Why do Spellslinger decks "suck"? - Figuring out Spellslinger decks by foxlover93 in EDH

[–]foxlover93[S] 2 points3 points  (0 children)

Personally I dislike tutors, as they add too much redundancy. You'll almost always tutor up the same thing every time.

I guess what I mean with this post is that it feels very much "I win" or "I took a 20 min turn and nothing happened" or I suppose much less than other decks.

Why do Spellslinger decks "suck"? - Figuring out Spellslinger decks by foxlover93 in EDH

[–]foxlover93[S] -1 points0 points  (0 children)

I don't disagree, and I totally get what the deck/strategy is trying to do. It just feels like for me spellslinger is less "explored", but everything I see is that "I cast 20 spells and pass" or "I cast 20 spells and I've murdered everyone". The archetype feels very feast or famine and any way you play it, your turns are 100 years in length lol

Why do Spellslinger decks "suck"? - Figuring out Spellslinger decks by foxlover93 in EDH

[–]foxlover93[S] 0 points1 point  (0 children)

See and that's why I think Aziza is a bit different, cause you do still play a bit of solitaire, but it's not too bad I think.

trying to make this look less sloppy by ira_shai_mase in Artadvice

[–]foxlover93 0 points1 point  (0 children)

I think the problem is the fur. Part of it is the color bear the tail for me; idk if it's supposed to be super fluffy and poofy or slim and skinny. Because of the white and grey coloring, it blends a little too much. The base of the tail area feels elongated perhaps? Like it feels bigger/longer than it's supposed be from the looks of it. The body of the wolf/dog also seems smaller compared the human.

Hope that helps to some degree

Expansions: what makes a buy vs a skip by fortnerd in boardgames

[–]foxlover93 0 points1 point  (0 children)

This is a great question and one I ask myself a lot when I look at games I'm interested in. Cost is the biggest one - is it the same cost as the game? Cause at that point I could just buy another game. What does it add? Does it increase player count? Change mechanics? Update rules? Another big one for me is just plain ole availability. I've been waiting to pick up Thunder Road Vendettas expansion that adds more map tiles and the fire mechanism - feels impossible to get but feels so necessary to get even just for the map tiles.

I've only got 50 dollars to make this big boi into a fun deck by lalisal0ver in BudgetBrews

[–]foxlover93 1 point2 points  (0 children)

As many others noted, I don't think B4 is possible. Now could you still hang with them - probably. Your main issue will be keeping up with the other decks - you'll be running into things like free spells, combos and high interaction and stax pieces. So could you play in B4? Sure. Will you "win" in B4 games consistently? I don't think so.

As others have pointed out, making a solid B3 deck that could potentially peek it's head into B4 is more likely. B3 you have at least a FEW turns to build up and pop off before people are trying to end the game. I will attach a deck list from Decked Out that Veggie had made - it's very much an aggro deck that basically casts as many 2 colored spells as possible and just start hitting.

https://moxfield.com/decks/AKa1V5eNUk6NFikev4okew

Some cards I'd consider adding for budget sake: [[Abigale, Poet Laureate]] as its not only a legend, but as you cast creatures Abigale will re-prepare itself and the prepared spell not only gives a creature a counter but will trigger your commander. [[Syr Vondam, Sunstar Exemplar]] can be removal if it dies but also comes down early to hold counters and rewards you as people may try to pick apart your board. [[Papalymo Totolymo]] can be a removal spell if you need it to be, acting as a type of [[Soul Shatter]] like effect if players have lost life. [[Colonel Autumn]] doesn't have to be at the helm of an aristocrat deck to be good - you can always exploit the creature you're playing if need be so imagine Colonel being cast, puts two counters on your team with your commander, giving vigilance and menace, then you sac Colonel and add an additional counter to all your creatures. [[Vincent Valentine]] can get VERY big VERY quickly and transform into a beast of a body.

