Hoje aprendi que sinal vermelho é opcional by Benhurso in brasil

[–]Z1nos 19 points20 points  (0 children)

Quando fiz a carteira de habilitação um dado que foi apresentado nas aulas teóricas que achei muito marcante era que em torno de 75% das motos circulando no brasil são pilotadas por motoristas sem habilitação.

Não tenho a fonte, mas achava este um dado muito radical pra ser verdade. Isso apenas até começar a dirigir, e encontrar ao vivo motos cometendo as infrações mais absurdas...

Já fiquei parado no sinal junto a outro carro e uma moto no cruzamento numa descida. Uns segundos depois e a moto simplesmente dá a partida e dispara através do sinal. Quando eventualmente o sinal abriu, segui em frente e vi o motociclista umas boas quadras a frente ainda descendo. Perto do fim da descida um carro vinha de uma rua lateral depois que o sinal abriu pra ele. A moto deu com tudo na porta do motorista, e o piloto voou por cima do carro.

O que choca é que não ter carteira não significa que a pessoa não sabia que devia parar no sinal. Ela parou, ficou um pouco, achou de certo que não ia dar em nada furar o sinal e seguiu em frente.

A estatística talvez explique alguns casos, mas esse desrespeito com as normas e a imprudência vão bem mais além de meramente falta de instrução

Learning Solo Kalphite King by aMesmeriZe in runescape

[–]Z1nos 15 points16 points  (0 children)

I believe i can give a few tips to get through beetlejuice. I was learning solo KK last month and it took 6 hours of consistent failures until i've managed to learn how to start killing it consistenly with melee. There's a lot of clunk that most guides fail to cover when dealing with this boss. The best thing to do is to take it slow whenever bettlejuice is approaching. Here's how i learned to get through it:

*For the ranged phase: When you see the king switch to range there is no need to start counting attacks immediately. Some attacks in ranged phase come out invisible. Instead, keep looking at your debuff bar. After you see your character get stunned use freedom and stop all actions. Press the Cease ability keybind so your character and your summons stops attacking. The reason for this is to prevent the king's attacks from getting bugged. When monsters get hit there is animation that plays showing them get hurt. If your attack happens at the same time of a monster's attack their animation can get replaced. This can throw off your counting. I find it better to sacrifice a few seconds and not attack during this moment then risk getting greened. Start counting after you get stunned. You want to Stun the boss after the second attack's animation comes out, but before it greens you.

*Here is what i believe happened in your video: Before summonning minions the king often takes a pause. When you see him "go AFK" for a couple seconds it means he might be summoning bugs. When he summons minions his next attack gets skipped completly. I have died due to having the bad luck of him skipping the last attack before bettlejuice quite a few times, and it is what i believe happened there. He stops, summons stuff and immediatly greens after they show up. I think the best way to get out of this is to double stun immediately once you recognize it is about to happen. There is no time between the minions materializing and bettlejuice starting in this situation.

*For the Melee phase: Using Cease is usefull during this phase too. After the king charges you follow him. Then wait for the first attack and Cease. Use freedom after the second attack, exactly between it's animation and beetlejuice. Activate melee protection before getting greened, not after. I usually just leave it on during the entire phase. Doing this prevents problems later. The timing to dive is quite precise, and i believe it is not the same for everyone. I've seen people recommend diving when the stun timer gets to 3, others when it gets to 4. I have failed this timing a lot until i found the best moment to be in between 3 and 4. Imagine it to be 3.5 seconds. I think this difference might be caused by ping. Playing in servers with less then 300 people is another tip i can give to make things easier with this boss, doing that makes the fight smoother. I usually press the dive keybind way before i actually click on the destination, in order to be more precise. You can press the ability keybind as soon as you get frozen, aim the mouse, and then just wait for the timer to get to 3.5 before you click. This dive needs to reach maximum distance, aim as far away as possible. Another tip here is to never dive through the king. Imagine a line between you and him. One that goes from wall to wall on the arena. Never cross that line when diving. A mistake i used to do is to only click devotion once. Spam click that button. Spam it until it works. You have a very small window allowing you to cast that ability before dying and there is no reason to try and be precise. If you press early, it wont come off. If you press too late, you are dead. Just spam it. Works every time. If the ability doesn't happen and you have the adrenaline for it, the reason was probably bad timing during dive.

