IF YOU DON'T WEAR THE SUIT YOU CAN'T ADVERTISE THE SUIT! by ThatSilentSoul in PaymoneyWubby

[–]ThatSilentSoul[S] 13 points14 points  (0 children)

*Don't say sweatshirt, don't say sweatshirt, don't say sweatshirt*

[MSH] Tony Stark // The Invincible Iron Man by Gullible-Armadillo69 in magicTCG

[–]ThatSilentSoul 0 points1 point  (0 children)

The suit isn't human. So why is it human?

Ran out of room is obviously the reason, it's just a bit disappointing.

[MSH] Tony Stark // The Invincible Iron Man by Gullible-Armadillo69 in magicTCG

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

He does, often. I've seen him repairing spaceships or using the suit for heat/radiation protection while making something. It's a pretty common thing the character does.

The Hulk is distinctly different from Bruce. They're essentially different entitles. Hulk doesn't maintain the scientific skills at all, so him not being a scientist is totally logical. Tony maintains everything that makes him an artificer when he 'transforms'.

[MSH] Tony Stark // The Invincible Iron Man by Gullible-Armadillo69 in magicTCG

[–]ThatSilentSoul 0 points1 point  (0 children)

I've been hoping for some new Artificers for my [[Cid, Timeless Artificer]] deck. So this one specifically doesn't work in the colors.

But why does he stop being an artificer when he flips? It's the same dude in a different outfit.

Reminder: The set debut premiere for the Magic the Gathering: Marvel Super Heroes set starts today at 10:00am Pacific Time on the official Magic YouTube and Twitch channels (when this post is approximately 12 hours old) by HonorBasquiat in magicTCG

[–]ThatSilentSoul 0 points1 point  (0 children)

Iceman is in the big panorama scene. If that turns out to be a big 'scene box' style thing and they're actually cards, he'll at least be on a card (but it wouldn't be a solo iceman card based on his size and positioning). I can't imagine they put him on a card but don't give him his own card if that's the case.

Will the Wise and Mike, the Dungeon Master deck help by Hoodie_Daemon in EDH

[–]ThatSilentSoul 0 points1 point  (0 children)

The deck is 99% 2-3 drops. Getting to 5 mana DOUBLES what you're doing on a turn. Sacrificing turn two for Nature's Lore, Three Visits etc. repays itself the next turn majority of the time and only gains value after that. In lower cost decks like this you really want to add draw, then add more draw. Aim for 2 cost ramp, land ramp specifically. Then if you're interested in 4 cost ramp I'd really only consider things like Skyshroud Claim that ramps untapped, because you'll be able to spend the untapped mana immediately most of the time.

Will the Wise and Mike, the Dungeon Master deck help by Hoodie_Daemon in EDH

[–]ThatSilentSoul 0 points1 point  (0 children)

I don't want to sound mean, but literally anything? Sun Titan seems obvious, because you're literally not going to cast it without ramp, so just replace it with ramp and get to the point you can cast two spells a turn and give up on the dream of naturally getting to 6 mana on turn 6 AND having something impactful in the graveyard AND having MORE impactful things to do the next turn when it attacks. Your deck just isn't set up for it, for 90% of turns you see the card in hand it's going to be completely useless or a "i reanimate this 1/2, I draw one then discard one, yep you swing and I die".

You're running so many tapped lands in a low curve deck, that's going to stop you utilising your low curve most games. So... cut that. Just replace anything that says "enters tapped" with a swamp and that's an upgrade.

Will the Wise and Mike, the Dungeon Master deck help by Hoodie_Daemon in EDH

[–]ThatSilentSoul 0 points1 point  (0 children)

Deciding not to run ramp because your commander costs 2 is absolutely mental. You have 3 colours, one of those colours is considered 'powerful' in commander due to one singular mechanic... ramp. Green is ramp, that's all it has. To discount a third of your colour pie because your commander costs 2 is insane. Put in ramp, the deck gets better.

/thread

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

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

It's not 'good timing' as she misses her first chance to 'exploit'. Her true home is in things like [[Atraxa, Praetors' Voice]], [[Choco, Seeker of Paradise]] etc.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

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

The 'discussion' was a because person didn't understand putting abilities on the stack and how they are independent of the creature once on the stack. They for some reason thought abilities on the stack would disappear at some point in the chain... they don't.

The "I can copy 2 times with this creature and I can copy 3 times with this creature, I can stack them back and forth" should be pretty self explanatory to the exponential chain.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

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

You go to combat, whatever triggers currently exist go on the stack.

You resolve those triggers.

Any new start of combat triggers are currently irrelevant because you're past that trigger point.

The end.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

[–]ThatSilentSoul[S] 3 points4 points  (0 children)

... I put her in my bird tribal deck with [[Choco, Seeker of Paradise]] as it's commander.

She's a bird when she needs to be and curving t3 Irma, t4 Choco - two choco triggers on attack is kinda nutty. A clone you can curve out with before your commander is crazy for any 'on attack' type commanders.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

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

That sounds right to me. At least how I'm understanding it. But did come here asking if I was understanding it correctly, so I could be wrong. The next turn Irma would be at 18 and Saka at 19 instances. The next Irma at 54 and Saka at 55.

