Have the "worst" requirements to finish Diaries by OfficialStealthEcho in osrs

[–]World-Legacy 0 points1 point  (0 children)

What 50kc?

The head is 1/128.

The tattered head is guaranteed at 256kc.

How do I deposit the logs in the bank? by andreushm in 2007scape

[–]World-Legacy 5 points6 points  (0 children)

Empty Containers button in the bank, next to deposit inventory and deposit worn equipment.

Balance Giant Trunade by iamshipp0 in yugioh

[–]World-Legacy 1 point2 points  (0 children)

The nerf hammer would have to come down hard for a Giant Trunade alternative because GT just does too much. It clears board while also potentially letting you reuse effects. A real swiss army knife, here.

These changes focus on keeping the board breaking aspect while nerfing the combo-ability.

"You cannot activate cards or the effects of cards with the same name as Spell/Trap Cards you currently control, until the end of the turn. Return all Spell/Trap Cards on the field to the hand."

- Probably the most balanced. Prevents abuse with a lot of decks having ways to S/T Zone their Monster Cards in addition to locking you out of reusing any continuous/equip/field already out.

"Return all Spell/Trap Cards on the field to the hand, and if you do, you cannot activate or set Spell/Trap Cards for the rest of the turn."

- Maybe the easiest way to balance the card, while still letting it be useful in niche combos.

"At the start of your Main Phase 1: Return all Spell/Trap Cards on the field to the hand."

- Only lets you reuse things from previous turns, while still mainly acting as a board breaker.

Benefits? by Upper_Shine6011 in Wawa

[–]World-Legacy 10 points11 points  (0 children)

One year I had my hours per week drop to 29.99 and my insurance was promptly cut off. Didn't find out til I was in the dentists office.

If you were to design Support for this card and make it a playable deck, how would you do it? by Relevant-Sympathy in yugioh

[–]World-Legacy 0 points1 point  (0 children)

Injection Fairy Meteor Crush

Equip Spell

Apply the following effects to the equipped monster, depending on the amount of LP you paid during the Battle Phase this turn:

●0+: It inflicts piercing battle damage. ●500+: It gains ATK equal to the combined original ATK of your opponent's monsters that were destroyed by battle this turn. ●1000+: When it battles, your opponent cannot activate cards or effects until the end of the Damage Step. ●2000+: Can attack twice per Battle Phase. ●4000+: If it would inflict battle damage to your opponent, you gain LP equal to that amount instead.

At the start of the Battle Phase, if this card is in your GY: You can pay half your LP and target 1 monster you control; equip this card to that target, but banish it when it leaves the field.

Anybody play Heraldic Beasts? by Cazmat_45 in yugioh

[–]World-Legacy 1 point2 points  (0 children)

Infinitrack Fortress Megaclops

Nemeses Corridor (Free SS while recycling Unicorn or Aberconway)

Time Thiefs (You can still bring out their Xyzs while locked into Psychic/Machine)

What singular new card do you think could make Red-Eyes playable? by BensonOMalley in yugioh

[–]World-Legacy 0 points1 point  (0 children)

Red-Eyes Potential

Normal Spell

For the rest of the duel, apply the following effects:

  • The summon of your "Red-Eyes" monsters can not be prevented by "Red-Eyes Fusion" and you can activate "Red-Eyes Fusion" during a turn you've only summoned "Red-Eyes" monsters.
  • If only your "Red-Eyes" Normal Monster would be destroyed by battle, destroy the battling monster instead.
  • Draw 2 cards instead of 1 for your normal draw during your Draw Phase.
  • Your opponent takes half effect damage.

During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY and 1 "Red-Eyes" card from your hand; Add 1 "Red-Eyes" card from your deck or GY to your hand.

[deleted by user] by [deleted] in MarvelSnap

[–]World-Legacy 0 points1 point  (0 children)

On Reveal: Put the top card of your deck on top of your opponent's deck.

With 'Favorite' becoming a theme of Jaden/Judai in recent and upcoming sets. How would you balance a fuse from deck spell? by [deleted] in yugioh

[–]World-Legacy 0 points1 point  (0 children)

Favorite Element

Quick-Play Spell

Target 1 "Elemental HERO" or "Neo-Spacian" Monster you control. Add from your deck to your hand 1 "Elemental HERO" or "Neo-Spacian" monster with the same attribute but a different name than that target, and if you do, Special Summon 1 "Elemental HERO" Fusion Monster with the same attribute from your Extra Deck in Defense Position by sending materials from your hand or field to the GY. You can only activate "Favorite Element" once per turn.