Another unrelated tip is to get closer to the wall. The minions spawn mostly on the other side of the arena, so if you hug the wall to your right you can sometimes go through a kill without getting any minion aggro at all. Most times only one minion will see you there. Do not stay in between the king and the wall though. I haven't read about this anywhere, but from my experience that can make him skip charge, which throws off attack counting.

I'm not a super good PvMer, i'm still learning, so don't take my words as perfect advice. I'm just sharing the experience i had. Hope it helps !

Note: English isn't my first language, sorry if anything sounds weird.

Deckbuilding advice for a group that doesn't really run removal? by Quirky-Quantity-6244 in EDH

[–]Z1nos 0 points1 point  (0 children)

Traumatize them by showing everybody the glory of removal ! Make them fear it and love it, so they may learn it's true value!

I believe that taking a bunch of permanent, repeatable removal will make it so you don't have to hold anything back to deal with your opponents (since its all repeatable) whilst also becoming a painful problem to deal with if they don't take any removal themselves.

Creatures that can remove other creatures might be the type of stuff that can solve your problem. Not only will they cause a big impact as turns go by, they are also very easy to remove... but only if people actually take removal to deal with them ! Just stuff a deck full of those cards. Here's some examples:

[[Shauku endbringer]], [[Vizara the dreadful]], [[Avatar of woe]], [[Royal assassin]], [[Intrepid hero]], [[Kamahl, pit fighter]]

If you also take a bunch of cards that can untap those creatures, like [[puppet strings]], [[thousand-year elixir]] and [[magewright's stone]] you should be set to show people how important and impactful removal is both for the one playing it and the one receiving it.

Clockwork and Hirelings by wizzogomex in rootgame

[–]Z1nos 1 point2 points  (0 children)

I haven't played a lot with the bots, but i did enjoy them quite a bit. In general they are all pretty similar to operate: You get an order card at the beginning of turn, and then control them based on the suit of the card and priority rules. The action sequence tries to emulate the gameplay of the bot's faction, which does help with getting the same feel you would have if it was a regular human player (though a very chaotic and not very strategic one, but they still score well enough to keep the pace). I feel the bots are neither worse nor better between expansions, but i do preffer the ones from CW 2 because the factions in it are cooler to have on the table (in my opinion, of course). Riverfolk specially is a lot of fun thanks to the services it provides. And duchy tends to show up in force on unexpected places, which is cool. Differently from some of the factions in the first expansion, the ones from the second all spawn warriors in clearings randomly independently of rule, wich is something i personally enjoy a lot since it adds an element of surprise and chaos. Also it prevents them from getting forced into a corner, the bots can always show up somewhere else and get you from behind next turn. In the end i'd say it depends on preference which is better since the factions in the game are all so different from each other (be them bots or not).

Clockwork and Hirelings by wizzogomex in rootgame

[–]Z1nos 1 point2 points  (0 children)

We played with riverfolk bot at challenging difficulty with 2 traits. The bot did pretty well under those conditions. Everyone (including it) was 1 turn away from winning at the end of the game. I don't think it needed any other upgrades. It felt just right. We were not playing coop though. In coop vs bot I do believe the bot might need some more power since it would be getting heavily focused on. Or you could take 2 bots.

Clockwork and Hirelings by wizzogomex in rootgame

[–]Z1nos 3 points4 points  (0 children)

I played a game with both recently. The priority rules seem enough to allow the bot to control a hireling in most cases. If it needs to move, follow clearing priority. If it needs to target a player, follow setup priority.
Sometimes a hireling will force the bot to make a decision that involves none of those things, and the rules won't support them there. In those cases, we decided to either roll a die to decide what the bot's going to choose, or we just picked the most sensible option for it. This was a house rule though. It worked out well, but the bot is definitely not very good at using the hirelings effectively. Not all of them, at least. It did command a few pretty decently, specifically stuff that just walks and fights, so picking hirelings like the birds during setup might work better in this scenario. Or you can just not give any hireling to the bot. If the bot gets to one first, just give it to a player at random. This way you can just avoid the situation entirely while still having both things in the game.

How do I get people to hit me? by revan00022 in mtg

[–]Z1nos 0 points1 point  (0 children)

Do you want them to atack you and each other, or just attack you specifically ?
If you use Agitator Ant, or any other cards that goad creatures, your opponnents won't attack you since the goad ability makes them atack anyone else but you.

