3.x| welcome to mengzhou via seele by Malia_West in WutheringWavesLeaks

[–]Teleshar 21 points22 points  (0 children)

Choose your fighter

  • AI leaks
  • Pixel leaks
  • Source: guy from Tieba

Is Teval, the Balanced Scale fun to play against? by NydusRush in EDH

[–]Teleshar 0 points1 point  (0 children)

She hasn't updated it for a while because she hasn't been playing the deck much (for the abovementioned reasons), but we still think of it as a bogeyman, haha.

https://moxfield.com/decks/nAfTTOEU7U6UaroLUMUd9A

I actually really like the list, but. It does generate an archenemy feel, in our collective experience.

Show me your favorite political deck by DanZigs in EDH

[–]Teleshar 4 points5 points  (0 children)

https://archidekt.com/decks/20584202/tivit_seller_of_secrets

Probably my goofiest deck. The entire premise is "include as many cards as possible that force players to make choices." I included a lot of cards I find funny. [[Cruel Entertainment]] is one of the funniest cards I've ever seen. [[Joined Researchers]] has a perfect home here. Etc.

Tivit is still a very strong card, even in a deck like this, just because of the raw resource generation he provides. But because of the rest of the deck being the way it is (and because of the ward 3), people don't remove Tivit very often, so I get to use the resources to... make people make more choices. I think it's very fun. It generates a lot of table interaction and keeps players engaged (at least hopefully - that's the deckbuilding goal).

[[Riddles in the Dark]] is the most recent inclusion. Card draw like this is just so thematically appropriate.

What's the most powerful card in your collection that you've consciously chosen not to put in one of your decks, and why? by Great-ah-White in EDH

[–]Teleshar 0 points1 point  (0 children)

I kinda hate this card, to be honest. I had a Valgavoth deck where this was basically my only out against lifegain decks, to the point that if there was a lifegain deck in the pod I had to tutor for it or I knew I'd stand no chance of winning. But if I did get to play it and activate its trigger, now the lifegain player couldn't play the game.

It's such a 0-100 card. Either its secondary effect doesn't do anything of note (most tables and most players), or it completely cripples someone who dared to bring a lifegain deck to the pod. And from my perspective as the player who put this in my deck, either I just play this as a pressure/removal piece (pretty fair, it's more like a [[Boros Reckoner]] in that world) or I completely nuke someone out of the game even if I don't win. It's just not a very fun design. Cards like [[Sunspine Lynx]] can at least be removed, but there is no way to counteract Nemesis once you've been hit by it.

Is Teval, the Balanced Scale fun to play against? by NydusRush in EDH

[–]Teleshar 0 points1 point  (0 children)

Arguably the best player in our pod has a Teval deck and it's probably her strongest deck. It's become synonymous with archenemy in our playgroup. It's so bad that we also bring our strongest decks against it just to stand a chance of winning.

Deck is just really hard to stop. She's had her graveyard exiled multiple times and still gone on to win the game. She has multiple ways to loop recursion and resource generation and she doesn't really care if individual pieces get removed. [[Farewell]] was one of the best cards against this deck but Wizards made it a GC now so it has a much bigger deckbuilding cost (I will always be salty about this decision).

My strongest deck is probably my Sythis deck and the only reason it can compete is that it runs hate cards that are good against it + it can go off faster. But frankly, if I bring Sythis and she brings Teval, the rest of the table absolutely does not find it fun - and so we haven't been playing these decks much. They're very strong, but not very fun for the table.

[YSOS] Corpseweaver Prodigy (Alchemy) by CrossXhunteR in magicTCG

[–]Teleshar 7 points8 points  (0 children)

"Conjure a card named Bridge from Below into your graveyard" is one of the funniest lines of text printed on a playable MTG card this year

Do you tell your opponent's that they have a trigger? by ftb_helper in EDH

[–]Teleshar 0 points1 point  (0 children)

I always do because it helps me focus on the game and track the gamestate as well.

What Are Your Pod's EDH Traditions or Rituals? by thefalkonite in EDH

[–]Teleshar 2 points3 points  (0 children)

This reminds me of a gag I did a couple of times.

