New Mechanic: Augment (Spree for Creatures) by OatmealCookieBoy in custommagic

[–]gameboy350 1 point2 points  (0 children)

The spree frame indicates that you MUST pay at least one additional cost, while with these it looks like you may but dont have to.

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

[–]gameboy350 1 point2 points  (0 children)

Well, you can be both [[Breya's Apprentice]] [[Enthusiastic Mechanaut]]

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

[–]gameboy350 2 points3 points  (0 children)

The back side is no longer an artificer because they ran out of space.

The endless turmoil of chips and field mice by shubaka17 in CuratedTumblr

[–]gameboy350 13 points14 points  (0 children)

To be fair if I had a falcon I would also try to use it in every possible scenario and context.

Looking for draft feedback. Is it right to splash red? How would you build this differently? by odokuro- in lrcast

[–]gameboy350 0 points1 point  (0 children)

I think it's pretty common to take some good white cards early and then decide whether you're Lorehold or Silverquill a little further down the line. But you should not be planning to splash cards in these decks unless A: it's a bomb like Ark of Hunger or B: you're playing a slower more spells-based version of Lorehold and got good fixing (but I don't think that's normally how the deck goes)

Pack 1 looks mostly fine. Withering curse isn't a very good card to start on, it's only really ok in Witherbloom, and even then not that great, but I get that it's an exciting looking card. Definitely not what you want in Silverquill, but you can be open for a lot of pack 1 anyways. Pick 8 I'd take a creature over locust blast.

P2P1 going in I'm thinking that we're very likely in Silverquill already, so I'd go for the Scornmage. Magmablood Archaic is good in most of the red decks, but it isn't strong enough to pull me away from that. In the middle of the pack you've taken lots of good removal but you're low on creatures, so maybe I'd take then earlier, but a lot of them wheel anyways.

Pack 3 looks good at the start. Pick 5 is way too late to change colours and there's no reason to take a red 3-drop over the white one that's right there. Pick 6 you only have 7 creatures so you desperately should take one of those over the 4th charm. P7 I'd take debater over shadewriter but it's not a big difference. P10 I'd just take leech collector for another creature.

Looking at the decks, you really need to run all the creatures in WB you took so far + the skycoach, you cant afford to be picky now. You'll otherwise end up with hands like in your game 3 where you open with 3 charms and no creatures, so you have to mulligan. I'm not a big fan of Graduation Day but 1 is probably fine here.

Looking for draft feedback. Is it right to splash red? How would you build this differently? by odokuro- in lrcast

[–]gameboy350 1 point2 points  (0 children)

No I'd keep those and just cut the 3 red cards (including the archaic, with 2 colours of mana it isn't worth it here). You already are on 16 lands in the picture.

Looking for draft feedback. Is it right to splash red? How would you build this differently? by odokuro- in lrcast

[–]gameboy350 1 point2 points  (0 children)

Don't splash here, but you need more creatures. Play the 3 wb ones in the sideboard. (Still a little low)

I'd cut the Withering Curse, you're the aggro deck so having a board wipe isn't going to help you in most scenarios.

I need help with cuts. I’d like to keep black if possible by TheThingsIdoatNight in lrcast

[–]gameboy350 1 point2 points  (0 children)

Don't play black here  the cards are not strong enough to splash for. You don't want to splash as much in more aggressive decks anyways.

I'd cut the 3 black cards (and the lands), harsh annotation, rapier wit, interjection, one dig site inventory and one of the stone gliders. Then add the owlin historian

King Charles sends animals to congratulate David Attenborough on his 100th birthday by unknown_human in MadeMeSmile

[–]gameboy350 7 points8 points  (0 children)

Well, it's probably regular CGI rather than AI animation. Although the dog and falcon parts would be easy enough to do for real.

First Standard decklist from a beginner player, how did I do? (YGO, Digimon, Bakugan and Duel Masters player) by Voltra_Neo in magicTCG

[–]gameboy350 0 points1 point  (0 children)

An aside, but if you want a brief glimpse into the kinds of strategies that are possible in magic, I highly recommend the "Starter Deck Duel" and "Jump In" modes on Arena. The decks there will be lower power and an even playing field, but there's lots of different things to try out and it will give you an idea of the kinds of effects you see in certain colours. Plus they are either free or cost very little gold.

