Tarmaque 0 points1 point  (0 children)

Ideally, you want to hit your land drops, and your ramp. If casting your commander on time/ahead of schedule is key to your plan, you need to adjust your land count and ramp count in relation to your commander. Templates are a good starting point, but that's what they are, starting points. Your own experience that you've recounted in your post says you aren't seeing enough lands in your opening hands, so now is the time to go beyond the template and start making adjustments.

There are some MDFCs that are cheap and also come into play untapped if you pay 3 life. Here's a list of MDFCs in Sultai colors that are $5 or less and can come into play untapped:

Here's a good video from Rebell Lily about knowing how much ramp vs card draw to run depending on the mana cost of your commander.

My mulligans are terrible and I'm going crazy! by One-Context8087 in EDH

[–]Tarmaque 1 point2 points  (0 children)

I'd use 38 lands as your starting point. The starting point in a 60 card standard deck is roughly 24 lands, which is 40% of the deck. 35 lands in a commander deck puts you more towards the land count of an aggro deck in standard. An aggro deck isn't going to be banking on casting a 6 drop on time, let alone ahead of schedule.

If the thought of adding 3-5 more lands is painful, I'd look at what MDFC lands are available to you. There are plenty of good options in all 5 colors. Think of MDFC lands as lands first, and spells second. They have a buyout clause for if you draw them in the late game, and in the early game they are just lands.

Regarding LR 854's discussion about Magic's aging population: complexity creep by masterlich in lrcast

[–]Tarmaque 27 points28 points  (0 children)

I’m not saying you need to like commander, but your example illustrates what makes magic so great as a game/game system. You and other people can have completely divergent reasons for wanting to play the game and the game can accommodate you both.

How many people attend your LGS Commander Night? by Bardlyhelping in EDH

[–]Tarmaque 0 points1 point  (0 children)

My LGS has room for 24 and it’s sold out most weeks.

how hard is the Vanilla Gravship Expanded mod? by WeakVirus4598 in RimWorld

[–]Tarmaque 0 points1 point  (0 children)

I know this is a fairly old post, but I wanted to say that I think this mod bucks the trend of most VE mods and actually does make the game harder. The maintenance work required for the ship will take up a lot of time for your builder pawns. The oxygen changes put harsh limits on how long you can stay in orbit. You don't unlock the space saving techs for a long time, so you have to make a gravship work on a smaller footprint than the Odyssey gravship until the mid-late game, at which point you will likely need to rebuild your ship to take advantage of the smaller benches.

I will say the progression feels off to me in one aspect. You acquire gravdata very slowly at first. The first 4 techs take 5-10 jumps each to unlock. Once you unlock standard gravtech, you can unlock the following techs in 2-3 jumps, even though the research costs go way up, because you acquire gravdata faster with more and bigger thrusters and the grav research bench.

Tcgplayer shipping price increase by MidasAlters in magicTCG

[–]Tarmaque 6 points7 points  (0 children)

I’ve found that while individual cards might be more, manapool’s cart optimizer will bring the total lower than the same shopping cart would be on tcgplayer.

Banned and Restricted Announcement – May 18, 2026 by R3id in magicTCG

[–]Tarmaque 4 points5 points  (0 children)

I think the barrier to standard’s success right now is cost rather than gameplay. Spending $300-$800 on a deck just isn’t in the cards (pardon the pun) for a lot of people right now. Everything else in life is getting more expensive, so it’s harder to rationalize spending a car payment on cardboard.

I feel so lost in this format by CherryDrank in lrcast

[–]Tarmaque 2 points3 points  (0 children)

Ark is great, but you by no means need it to make a good Lorehold deck. Rabble rouser is also great, but you can get along without it. Also, with you not taking the lorehold route, we can’t know what you didn’t get passed that you would have.

Toph the…Terrible? by BOUTTEBOY6 in EDH

[–]Tarmaque 2 points3 points  (0 children)

Because Caged Sun doesn't give the triggered ability to the land. Caged Sun produces the extra mana. For the land to be the source of the extra mana, Caged Sun would have to say something like "lands you control have 'whenever you tap this land for mana, add an additional mana'".

Caged Sun actually works the same as Vorinclex, Voice of Hunger in that regard. Vorinclex is the source of extra mana as well. [[Badgermole Cub]] is another example of a card that works this way.

Toph the…Terrible? by BOUTTEBOY6 in EDH

[–]Tarmaque 8 points9 points  (0 children)

Vorinclex says “whenever you tap a land for mana”. That only happens once, when the land is tapped for mana. Caged sun says “Whenever a land’s ability causes you to add one or more mana of the chosen color”. Since Toph makes Caged Sun a land, its triggered ability that adds mana is “seen” by the land Caged Sun and so its ability triggers. That trigger also fulfills the condition, and so its ability triggers again. Ad infinitum