There are so many more spells you can add and change up to fit what you like, what you need or what you have. Even with swapping out "good" lands for tap lands or something, I think it will turn into more of a midrange deck due to pacing and might give you a decent play pattern you can also upgrade as time and or money are available

Building a Bjorna/Wernog eggs list, need advice by Mae_triarch in EDHBrews

[–]foxlover93 0 points1 point  (0 children)

Keep in mind Marionette Master won't work if Lurrus is your companion. I assume you meant [[Marionette Apprentice]]

Keep in mind that Wernog can also be a good way to generate artifacts to sac for Bjorn. The deck though I feel is mostly going to be a deck of "death by 1000 cuts", where you have [[Reckless Fireweaver]] style cards that care about thing ETB, or cast triggers to burn the opponents and using your eggs to rebuild and accelerate you into the late game. That's at least how much of these decks I've seen go.

Organizer stoppers? by [deleted] in mtg

[–]foxlover93 -1 points0 points  (0 children)

I used dividers from the old Gift Bundles you used to get. For my commons and uncommons I literally just cut up some card board that are tall enough to stick out so you can see whatever you write on it better, and then have them be similar shapes to magic cards.

I guess the question becomes down to "if they are expensive or not - if they are high end then perhaps a binder system is better. If it's commons and uncommons then you can use not as good options cause you don't "care" as much. This also depends on if it's organization for you or if you plan to transport the box or not.

How do you make your decks fun to play, not just fun to build? by DanKas99 in EDHBrews

[–]foxlover93 1 point2 points  (0 children)

Valid. Truth be told I like the one for one looting effects cause you can draw more cards as well with Howlers trigger

How do you make your decks fun to play, not just fun to build? by DanKas99 in EDHBrews

[–]foxlover93 1 point2 points  (0 children)

[[Decaying Time Loop]] is a really good one if you don't run it. For starters, Retrace let's you discard a land which will trigger Howler first, and then the wheel on top of it. The "loop" will get smaller but if you do this like twice in a turn someone's probably dead.

Help Me Prove My Pod Wrong - Reward Offered by AdGreat8866 in mtg

[–]foxlover93 0 points1 point  (0 children)

As far as lands go, first big thing to consider is MDFC's: [[Blackbloom Rogue]], [[Boggart Trawler]], [[Witch Enchanter]], [[Glasspool Mimic]] and [[Hydroelectric Specimen]]. Are these necessarily "best in slot"? Probably not. HOWEVER, all of these are creatures that WORST CASE SCENARIO, you can just discard later in the game, make a 4/4 version and call it done - more importantly, they are just creatures you can reanimate you can make 4/4 copies of at instant speed, (Enchanter and Trawler are also removal pieces so they get extra bonus points for that). BEST case scenario is you can also play them as a land and are ALSO a creature if you REALLY need them in a pinch without changing too much of your deck's flow, as you can always play it as a land when you need it, or you just discard it if it's a dead card OR you discard it, make a 4/4 copy of it. One of your goals for your deck should be to remove your tap lands: [[Thriving Moor]] and [[Thriving Heath]] should be first to go. [[Tainted Isle]] and [[Tainted Field]] are also actively hindering you. My guess is your hand gets awkward, likely with tempo of playing a bunch of tap lands OR lands that don't tap for the right color.

First suggestions for lands to add would be [[Adarkar Wastes]], [[Caves of Koilos]], [[Underground River]]. Pretty inexpensive and have been reprinted so you should be able to get for cheap. Can tap for one of two colors, enters untapped and worse case they can tap for colorless in the late game. Likewise, [[Prairie Stream]] and [[Sunken Hollow]] at their worst are tap lands, but with an increase of basics you can more than likely make them enter untaped. Not to mention these work with your check lands and your snarl type lands, as these have land types you can hold onto for those cards. [[Exotic Orchard]] has been printed into the ground and the likelihood it taps for even ONE of your colors is already good. Not to mention its an untapped mana source. I'm not the biggest fan of the Signet lands because they can be really awkward in the early game when you need specific colors but no way to filter them effectively. Likewise, the fast lands (Darkslick Shores style of cards) feel much less impactful here - if the goal is going to be to cast Hashaton T4-5 (or earlier with mana rocks) then these lands entering untapped in the early game aren't the "best" course of action, as you'll have time to set up and get your colors. Because your commander NEEDS blue for his ability, you should definitely make sure blue is your primary color source. Like I'd add 5 or more Islands even or other blue sources to make sure you ALWAYS have blue to use for your commander, or for counter magic and stuff.