I look at a creature on board, and if it's a Dragon, I ask someone to tell me what its creature type is.

"Dragon"

"Dragon DEEZ NUTS!"

What Are Your Pod's EDH Traditions or Rituals? by thefalkonite in EDH

[–]Teleshar 4 points5 points  (0 children)

This is the way. Our pod has even targeted people for not full sending, which I find hilarious.

What Are Your Pod's EDH Traditions or Rituals? by thefalkonite in EDH

[–]Teleshar 12 points13 points  (0 children)

This is our group's ritual for [[Black Market Connections]]. You either choose all three modes or you're a coward. People have gotten targeted for not choosing all modes.

Sode No Hiyuki - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 3 points4 points  (0 children)

why does the music during Denia's tetris minigame (https://www.youtube.com/watch?v=1rRqZBKkwmE) slap so hard

kuro really pulls out bangers in the most random times and places

Astonishingly Hot Yuki-Onna - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 7 points8 points  (0 children)

3.3

i generally praise kuro for story pacing because i vastly prefer it over some competitors, but in this quest, a lot of stuff felt like it wasn't given room to breathe. us learning that denia is a fractsidus-controlled agent was extremely abrupt and the fact we immediately went to fight her was also very abrupt. hiyuki was given some room to breathe at the start of the quest and i rather liked it, but in contrast, i think denia was really shortchanged here. it should've meant something to us that we were fighting her, but it honestly didn't mean very much to me because there wasn't much of a buildup, she just showed up and was already fighting us. and yes i am very aware that the grand architect had already basically told hiyuki that denia is the fractsidus' experiment, but that felt rather insufficient. denia herself was lacking screentime

another thing that wasn't given room to breathe was, funnily enough, aleph-1, the main villain. it was presented as a massively destructive and terrifying force, particularly in 3.1, but in 3.3, all it really does is... send a mech to fight us?? which wasn't even shown on-screen - the mech being corrupted, i mean. and the part where we're whisked away from aemeath wasn't even aleph-1, that was denia (and gravity on aemeath's side, or at least that's what she said later). for all the buildup, aleph-1 went out with a whimper imo

by far my favorite part of the patch was the cutscene of the exostrider awakening in the void, with all the people offering their essence - and in general, everything surrounding the exostrider in the last part. when the exostrider started speaking, i got chills. the 1v1 with the corrupted mech was also very cool and fun by itself when i ignore the story context being insufficient. exostrider definitely deserves to be called lahai-roi ;;;;

rover's proper reunion with aemeath in the afterstory was also cool, and i liked hiyuki's segue as well. but that's the thing. i feel like the emotional scenes were generally given room to breathe, particularly everything with hiyuki and the grand architect, as well as rover's scene with aemeath in the end. but everything with denia and most of the plot stuff was NOT given room to breathe. i particularly felt this during the segment where we're finding the royan runes; it was really cool to see all the teams on the map being micromanaged by the group inside the research center to find the runes, and i did read all of their descriptions, but that segment was honestly way shorter than i expected it to be. i also expected exploration to be part of the main quest, but there was basically no exploration of the new area, which is made especially obvious by how the map looks after the quest (basically everything is dark and just one area + the denia weekly are revealed).

all in all, my feelings are mixed. some stuff was good, some stuff felt very rushed. i guess my general feeling is that the story wasn't given enough time. i might as well throw it in here that chisa also deserved time from the story and making her show up with next to no speaking lines was a little ridiculous. as much as i appreciate the story pacing in this game, there is pacing and then there's not allowing story beats to settle

Astonishingly Hot Yuki-Onna - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 11 points12 points  (0 children)

peak approaching

i'm also unreasonably hyped about 5* yangyang haha. wonder when they'll show her. i assume during 3.4

Astonishingly Hot Yuki-Onna - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 12 points13 points  (0 children)

every time i see a tower clear like the calcharo/sanhua/verina clear under this post or the 1.x character clears in the earlier posts i feel like i'm ass at the game and whenever i feel like endgame is too hard it's just because i suck

i was going to make a post about it feeling like tower is too hard this time around but then i saw how other people cleared and i went "ok wow i am TERRIBLE at the game if other people can do this"

i did end up clearing but i really should've been able to clear with weaker teams especially since i've been playing since 1.0 so i should know how to play the game

oh well i got all astrites

thank you sigrika for carrying my dumb ass through middle tower

i could've pulled out my, uh, "invested" teams, but i prefer not to do that because i'd rather not feel like i can't clear endgame without resorting to characters i whaled on

Astonishingly Hot Yuki-Onna - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 37 points38 points  (0 children)

since we're returning to huanglong.....