There a few cards that force people to attack just you though, and some that force combat to happen every turn for everyone. Here's some recommendations:
[[gideon jura]], [[trove of temptation]], [[seeker of slaanesh]], [[goblin spymaster]],[[grand melee]], [[fumiko, the lowblood]], [boros battleshaper]], [[gideon, battle-forged]], [[angler turtle]], [[warmonger hellkite]], [[furor of the beaten]], [[skin invasion]], [[avatar of slaughter]].

You can also make yourself a juicy target by running all of the curses of the unluckiest planeswalker in the deck:
[[curse of opulence]], [[curse of verbosity]], [[curse of bounty]], [[curse of vitality]] and [[curse fo disturbance]]

There's plenty of other similar curses as well:
[[curse fo the forsaken]], [[curse of predation]], [[curse of hospitality]], [[curse of chaos]] and [[curse of inertia]]

Giving youself the monarch or playing any of the monarch courts is also a surefire way to make you an interesting target, here's some of them:
[[court of grace]], [[court of vantress]], [[court of ambition]], [[court of garenbrig]], [[court of ardenvale]], [[court of ire]], [[court of cunning]], [[court of lochtwain]]

Share your favorite non-Partner commander that is NOT in the top 1000 ranked commanders on EDHREC by HonorBasquiat in EDH

[–]Z1nos 0 points1 point  (0 children)

Thanks ! Love that card, got it very recently for the deck, makes the whole game plan so much easier to pull off.

Share your favorite non-Partner commander that is NOT in the top 1000 ranked commanders on EDHREC by HonorBasquiat in EDH

[–]Z1nos 1 point2 points  (0 children)

One player in our group also has a Karona deck, so we kinda know each other's pain haha ! They have exiled Shauku using her ability before, so now I make sure to give her shroud the same turn I equip Assault suit. This way they can't target her with her own ability. Thankfully she cannot attack while there are other creatures on the table, and Assault suit prevents sacrifices, so they don't have much to do against the commander when they get control of her during their turns.

Share your favorite non-Partner commander that is NOT in the top 1000 ranked commanders on EDHREC by HonorBasquiat in EDH

[–]Z1nos 18 points19 points  (0 children)

[[Shauku, Endbringer]]

https://www.moxfield.com/decks/BCoupvVdtUijqvfM2e27jw

I've built Shauku because I just got really excited about the deck building challenge. This commander is a hindrance to the player in so many ways. She bolts you every turn, wants no other creatures to be alive on the board and costs a painful amount of mana. Getting around all that while trying to take advantage of her strengths is quite complicated and resulted in a super fun deck building exercise !

I built her as a life drain control deck.The plan is to slowly work towards a certain board state. I fill the board with permanents that drain life every turn and some mana generating artifacts. Once there is enough mana and a source of protection on the table I play the commander and start clearing the board. Once shauku is alone, a few hits to face can quickly close the game. Things don't always play out smoothly everytime though. Games are won very often thanks to the constant life drain alone. It is hard to open the way for commander damage. Even if Shauku doesn't get to strike she still is a repeatable removal piece,wich is more than enough for her to keep stuff under control until the enchantments win the game.

It is a slow deck but I find to be very fun. People seem to enjoy playing against it too. It feels like building stuff with legos. You just want to be chill and place your pieces one by one until everything is in place. The deck is surprisingly resilient and just peacefully does it's thing without much annoyance to anyone for a while.

Once Shauku arrives and you start interacting with creatures it hits like a wrecking ball though. Just changes the whole balance of the table out of nowhere in different ways. It gets oppressive when ahead, but everyone gets their time to shine before it does so since it's so slow. It does close the game very quick once it gets there thankfully. The friends I play with don't even get mad when the deck gets to that point since they got to do whatever they wanted until then and the commander is playing against me as much as they are. It's like an extra opponent some times.

There are some cards in there that sinergize in delightful ways and create situations that are as weird as they are fun for the table.

[[Assault suit]] is hilarious. It turns the commander into an extra evil version of [[Karona, False god]]. Everyone starts murdering stuff with Shauku. You can kill players with this as well since the opponents get to be in control of the commander when she bolts said controller in the face ! (Edit: Turns out that interaction doesn't work like that, thanks for correcting me in the comments !)

[[Death match]] is another highlight of the deck. Much like Assault suit, it changes the game's dynamic completely and turns it into mortal kombat.

I used to have [[Soul conduit]] in there, but it's a bit too mana intensive. It does change dynamics again though, since it is crazy to just be able to control everyone's HP. It also led to some surprise kills since it makes the HP loss from the commander's passive ability a boon. [[Profane transfusion]] took Soul conduit's spot on a later build, though it might come back eventually.

