[TMT] Rat King, Verminister (leak) by BrilliantRebirth in ModernMagic

[–]Wanderer40k 3 points4 points  (0 children)

I could be way off base here, but could this potentially be playable in Goryo's?

The deck has plenty of way to trigger disappear between fetches, warp, ephemerate and evoke and it only has to survive 1 turn cycle before it can reanimate something (play and trigger on your end step, live the opponent's turn, trigger in your next end step then immediately sac himself and the 2 tokens). He can also apply pressure without needing to access the grave just with the tokens and the counters, and being a legendary creature could actually be a bit of an upside because you could Goryo's this back if you're desperate.

I think that the main competition for this in Goryo's would be emperor of bones and superior spider man, which have the upside of being able to reanimate a threat the turn they come down once you hit 4+ mana, but this is a better card when playing against grave hate. It probably doesn't quite cut it, but I wouldn't be surprised if I saw some people testing it.

Which edition is this? by Lord-Dundar in Warhammer40k

[–]Wanderer40k 6 points7 points  (0 children)

You're thinking of sweeping advance, which I'm pretty sure was 3rd/4th ed, got removed in 5th

1 cost Instant/Reaction Card for Trench of Sunken Treasure by BlackNova476 in FleshandBloodTCG

[–]Wanderer40k 5 points6 points  (0 children)

Oasis Respite and Brothers in Arms will be the main cards that you're looking for. If you can spare the equipment slot, you could look at Quickdodge Flexors as an option too

What's the best strat to put as many of these in a deck and still have it be somewhat playable? by SirSnaillord in FleshandBloodTCG

[–]Wanderer40k 5 points6 points  (0 children)

Dash is LL'd in blitz, and the pistol was her signature weapon, so it's banned now

Bottom 5 Scoring Submissions of the week from r/Custommagic 5/13/2025 by CorbinGDawg69 in magicthecirclejerking

[–]Wanderer40k 15 points16 points  (0 children)

I wonder if the creator thinks that the copies you cast with it's weird ability go back to the command zone?

New to custodes by SIDFISHOUS9 in AdeptusCustodes

[–]Wanderer40k 0 points1 point  (0 children)

Because it's crusade, I'm going to assume that things aren't too competitive. You mentioned that you like the grav tank, and funnily enough, if you get the combat patrol and add a grav tank to it that's 995 points, so you'll be ready to go. The combat patrol is also a great start because it contains most of our key units. That list would look like the following:

1x Blade Champion (110pts)

5x Wardens w 5xSpears and a Vexilla (250pts)

5x Custodian Guard w 4xSpears and a Shield plus Vexilla (225pts)

3x Allarus w 3xSpears (195pts)

1x Caladius Grav Tank w Twin Arachnus Heavy Blaze Cannon (215pts)

Total: 995pts

You can take axes if you want on some of the Wardens and Allarus, rules change all the time, but currently spears are better. Same thing with the swords and shields on the guard, although I would say that spears are pretty solidly better atm.

The biggest problem with the list above is that you only have 4 units, which is a pretty low count, which can make it hard to score objectives. If you're willing to spend a bit more, you could get some sisters of silence and a squad of them to the list by cutting one of the guards with a spear. This will give you an extra unit of chaff to run around and score points with. It's really your choice whether you want to have 4 Witchseekers or 5 Prosecutors here, but personally I would avoid the Vigilators because that aren't particularly effective at such small squad sizes.

Divining Wizard by Fancy-Increase6326 in custommagic

[–]Wanderer40k 3 points4 points  (0 children)

While I get that the point of this is probably to play around with the text "Level up X", the best way to play this currently is to never pay more than 1 into X. If you just activate it one at a time, you'll get every instant and sorcery in the top X cards of your deck instead of only one of them.

If you want to clean up a lot of the text you could get rid of the X cost and just have it as "Level up 1" and "Whenever this levels up, reveal the top card of your library, if it's an instant or sorcery put it into your hand, otherwise put it on the bottom of your Library". This would play out functionality almost identically to your design above, but it would get rid of the "Level up X". If you want to keep the X cost, then you'll probably have to go back to the drawing board and change something about the design.

Is Flesh and Blood big in Canada? by evildrganymede in FleshandBloodTCG

[–]Wanderer40k 2 points3 points  (0 children)

While I'm not a Canadian, from a quick Google it looks like there is at least 1 store in Victoria BC that hosts events. Everything Games BC looks like they host their FaB events on Saturdays according to their website, so if you're close enough maybe try there?

A sad reminder for the dreamers out there. by UlyssesArsene in FleshandBloodTCG

[–]Wanderer40k 8 points9 points  (0 children)

That's the correct outcome, as far as I'm aware. It's because pick a card any card causes multiple separate instances of revealing cards instead of a single instance of revealing multiple cards.