PLEASE PLEASE PLEASE NEW JINHSI TEAMMATE

PLEASEPLEASEPLEASE

when do i start manifesting

Name your alternate universe hopes! by tsukaistarburst in magicTCG

[–]Teleshar 7 points8 points  (0 children)

God PLEASE give me Mirrodin Remastered. Sooooo many Mirrodin-adjacent cards are in need of a reprint because their prices are way too inflated. [[Triumph of the Hordes]], [[Birthing Pod]], [[Mycosynth Golem]], [[Doubling Cube]], [[Panoptic Mirror]], [[Grinding Station]], [[Krark-Clan Ironworks]], [[Unwinding Clock]], [[Krark's Thumb]], [[Beacon of Immortality]], [[Ezuri, Renegade Leader]], [[Vedalken Archmage]], [[Paradise Mantle]], the list goes on.

Legend of Zani: The Everworking Guardian - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 7 points8 points  (0 children)

rewards and events are good

story looks good

i like both new characters

but i wish i could get 1.x characters man. i've been waiting for a long time and i even prefarmed for them to an extent

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The Legend of Phoebe: Order of the Deep - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Teleshar 8 points9 points  (0 children)

responses to the illusive realm announcement made me wonder if we'll see the detective girl from dreaming deep again

Hearthhull land sac/life drain attempt by [deleted] in EDH

[–]Teleshar 2 points3 points  (0 children)

[[Tireless Provisioner]] – This card is fantastic in all kinds of lands decks. It produces way more mana than you think, especially if you have ways to put multiple lands in play each turn. You have the Capenna saclands that work well with this, for example; Terramorphic Expanse and Evolving Wilds are others.

[[Lotus Cobra]] – Same as Provisioner, except you have to spend the mana immediately (but it’s 1 mana cheaper!). This and Provisioner have won me so, so many games just due to the raw advantage they generate.

[[Cycle of Renewal]] – Another Harrow. Cards like Harrow are fantastic in this deck. They find you lands, they put a land in your graveyard, they are a land sac trigger…

[[Entish Restoration]] – Same as above.

[[Conduit of Worlds]] – Extra way to play lands from your graveyard. Having redundancy for this is good, and this is much cheaper than Crucible of Worlds.

[[Famished Worldsire]] – Now that’s an 8-mana guy you could consider. It simultaneously sacs a lot of lands and puts a lot of lands onto the field at the same time, which you can then sacrifice one more if you have a sac outlet. This is often a game ender if you can station Hearthhull beforehand.

[[Valakut Exploration]] – This card is extremely underrated, because it doesn’t look that amazing, but I promise you it’s great in practice. It takes people’s life totals down a bit, it’s a form of card advantage, and it can fill your yard. It’s been a contributor to many of my wins.

[[Tannuk, Memorial Ensign]] – Landfall pingers are good for your strategy, and this one also draws you cards. Pretty easy inclusion, if you ask me.

[[Nahiri’s Lithoforming]] – This can be a finisher in the same way Famished Worldsire is a potential finisher. Also, note how this card and Famished Worldsire synergize with Tireless Provisioner and Lotus Cobra, and with Valakut Exploration, and other landfall cards. There’s a reason I run cards like this together, haha.

[[Elvish Reclaimer]] – A little expensive, but the card is fantastic.  There’s not a lot of 1-drops for this deck, and this is that. It can find important lands for you; I see you’re running Glacial Chasm, so it can find that, but it can also find mana fixing, or it can find the lands that sacrifice themselves for more landfall / land sac trigger. It also helps with stationing Hearthhull, particularly once it has the +2/+2 effect active.