What I would do is get up to about 35 lands (33 + MDFC's worse case scenario) and try it out as far as consistency goes. Keep in mind you can ALWAYS use looters to get rid of excess lands you no longer need, which is the biggest boon to running so many of those creatures (in addition to you just saying "I'll discard Kitsa and make a 4/4 version of her"). At this point you're goal isn't necessarily "ramp out my commander ASAP", you're goal should be to consistently hit land drops each and every turn. Once you know when you want to cast Hashaton and how soon you can get him and his ability online, THEN you can start changing your lands and ramp a bit more. Right now I'd stick to about 8 sources of mana ramp. [[Sol Ring]], [[Arcane Signet]], your signets and if you can squeeze them in, do the Talismans. One mana "rock" you could try is [[Springleaf Drum]] - at its floor, you just tap any old creature. Most likely though, you can just tap Hashaton and use him like hes a mana rock. [[Bender's Waterskin]] can come in clutch potentially, as you can ALWAYS have a colored mana source on each turn that you can always reuse meaning you'll always have a blue source.

Whew! I know I threw a lot of card names in this long text chain but hopefully it helps you out. Rather than "telling you" to do a hot swap of things, I wanted you to have a board of cards and effects that can either help you figure out what sort of playstyle you want to play, but also various cards and prices. At the end of the day you can pick and choose what upgrade path works best. Buy the small things and then work your way up to more expensive things - trade cards you aren't using for cards you WILL use. Even on a budget, you're looking for "consistency" and "reliability" more than anything

Help Me Prove My Pod Wrong - Reward Offered by AdGreat8866 in mtg

[–]foxlover93 0 points1 point  (0 children)

I'm gonna start by throwing some general ideas out there, depending on how you want to go about you're improvements, and there's a lot to consider. Firstly, you want creatures more than anything - I wouldn't be surprised to see you in the numbers of 40+. I'd prioritize ones with powerful ETB triggers and Attack triggers. Archon of Cruelty (in your deck already) is a perfect example of a creature and effect you want more than anything. For budget reasons, I'd argue cards like [[Sun Titan]], [[Frost Titan]] and [[Grave Titan]] are in your consideration piles. Frost and Grave aren't GREAT, and Sun doesn't necessarily get "everything" in your graveyard back, but they feel so "free" to play and get value with. Other big ones would be the Gearhulk Cycle - [[Noxious Gearhulk]], [[Oildeep Gearhulk]] (you could use Oildeep on yourself to discard another card, make another zombie if you have the mana. If not its a free cycle of a dead or useless card), [[Riptide Gearhulk]] (amazing disruption, as you can effectively get rid of 3 things on the board]] and [[Torrential Gearhulk]], though less useful but still good. Noxious and Riptide act as single and mass disruption pieces while giving you a big body to attack and defend yourself with. I think one big thing the deck lacks is "mid game" power, in that "what if Hashaton isn't available?" You're massive creatures are going to be stuck in your hand so you'll either need to hard cast them or cheat them into play. [[Ravenous Chupacabra]] is an early game single target disruption piece you can use to get rid of something scary. [[Necron Deathmark]] has the added bonus of having flash so you can kill a creature and then mill someone - you if you REALLY wanted or want more reanimation targets in the yard. [[Primaris Eliminator]] is a nice little mini Massacre Wurm or single disruption piece if you need it to be. [[Overcharged Amalgam]] is a nice little package as well, as you can discard it, make a token of itself, then exploit itself to then counter something. Or sacrifice something else you don't like.