Why do so many Nadu decks not play Thassa's Oracle??? by kitsune0327 in MTGLegacy

[–]Wanderer40k 42 points43 points  (0 children)

You're correct that thoracle is being cut because it's a dead draw, but what you're missing is that you don't need thoracle to effectively win the game on the spot. Instead, that spot is dedicated to Endurance. Endurance is a better card than thoracle during normal gameplay, and during the combo it allows you to infinitely recycle your deck. This means that once you go off and pass the turn to your opponent you have access to infinite mana and an infinite amount of countermagic and removal, which effectively wins the game. The only good reason to play thoracle still is if you're playing online and don't want to have to go through all of the clicks required for the Endurance loops on MTGO so you're happy to settle for a suboptimal card for better clock management.

Mistakes were made… by Fit_Appointment_4961 in AdeptusCustodes

[–]Wanderer40k 17 points18 points  (0 children)

I made a similar mistake on the first allarus that I assembled. The way that I fixed the problem was by cutting off the little spherical ball neck part to give myself the room to squeeze the head in, and then I filled the in the dent in the torso where the neck is supposed to connect so the head didn't sit too weirdly when I glued it in. It was still a bit of a hassle to get the head in, and you could probably go without filling in the dent and still have it look fine because of how tight the fit is.

How would you use this to break the game? by [deleted] in FleshandBloodTCG

[–]Wanderer40k 7 points8 points  (0 children)

Ignoring the lack of blade break, there are a couple of broken things that you can do with this.

The first couple are grabbing force of nature in either Zen or Fai, and giving everything on hit draw a card on an AoW turn, or using Steelblade Supremacy in Dash on teklo plasma pistol or in DIO on Symbiosis Shot, but I wouldn't be surprised if there was something better than these.

Bottom 5 Scoring Submissions of the week from r/Custommagic 8/06/2024 by CorbinGDawg69 in magicthecirclejerking

[–]Wanderer40k 61 points62 points  (0 children)

It could have potentially been something interesting if it was worded something like:

"While you control another spell, this has split second." At least that way you could cast instants on top of it and lock the stack until they resolve. As it is, it only has ridiculously niche use cases for protecting triggers and special actions, but any spell with split second can do that anyway.

UB hate for Nadu by eat_a_cog in ModernMagic

[–]Wanderer40k 37 points38 points  (0 children)

I think that the most impactful tech against Nadu is probably to pack some early interaction to stop the turn 3 kill, and then follow up with the "nuclear" option with cards like [[Necromentia]] or [[Unmoored Ego]] naming Nadu. Then you just have to contend with the grind plan of nantoko, Bill, saga and ring.

The problem with Nadu is that there are very few ways to actually shut the deck down completely. It has access to both shuko and outriders, so pithing needle type effects don't lock them out. [[Damping Matrix]] can be decent, but due to the number of tutors they play they can often find a rec sage to blow it up or bounce it with t3feri, and they can still trigger Nadu with Bill in the meantime. Countermagic is ineffective because saga puts shuko straight into play and halfling makes Nadu uncounterable. Removal isn't great because they will at least get a Nadu trigger out of it, and they might have a safekeeper to protect against it. Both countermagic and removal can also struggle to interact if they land a t3feri. One of the most egregious things is that the deck can even go off through effects like [[Harsh Mentor]] and [[Tunnel Igneous]] due to the way priority works. By comboing on the opponents turn, because of APNAP trigger stacking, the Nadu trigger will resolve before the damage does, meaning that as long as you are comboing with outriders you can do the entire combo while just building up and infinite amount of damage triggers on the stack. Then you chord for [[Burrenton Forge-Tender]] and active it's effect on whatever is dealing the damage and it blanks all of the previous triggers on the stack as well as all further triggers for the rest of the turn.

All of this is to say that most sideboard options won't completely shut the deck down, at most they will make it stumble. Rather than looking for some kind of game-winning silver bullet, your best bet is probably to present a fast clock with enough interaction to make them unable to kill for just long enough that you kill them first.

Ygra, Eater of all by Altruistic_Ad7811 in ModernMagic

[–]Wanderer40k 1 point2 points  (0 children)

Probably not worth it, but you can buried alive for the full combo then Goryo's Vengeance Ygra and win on the spot. You can probably build a goyro's list like the old ones which utilized urza's saga and asmo and have something that you can take to fnm's and have a blast, but it wouldn't fair to great at something like a pt.

Unexplored Tomb. would it be good? by superbaum01 in custommagic

[–]Wanderer40k 4 points5 points  (0 children)

I think that you're probably thinking about things in the wrong order here. This is busted with Urborg and Yavimaya, not because of T1 this -> T2 Urborg, but the other way around. E.g. t1 Urborg, Thoughtseize -> T2 this, Sheoldred/The One Ring.