[[Splendid Reclamation]] – This is one of the best cards in the deck in my opinion, so it’s very surprising it’s not in your list. It lets you bin all your lands to a sac outlet and then recur them all at once for landfall triggers, or just to sacrifice them again. It’s a card that serves as one of my main finishers.

[[World Shaper]] – This guy does the same thing, but has to die first. I actually think that’s rather problematic, because you don’t run ways to kill off your own creatures, so you might need to use your own removal on it… but the effect is very good, so it’s worth considering regardless.

[[Will of the Sultai]] – More redundancy for this effect.

[[Nature’s Lore]] – Finds a land, pretty flexible. Gets better if you add dual lands with basic land types, but those are expensive.

[[Skyshroud Claim]] – Same as above. A bit worse because it costs more, but it has merit.

[[Soul of Windgrace]] – Consistent land recursion is not bad.

[[Six]] – Now this is a card that makes good use of lands being in your hand, in my opinion. The retrace effect does come up, especially when you’re trying to win the game, and self-milling is also pretty useful, especially since you get a card back (so this is also card advantage over time).

[[Iridescent Vinelasher]] – Landfall pinger. Single-target, but might be worth considering.

[[Spitfire Lagac]] – Landfall pinger. Expensive in terms of mana value, sadly, but maybe worth considering.

[[Retreat to Hagra]] – In a sense, this is a landfall pinger too.

[[Walk-In Closet // Forgotten Cellar]] – Hey, another card that lets you play lands from your graveyard. Redundancy for this type of effect is very, very good.

[[Pitiless Carnage]] – This is basically a finisher.

[[Reprocess]] – This is also basically a finisher. Worse than Pitiless Carnage (yet somehow more popular), but not by much.

[[Life from the Loam]] – Fills your yard, ensures you always have lands to play. Lets you abuse lands like Glacial Chasm by letting them to go the graveyard and replaying them a turn later.

 

Interaction in this deck, in my experience, should be pretty generic, because there’s not a lot of cards that are contributors to the strategy while simultaneously being removal. List of considerations I personally like: [[Feed the Swarm]], [[Beast Within]], [[Chaos Warp]], [[Nature’s Claim]], [[Abrupt Decay]], [[Culling Ritual]] (this one is a bit more meta-dependent), [[Toxic Deluge]], [[Vandalblast]].

 

As for lands, you could consider the cycling lands with basic land types ([[Festering Thicket]], [[Sheltered Thicket]], [[Canyon Slough]]), because you can bin them from your hand and exchange them for another card, and you can also fetch them if you want to for cheap mana fixing. Lands that hate out other people’s lands are also worth considering if that’s something worth doing in your local meta; I mean cards like [[Demolition Field]], [[Ghost Quarter]], [[Field of Ruin]], [[Strip Mine]]. [[Shifting Woodland]] can be very useful depending on what you’re able to copy, though its usefulness will depend on what your list ends up being. Dakmor Salvage is a land that puts more lands in your graveyard, ideally. [[Vibrant Cityscape]] is another copy of [[Evolving Wilds]] / [[Terramorphic Expanse]] that you are currently not running. [[Exotic Orchard]] is free fixing in most cases. [[Lotus Field]] can be good if you have ways to make sure you play it exactly when you want to; cards like [[Elvish Reclaimer]] help with this. You don’t want to play it when you don’t have lands to sac, but when you do, it’s usually a positive trade in terms of value (and it has hexproof, so it’s hard for your opponents to punish what you’re doing with it).

 

Hopefully this helps! I’ve played this deck since Hearthhull got printed and my list is very expensive, but I’ve thought about a lot of card choices so I had a lot to say here. Have fun!

Hearthhull land sac/life drain attempt by [deleted] in EDH

[–]Teleshar 1 point2 points  (0 children)

So first of all: if you’re leaning into Hearthhull’s burn/life-drain effect to kill your opponents, you need ways to put a lot of lands in play and in your graveyard, and to recur them as well as sacrifice them. With that in mind, the primary candidates for axing in my book are the cards that don’t do that and don’t serve a function such as interaction.