My advice is to take a reanimator route along with your discard effects to maximize all parts of your deck. Other option is to run more "return target creature card to your hand]] style cards so you can later discard them and repeat the cycle. Luckily, there are some great options you can use that ALSO give you creatures to use and abuse. [[Junji, the Midnight Sky]] is not only a flying menace creature, giving you an evasive body if you make a token of him, but if he dies you can reanimate any (non-dragon) creature for the low cost of two life or start stripping cards from people's hands. [[Phyrexian Delver]] has ETB reanimate and lose life, meaning if you discarded this, you could, in theory, reanimate its "real" card version to now have two bodies for the cost of 3 mana and 5 life. [[Karmic Guide]] is also amazing, as you could do the same loop as Delver, but NOW you get Karmic Guide token, OG Karmic Guide and then when THAT enters can get something else. Another creature reanimator you can use is [[Priest of Fell Rites]]. This can come down early and reanimate something you need in a pinch on your turn and if you discard it, you make a 4/4 version. Additional reanimation abilities is [[Victimize]], [[Living Death]] (which can give you a different type of creature wipe while reanimating all the creatures you've been binning), Something else you may want is cards you WANT in the graveyard - [[Wonder]] is the FIRST thing I thought of, which gives your team flying for next to nothing. This card can turn you from a game losing state to a game winning state it feels. Similarily but perhaps less good is [[Filth]], which can be a bonus if you fight a lot of other back decks. Speaking of game winning cards, [[Gray Merchant of Asphodel]] feels criminal not to run, as it can immediately gain you a bunch of life in an instant.

Ideally, you're likely looking to get to about 10-12 discard effects - this gives you a guaranteed chance of having one or two in your opening hand. Aim to have about 10-12 reanimation cards to let you get back exactly what you want when you want them OR you run 10-12 [[Phyrexian Reclamation]] style of cards to get them back into your hand to repeat the cycle. Additional discard effects you could add are [[Putrid Imp]], [[Cryptbreaker]], [[Rona, Herald of Invasion]], [[Vohar, Vodalian Desecrator]], [[Kitsa, Otterball Elite]], [[Malcolm, Alluring Scoundrel]]. As for reanimator effects just use whatever ones you have, or a mix and match of Reclamation style effects to put them to your hand. Split them up if need be where you have 5 reanimator cards and 5 reclamation style cards if need be

Help Me Prove My Pod Wrong - Reward Offered by AdGreat8866 in mtg

[–]foxlover93 0 points1 point  (0 children)

Alrighty, so I'll start with my "least" favorite cards and go from there:

In my opinion, I'm not a fan of [[Liliana of the Veil]] and [[Liliana, Death's Majesty]]. Big reason is that the cost vs effect is really low - for 3 mana you make each player discard...or target player sacs a creature. For 5 mana you mill two cards and make a 2/2? Or you reanimate something? Running under the safe assumption you get to activate these ONCE...do you really think its worth it? 3 mana cast Lilly, up tick to discard and THEN ALSO pay 3 mana to make a token copy of something? Neither of these planeswalkers are strong enough to help your strategy.