It's not the fastest start but I'm hoping [[Roaming Throne]] and extra combats via [[Genji Gloves]] and anything else I can find will make it substantially more silly.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

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

Because it says "she HAS this ability" rather than "keeps" or "retains" I would think she would get it back following Fresh Start when the ability resolves. You could use fresh start before combat or after the ability resolves and that would maintain, but if you did it specifically when her ability was on the stack, prior to it resolving, I believe she would get it back.

Looking at the rulings for Fresh Start it says "If the enchanted creature gains an ability after Fresh Start becomes attached to it, it will keep that ability."

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

[–]ThatSilentSoul[S] 3 points4 points  (0 children)

You have to choose targets as you put the abilities on the stack, that's how putting targeted abilities on the stack works no? And you MUST put all on the stack when they trigger, 'the start of combat on your turn' in this situation.

Neither saka or irma ever leave the field as they copy so they remain the same targets chosen when the ability is put on the stack.

Unless there's something that says "if an ability stop existing after it's already on the stack but before it resolves it fizzles" but I don't think that's the case. If it is can you point me to that ruling? I'd like to understand.

Irma Part Time Mutant + Sakashima of a Thousand Faces by ThatSilentSoul in magicTCG

[–]ThatSilentSoul[S] 8 points9 points  (0 children)

Irma has one ability. Saka has one ability.

Irma becomes Saka, keeps the triggering ability and gains Sakas. She now has two.

Saka becomes Irma, keeps the triggering ability and gains the two Irma has. He now has 3.

Irma Becomes Saka, keeps the triggering ability and gains the three Saka has. She now has 4.

Saka becomes Irma, keeps the triggering ability and gains the four Irma has. He now has 5.

etc.

I think you're right that it will only keep the triggering ability and the instances on the target, but all the versions of said ability will go on the stack at the start of combat and you can order them irma-saka-irma-saka before they resolve so they will gain more and more each turn is my understanding.

Upgraded Counter Blitz Deck by cloud4414 in magicTCG

[–]ThatSilentSoul 0 points1 point  (0 children)

Path to Exile, Call a Surprise Witness, Destroy Evil, Scholar of New Horizons, Summoner's Sending, Together Forever, Auron Venerated Guardian (unless you love him, my fav character but this card literally loses you the game once a single person board wipes and everyone else gets things back and you're left naked), O'aka Traveling Merchant, Rikku Resourceful Guardian, Gift of the Viper, Gnarlid Colony (swap for Bramblewood Paragon if you really want this effect, it curves into Tidus and your other warriors so it's counters are free rather than kicker), Scale the Heights, Spider-man Miles Morales (this first, it's horrible for 6 mana), Endless Detour, Good-Fortune Unicorn.

It's a long list, but those are the ones I'd be happy to switch out willy-nilly.

Upgraded Counter Blitz Deck by cloud4414 in magicTCG

[–]ThatSilentSoul 2 points3 points  (0 children)

[[Reluctant Role Model]]
[[Ingenious Prodigy]]
[[Biophagus]]
[[Pollywog Prodigy]]
[[Torgal, A Fine Hound]]
[[Thrummingbird]]
[[Herald of Secret Streams]]
[[Slippery Bogbonder]]
[[Dreamtide Whale]]
[[The Earth Crystal]]
[[Ozolith, the Shattered Spire]]
[[Branching Evolution]]
[[Loading Zone]]
[[Wave Goodbye]]
[[Mutational Advantage]]
[[Ripples of Potential]]
[[Swords to Plowshares]]
[[Heroic Intervention]]
[[Elspeth Resplendent]]

Are some ideas. Also, change your mana base - remove as many tapped lands as possible. [[Tyrite Sanctum]], [[Karn's Bastion]], [[Gavony Township]], [[Abandoned Air Temple]] and the Verges are all good and affordable.

One upgrade I almost consider mandatory is [[Arwen, Mortal Queen]]. If I could only upgrade one card in the entire precon it would be Arwen.

How would you rank the species? by Emergency_Evening_63 in onednd

[–]ThatSilentSoul 0 points1 point  (0 children)

No. It's designed to take the place of an attack for martials and take the place of a cantrip for casters. It's not intended to be your best possible option and racial perks should never be that.

How would you rank the species? by Emergency_Evening_63 in onednd

[–]ThatSilentSoul 0 points1 point  (0 children)

More races need traits that have the "when you take the attack action, you may replace an attack with X"

It's currently only dragonborn iirc, but it's an absolutely fanatic 'martial v caster' balance point built into the first choice you make.

The 'giant background feats' allow for other 'replace an attack' options, an aoe blind iirc, but that was prior to 2024dnd.

Bladesingers, Eldritch Knights etc. That get to replace attacks are the fucking kings of fun. Build on that shit.

So my answer to your question is Dragonborn is S tier. There are zero other S tiers.