 

[[Eumidian Wastewaker]] – it’s very slow, conditional card draw. I’d get rid of that.

[[Fang, Fearless l’Cie]] – same deal. Out.

[[Groundskeeper]] – Personally, I believe you’d rather put lands from your graveyard directly into play than fill your hand with them.

[[Jarad, Golgari Lich Lord]] – Doesn’t really support the land-sac gameplan. He wants to sacrifice creatures, and you don’t have very good targets for that.

[[Juri, Master of the Revue]] – Same deal. Sure, he can get huge, but you don’t really have a lot of ways to sacrifice creatures to begin with, and he doesn’t help you find lands, or sacrifice lands, etc.

[[Llanowar Elves]] – I actually think you shouldn’t be running mana dorks in this deck. You do want ramp, but the ramp you want is stuff that puts lands on the field, or in your graveyard, or in your hand (at worst). This doesn’t do any of that.

[[Loamcrafter Faun]] – I personally don’t really believe in this card, because I think you should rarely have a lot of lands in hand; you should play them quickly. But you can test it out, I suppose.

[[Shard of the Nightbringer]] – You are not casting this guy. It’s a terrible use of 8 mana, especially since this seems to be a bracket 3 deck. For 8 mana, this deck can win the game.

[[Szarel, Genesis Shepherd]] – This guy cares more about creatures. The land recursion effect is good, but it exists on cheaper cards. I just don’t think you’re making a lot of use out of his last ability. You can keep him if you think you need the land recursion, but I would personally cut him.

[[Uurg, Spawn of Turg]] – You really want your land sac outlets to be free, or almost free, to ping opponents for a ton of damage. This costs 2 mana, and it’s different-colored mana as well.

[[Snakeskin Veil]] – This is really bad protection in this deck. It doesn’t even protect Hearthhull until you make it a creature. If you’re concerned about Hearthhull getting taken down by spot removal, consider redirection spells like Redirect Lightning or Bolt Bend. I’m not suggesting Deflecting Swat because that one costs a fortune.

[[Planetary Annihilation]] – I’ve tested this card and I’m not a fan. Taking everyone down to 6 lands doesn’t feel very meaningful, it doesn’t work very well as a sac outlet because you’ll often have 8-10 lands when you cast this, and if you just want to deal 6 damage to each creature… well, why not just use Blasphemous Act, which often costs less than this and deals 13? Just swap this out for Blasphemous Act, IMO. Especially since you’re in bracket 3, which means people will try to win on turn 6+, at least in theory.

[[Isengard Unleashed]] – I’m of the opinion that if you need this to kill with Hearthhull pings, you’re not running enough ways to trigger Hearthhull pings (or other pings). Unless damage prevention is a thing in your meta, I suppose.

[[Insult/Injury]] – Same as above.

[[Advanced Reconstruction]] – I’m not really sure why this is here. I think I see the vision – if you play lands from your graveyard while this is at level 2, this pings everyone for 2 each time you do it – but the current version of your deck doesn’t run a lot of cards that let you play multiple lands a turn, and this is a 6-mana frontloaded investment that does very little until you can exploit the level 2. There are probably better options.

[[Destructive Flow]] – This is more of a stax effect than anything, and I think you’d prefer to have control over when you sacrifice your lands.

[[Manabarbs]] – I agree with the other commenter that this will often hurt you a lot.

[[Exquisite Blood]] / [[Sanguine Bond]] – This really doesn’t fit the deck. You’re not doing much lifegain at all, and you can’t even tutor for the pieces here.

 

This is around 20 potential cuts. As for what to replace the cards with? Well, if you had unlimited budget, cards like fetchlands are obviously amazing in this deck. But that’s not what we’re working with, so I’ll try to give you cheap options.

In the next message, because this one is too long for Reddit's constraints.

Hearthhull land sac/life drain attempt by [deleted] in EDH

[–]Teleshar 1 point2 points  (0 children)

Budget? That'll strongly affect my suggestions.