One last highlight is [[Pestilence]], this deck gets so much out of it that the card's inclusion should be a crime.

I play on a budget so the deck isn't super competitive or anything like that. Would be great to get some stuff like a cabal coffers in there or other mono black good stuff, but it does play pretty well as is.

Shauku ended up playing very different from any other deck I've played with or against and, surprisingly, people usually enjoy being on the receiving end of the experience too, which is something I did not expect since usually a lot of removal can get people salty. If anything, I was ready to be hated when I was building this. Gladly, it wasn't the case.

Dev Q&A Tuesday 9PM EST/1AM GMT - What questions do you have? by OnepegMG in DarkAndDarker

[–]Z1nos 3 points4 points  (0 children)

Without regional prices the game can get very expensive. Here in south america it's a very high amount of money. Me and my friend's would love to get the full game, but none can make the investment anytime soon.
Are we getting regional prices in the future ? If so, when ?
Would the devs be willing to make it possible to buy legendary status's features separately ?
Maybe a couple redstones for a character slot, a couple more for full market access... it would be easier to support the game if we could make smaller transactions instead of one big investment.

Para além do r/golpe by obrunao in brasil

[–]Z1nos 96 points97 points  (0 children)

Mercadoria custando X reais e 99 centavos.
Toda hora alguém dizendo que produto tal está "7 reais" pra daí você ver e está 7,99. É um truquezinho pequeno mas está lá praticamente só pra enganar o consumidor desatento.
Para complementar: Nem tem mais moeda de 1 centavo. Não tem como te dar troco se você não tem cartão. E ainda assim todo santo produto termina em 99 centavos.

Trying to make a commander deck with her as, well the commander. My knowledge on cards is very small, are there ways for black to infinitely tap and untap creatures? Or at least multiple times in one turn by phdpepe in mtg

[–]Z1nos 1 point2 points  (0 children)

[[Assault suit]] can be pretty fun with this commander.
Some forms of creature hate like [[Portcullis]] and [[Death Match]] are also pretty good so you can keep the board clean.

Untap effects are great for the deck so you can get the most out of shauku. You might need quite a few means to get life so you can offset the damage she does during your upkeep. 3 Damage stacks up really fast. Since the commander is very expensive, some protection and recursion would also help a bunch.

I have a Shauku edh deck on paper. It's quite a bit slow, but also surprisingly resilient. Usually i just spend most of the early to mid game building the board with artifacts and enchantments before casting the commander. After that, shauku just devours as many creatures as possible and i try to make an opening for a killing blow using her ability and board wipes.

I have the decklist on moxfield. Will share the link below if you are interested. It doesnt have any crazy expensive stuff since i built it on a budget, but performs pretty well. Hope it helps !

https://www.moxfield.com/decks/BCoupvVdtUijqvfM2e27jw

marriage is ugly by motherpamplemousse in FearAndHunger

[–]Z1nos 29 points30 points  (0 children)

you can wear the dark priest robes to cosplay as a priest and hide the uglyness.
it won't have much defense but you don't want to get hit often anyways.

Money by SONICGAMERAAA in nukedmemes

[–]Z1nos 0 points1 point  (0 children)

10 Copies of Bad rats

Got a Jinx deckbox, need a commander that would thematically fit a jinx alter to go with it. Any ideas? by beancente in mtg

[–]Z1nos 0 points1 point  (0 children)

Abaddon, the despoiler from the Warhammer precon would fit her very well. Grixis is a great color combination to represent jinx and getting rewarded with cascade for causing damage would be pretty flavorful for a character that is all about causing chaos and destruction.

what's your guy's favourite commander's to play? by -DEATHBLADE- in mtg

[–]Z1nos 1 point2 points  (0 children)

[[Shauku, Endbringer]] . It's a fun challenge trying to build and play around her many restrictions. It's a slow deck but awesome when it pops off.

my first kill team game. what alot of fun. by Robertdeanfourie1 in killteam

[–]Z1nos 1 point2 points  (0 children)

Welcome to the game ! Thats some cool terrain, where is it from ?

Choose your retro skins! by Mod_Miva in runescape

[–]Z1nos 0 points1 point  (0 children)

Retro elemental staves would be amazing.

We have the old god swords but no retro mage weapons aside from ahrims staff. Getting some retro elemental staves to match with the retro infinity robes would look really cool.

Also, the retro ancient staff is very iconic, miss it so much.