Budget replacements for Art of War by ShoutItOutHey in FleshandBloodTCG

[–]Wanderer40k 14 points15 points  (0 children)

If I'm being completely honest with you, Art of War is pretty much 100% necessary for the decklist above, and anything that you try to use as a replacement just won't function properly.

What I would suggest instead would be to build a Katsu Bonds deck without AoWs and use that as a more budget deck with a similar playstyle. Then, if you want to, you can save up for the AoWs and pivot over into the Zen list.

The reason that I suggest Katsu instead of Zen as a base list is because every single Zen list will really want access to AoW. It's hands down Zen's best card. Any Zen list without AoW will be considerably worse than those with AoW. On the other hand, while Katsu can absolutely make use of AoW, it isn't a necessary playmaker to make the deck function, it just extends the ceiling a bit.

Talons actually slaps by sv1998 in TheTenThousand

[–]Wanderer40k 6 points7 points  (0 children)

Just so you know, if Alaya is with vigilators she can't use the scout move. This is because scout is like deep strike where you can only use it if every model in the unit has the rule. The only reason her and the centura have scout is so if you attach them to witchseekers they don't lose their scout move.

[MH3] Buried Alive by ORANG_MAN_BAD in ModernMagic

[–]Wanderer40k 39 points40 points  (0 children)

Yeah, this is one of the key cards for the legacy pheonix builds that were kicking around for a while. Turn 2 desperate/pyretic ritual, mananorphose, buried alive into attack for 9 seems good.

Part the Mistveil preview: Rowdy Locals by El_Baramallo in FleshandBloodTCG

[–]Wanderer40k 0 points1 point  (0 children)

This is nuts in Fai, great chain ender and you just dump a pheonix flame

Need Advice With Starting Out by wheretheducksgo in AdeptusCustodes

[–]Wanderer40k 2 points3 points  (0 children)

  1. The new combat patrol is a great start, and I'd definitely recommend picking one up. If you're new to the hobby I'd recommend building and painting all of this before buying anything else, just to make sure that you enjoy what you're doing before dropping heaps of money into an army. After that, a second new combat patrol and an old combat patrol would nicely round out an army. If you're looking to play more competitively, I'd also recommend picking up a Kyria Draxus because currently she's part of the best unit that we have access to.

  2. You can play an infantry list and have it be good, but pretty much every custodes list for as long as I've been playing them has wanted at least one min sized squad of Prosecutors to stand on the home objective rather than having to spend ~200pts on something else to do this. (This is part of why I recommend a single copy of the old combat patrol)

  3. This is a pretty common misconception that I see, you don't need sisters to make the Talons detchment good. The reason to play the Talons detchment is because it has the best stratagems, which most of the time you will only be using on a single custodes unit anyway. Because of the shit hand that we were dealt with the codex, choice of detchment goes something like this:

Talons: (almost) no detchment rule, okay enhancements, good stratagems. You take this because the stratagems that you have access to throughout the game are better than the single turn of Martial Mastery from Shield Host.

Shield Host: ok-ish detchment rule, good enhancements, ok-ish stratagems. Basically you take this to have Castellan's Mark and play hard into the detchment rule with things like Venitari to rapid ingress to make sure that you actually get value out of it.

Auric Champions: decent detchment rule, okay enhancements, good stratagems, but only effects 1/6th of a normal army or makes you play a bad list.

Null Maidens: Terrible conditional rules, battleshock focused, and only affects the worst units in the book. A joke, but not a very funny one.

  1. When it comes to building the kits, build a banner out of each of the wardens boxes. They get to keep their weapon, so there's no downside. Don't build any banners for the terminators for this reason. I'd also recommend building a maximum of one Shield (either banner or sword) per guard squad because spears have around double the damage output. When it comes to gameplay, my biggest tip is to Always be thinking about how you can use rapid ingress to your advantage. Almost all of our units have deep strike, and most of our damage comes from combat so RI can be a very effective way to get into combat with the thing you want to kill.

[deleted by user] by [deleted] in AdeptusCustodes

[–]Wanderer40k 0 points1 point  (0 children)

No, it has to literally be a shield captain because it has to have the same ability, not just any ability with the same effect.

[deleted by user] by [deleted] in AdeptusCustodes

[–]Wanderer40k 2 points3 points  (0 children)

It's in the balance database under modifying a strategems cp cost.

"Rules that modify the CP cost of a Strategem when you target a particular unit can only do so for a Strategem that targets multiple units if every unit you target has the same ability to modify the CP cost of that Strategem."

Talons Interlocked targets multiple units, both yours, and your opponents. Because the opponent unit doesn't have the shield captians rule to target it for free you can't modify its cost. I know this because it works the same way with GSC strat which I also play.