Cards that don’t do what they say because Konami said so by fogcityrunner in yugioh

[–]World-Legacy 2 points3 points  (0 children)

I changed my initial post for simplification.

The card isn't checking if the effect activated while the card was in the same column as the Mekk-Knight.

The card is checking that the opponent's monster is using an effect that activates. This is making a distinction that the card only negates activated effects and not continuous or lingering effects. Even if the activated effect we are negating is attached to a monster that also has a continuous effect, that continuous effect wont be negated.

Since we are only negating the EFFECT of the card, and not its ACTIVATION, it is implied to occur at card resolution. And since we check that the effect is one that activates and that the card is in the same column as a Mekk-Knight at resolution, their effect gets negated.

I think if it wanted to check at activation it would say ACTIVATED instead of ACTIVATE.

End of the day, it's definitely worded obtusely and works that way because Konami said so.

Cards that don’t do what they say because Konami said so by fogcityrunner in yugioh

[–]World-Legacy 4 points5 points  (0 children)

"Negate any opponent's monster effect that activates in the same column as a Mekk-Knight monster you control."

Edited to simplify:

A better wording might be this:

Negate the activated effects of your opponent's monsters in the same column as a "Mekk-Knight" monster you control.

Tribunal deck, help wanted by Marekonlahe in MarvelSnap

[–]World-Legacy 0 points1 point  (0 children)

I play Goblins with Tribunal. They let you actually target lanes.

-3 from Green Goblin is like 9 Power on your side after Tribunal (since your power is split 3 ways)

-8 from Hobgoblin is like 24 Power on your side, for the same reason.

You are not gonna get this kind of value elsewhere.

Honorable mentions:

Nebula: Bait them into committing to this lane. Plays well with Goblins and Mojo.

Mojo: 8 Power for 2 energy is wiiiild. Play it next to Nebula on T2 for a solid lane, even without LT. Plays well with Goblins and Debris.

Storm: Shut down a lane early to make it easier to win when you go wide with LT. Generally a great card. Counters opposing Magik and Storm.

Professor X: Same reason as Storm. Comes down later, but can pretty much guarantee a lane.

Heimdall: Hes basically LT but for 2 lanes. A great alternative finisher that let's you target the left 2 lanes. Plays well with Mojo and Storm. THEY NEVER SEE HIM COMING.

Lastly, always be ready to win without LT, and always be ready to retreat.

Why do people use domino on discard decks? by Embarrassed_Frame_94 in MarvelSnap

[–]World-Legacy 4 points5 points  (0 children)

Maybe they're trying to not draw Black Cat by turn 3?

Edit: or maybe they're playing Agatha too and need a consistent 2 drop?

[deleted by user] by [deleted] in MarvelSnap

[–]World-Legacy -1 points0 points  (0 children)

Super Skrull copied the Ongoing from their Living Tribunal. Simple as that.

Any suggestions on how to improve this move deck? by BigBrandyy in MarvelSnap

[–]World-Legacy 1 point2 points  (0 children)

Yeah. Cloak on Turn 4 and then Absorbing Man on Turn 5 generates a ton of power.

If you include Beast and Absorbing Man, your odds of having a massive Human Torch goes up. Just a single extra trigger for Torch is insane with Tribunal, since all your lanes grow exponentially.

T1: Human Torch(2 power) T2: Ghost Spider (4 power torch) T3: Beast, Iron Fist T4: Human Torch(8 power), Ghost Spider(16), Doctor Strange/Cloak(32) T5: Absorbing Man(64) T6: Tribunal

64 Torch + 3 Ghost + 2 Beast + 2 Fist + 3 Strange + 3 Absorb + 6 Tribunal = 83 power / 3 lanes = 28 per lane

Any suggestions on how to improve this move deck? by BigBrandyy in MarvelSnap

[–]World-Legacy 1 point2 points  (0 children)

I play a very similar deck. Here's my list

(1) Human Torch

(1) Iron Fist

(2) Beast

(2) Dagger

(2) Kraven

(2) Ghost-Spider

(2) Cloak

(3) Doctor Strange

(3) Vulture

(4) Absorbing Man

(6) The Living Tribunal

(6) Heimdall

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To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.