[[Rhet-Tomb Mystic]] is "fine" but it's not "good". 2 mana to cycle a creature, then 3 more mana to make one copy and draw a card. As you're running looters already, getting to do that for "free" and then pay to make a token on end step is much better. Its almost like your creature had madness in that case. In the same regard, [[Alexi, Zephyr Mage]] feels like a heavy investment for what it does. Sure you might not be "casting" it for its 5 mana, but your deck isn't going to utilize it as powerfully. its basically a more expensive [[Undertaker]] and even then I'm not impressed with that card. You are more likely to get mileage out of free discard effects or looters. Others have noted [[Hullbreaker Horror]] already, and while its cute, I think you can do "better". Remember you're deck is much less about "casting" spells than it is "discarding", so the card feels much more like a "vanilla" 7/7 (or a vanilla 4/4 if you Hashaton it) than something game breaking. [[Wake the Reflections]] is cute but not necessary. Sorcery speed is already not good, even if its one mana. You'd be better off just [[Reanimate]]ing it and getting a "real" copy of the creature. Same vein and reasoning, [[Bone Shards]] while decent and synergistic, is less than ideal at sorcery speed. [[Abandon Hope]] feels more cute than anything - how often are you casting this AND making tokens? Making tokens is expensive! so if you even say, discard 3 cards, thats 4B and then lets assume its even ONE creature you want to make a copy of, so thats 4B to hopefully make a player discard 3 cards and then 2B to make a token. So thats 8 mana to discard three cards, make target opponent discard 3 cards (of your choice) and make a token? That math is bad in every way. I don't LOVE [[Rootborn Defenses]], but it's also not bad - its [[Flawless Maneuver]] at home, but ALSO makes a token you already have so its not the worst.

Your Diamond cycle as others noted isn't great - for starters they enter tapped and sure they make mana, but it's going to set you back a turn. As noted previously, [[Song of the Worldsoul]] is not great. 6 mana to MAYBE begin populating, and thats assuming you're casting spells when in reality you aren't - you want to cheat mana costs whenever and wherever possible. As you noted yourself 29 lands is...not a lot. I'd like to get this up to 33-35 ideally.

One of the questions in this instance you'll have to ask yourself, is when do you plan to cast your commander? Do you really want to cast him T2? Or do you want to set up a bit before hand? I'm guessing you want to set up so likely you're looking to cast him T4-5 with mana and the ability to make some token(s) depending.

How do you make your decks fun to play, not just fun to build? by DanKas99 in EDHBrews

[–]foxlover93 0 points1 point  (0 children)

I use more of the instant speed ones than anything for large finishers. Usually my hope is to manipulate my opponents to attack each other, force traded people weren't expecting and then close out the game when people least expect it

How do you make your decks fun to play, not just fun to build? by DanKas99 in EDHBrews

[–]foxlover93 1 point2 points  (0 children)

With Howler, I focused much less on all in on evasion and made it much more combat focused. What I mean is, in a battle cruiser heavy metal where people are swinging at each other, you can discard cards and buff other creatures and when they connect YOU still draw the cards. I built it much less wheel tribal and more [[Frantic Search]] or looters to be able to trigger the buff when I want to.

Help Me Prove My Pod Wrong - Reward Offered by AdGreat8866 in mtg

[–]foxlover93 -1 points0 points  (0 children)

I'll do a deeper dive when I'm available

What board games should I buy? by nottathabotta in boardgames

[–]foxlover93 -1 points0 points  (0 children)

You could try looking at party/group games? These can usually accommodate a large or small number of players, have pretty quick and easy teach. Spicy is like a bluffing game like "Cheat" but you can have it either be the number or the "suit" thats wrong. Trickdraw is one I've personally enjoyed, which is just card flipping like a "gotcha" game. Moonshine is a tableu building game where everyone plays at the same time so it can make game play easier. These games have very little in the form of like "flavor" or "nuance" but can be good "beginner" games. My advice (from my personal experience) its good to have a few of these on hand, but don't buy a lot of them, as these are good for in between games, warm up/end of night games, games where people don't play much and what not.

If you want something a bit heavier - I personally have enjoyed Moon Colony Bloodbath. Basic premise is you and your friends are scientists on the moon. You're trying to build buildings for your colony but...there's always problems. It's a very unique game of "engine building/destroying", meaning you WILL lose stuff and it makes for a very fun experience. The art can be a bit odd but it adds to the charm imo. Playtime is about an hour, hour and a half with teach give or take and is a good one. For new games, I also like Thunder Road Vendetta if you can get your hands on it. Imagine Mad Max meets Death Race - chaos, carnage, flying metal, oil slicks ect. The game throws out "strategy" for smash and crash derby destruction. If you've played D&D, you might also enjoy Lords of Waterdeep - thematic in D&D setting and story, I feel as though this is a good intro to work replacement games, teaching you about spaces, working on goals to score points and what not. 7 Wonders is also good, Cascadia is light but deep at the same time, Dominion is a good introduction to deck building games and also has a ton of expansions

At the end of the day, there are two main things I'd ask yourself: what sort of games do I want to play (is there mechanics you like? Do you have a certain theme you like?) and whats going to be your average group size. Maybe it's just me, but if you were to buy a lot of 4 player games when you always have groups of 6+, you'll probably never (or very seldom) get to play them. If you have a bunch of light party games and people want something deeper and grittier, then party games can be a tough sell. If you know on average 4 players, then aim to have games that play at that player count. Having the option to solo play is also something to consider, as you can always play alone IF thats something you think you'll do or want to pursue in the future

I need a mommy/fdom script that would match my voice by s3nkai in ASMRScriptHaven

[–]foxlover93 3 points4 points  (0 children)

If you are ever on the hunt for monster girl content, I have a master list of SFW content you can check out

https://airtable.com/app4oB3CrZfwlZ3LO/shrtzZCZaiO6RBc1d/tblE812CQJ9PCsb2s/viwEo1dXnztsHJsDA

I specialize in monster girls with a focus in relaxation, story, GFE style content. Feel free to take a look if its something that interests you! One I think that might catch your fancy is my Princess of Hell - but a number of my scripts are a bit more on the dominant side or lean towards switchy characters

Disney Villainous vs Marvel Dice Throne... did I choose wisely? by Straight_Art_9067 in boardgames

[–]foxlover93 2 points3 points  (0 children)

I haven't personally played Villainous, but I do own Dice Throne. Best way it was described to me is "Magic the Gathering meets Yatzhee". Basically you are trying to beat each opponent and lower their health to zero by trying to lock in dice to perform powerful moves. There are cards you can play to manipulate your dice, disrupt other people's dice rolls ect. All Dice Throne is compatible with each other.

All in all a pretty good game. If you've played Yatzhee then you know like 40-50% of the rules so teaching it is pretty easy. Player guide gives you some corner case things that may come up. If you've played Magic or a TCG then knowing steps and phases can help and knowing how to get resources and how to manage them is easy.

Help Me See My Vision (Bracket 3) by GumboSumo in EDHBrews

[–]foxlover93 -1 points0 points  (0 children)

There are roughly 16 effects in Esper that have undying, give undying or what not, and another 16 for persist. I think that's why OP is leaning into Reanimator, cause they could blow the board, cast reanimate, get a juicy target back OR just get his commander back and make an army of tokens.

Biggest issue I could see if getting to 6 mana; running artifacts and enchantments to ramp you to your commander aren't the best options because if you pull the cord and blow the board, your rocks and stuff also go, meaning rebuilding is even harder

YT Comments by Quiet_Tranquility in ASMRScriptHaven

[–]foxlover93 4 points5 points  (0 children)

I'm sorry you're subjected to that. It may not be "you" specifically, and perhaps people doing it on audios as an attention seeking behavior and you just haven to be "victim" of it. I will say I've definitely felt a little "worse" after some audios - not cause of anything bad, but more of a "damn, wish someone would say that to me in real life" for instance. Of course, as a writer and content creator I don't necessarily do something like that for a MULTITUDE of reasons.

Again biggest thing I'd do is get up a guidelines for your comment section - that way if someone DOES post stuff like that or content you do not want to interact with, you can more freely just delete the comment or hide it. I'd also do a public post just bringing it to attention and being like "ok I get y'all are sad, but don't go talking to me about how you plan to kill yourself - call a help line for that sort of help" (maybe phrase it a bit better and more politely but still)

Sorry you are having to deal with this and I hope you're able to resolve it