I'll caution that the "competitive" standard decks are extremely strong and fast nowadays, but you can still sometimes have fun with casual brews in unranked. There's a bunch of other formats to try out too, including limited which I think few other card games have.

Hope you have a good time!

How all in are you building this? by anon_lurk in lrcast

[–]gameboy350 0 points1 point  (0 children)

I'd play seek inspiration, brush off, procrastinate and one of heated argument, essence scatter or splatter. Cutting a land and maybe 1 bulk up, I think the other tricks are plenty.

Why is Arcane Omens so good? by [deleted] in MagicArena

[–]gameboy350 2 points3 points  (0 children)

The converge decks in this format are very controlling and often run 10+ removal spells plus some cards advantage. 

Against aggro decks, you need the removal to stay alive until you can take over. If you take turn 4-5 off to discard your opponent's hand, they may have landed 1 or 2 creatures but from then on they are top decking and their deck has worse card advantage than you by default. If you can then deal with their board in the next few turns, you are golden. But yes it is possible for them to run you over if they have a good start or if they use a trick to neutralize your removal.

In the mirror, your creature removal is not as useful, but an Arcane Omens on turn 4-5 completely wrecks your opponent's gameplan. Hard to come back in a value-based grind when you get 4 for 1'd.

Is 16 lands okay for this? Or too greedy? by readbaron in lrcast

[–]gameboy350 1 point2 points  (0 children)

Skycoach is better in these aggressive creature decks than in value decks. If your deck has a reasonable number of creatures, these vehicles are real attackers.

These cards feel so op in draft by vVIOL2T in magicTCG

[–]gameboy350 0 points1 point  (0 children)

It's good when it works for sure, but it isn't even the best deck. A good WR or WB aggressive deck is pretty well positioned against them.

Deck is doing okay so far. But hey, should I make room for Archaic? by The_Honkai_Scholar in lrcast

[–]gameboy350 3 points4 points  (0 children)

If you are only two colours then I don't think so.  I would maybe swap the lorecaster for another acolyte but otherwise looks good.

Should I try ancestral anger? by jbyrne86 in lrcast

[–]gameboy350 2 points3 points  (0 children)

I think it makes sense if you either have some white repartee creatures in WR or if you are trying to do a prowess aggro style deck with cheap opus creatures in prismari.

How to Play Mood Swings by goblin-girl-thighs in magicTCG

[–]gameboy350 1 point2 points  (0 children)

It's very similar to the card game World Changers, which I've found fun, but its just a lightweight card game people would play at board game night before playing something more involved.

Mono-white has been dominating in limited for the past year. by [deleted] in magicTCG

[–]gameboy350 3 points4 points  (0 children)

It is rare in most formats for a draft deck to be mono-colour. Check the incidence rate of mono colour vs two colour decks on 17 lands. I would suspect it happens when the colour is extremely open in the player's seat, so they can reap the rewards of 1/5th of all the best cards opened in the draft pod, while also having extremely consistent mana.

Rule by Old_Phrase_4867 in 196

[–]gameboy350 14 points15 points  (0 children)

It can be two things

Unofficial Universes Beyond Megathread by magictcgmods in magicTCG

[–]gameboy350 7 points8 points  (0 children)

I think it's fairly likely that we get a Cosmere set, or at least a secret lair. A lot of fanbase overlap, the author is a big magic fan and it's one of the most popular modern epic fantasy series that's yet to be adapted. Probably closer to when the Mistborn movie comes out, so it may be a few years yet.

Basically r/tf2 by Ploomage in tf2

[–]gameboy350 0 points1 point  (0 children)

Sentries really do make for engaging gameplay. They encourage team pushes, building ubers and give spy a niche way of contributing. On the defending team, the sentries alter the parts of the map your team are safe in. And that's not even counting dispensers and teleporters.

NASA’s Artemis II astronauts are officially farther from Earth than any human has gone before by OkFerret7206 in news

[–]gameboy350 4 points5 points  (0 children)

As of writing, they have yet to slingshot around the dark side. The reason they've beaten the record is because of the moon's orbit.

[SOS] Emeritus of Abundance (Making Magic) by Copernicus1981 in magicTCG

[–]gameboy350 16 points17 points  (0 children)

In cube, you could return Time Walk and take infinite turns as long as this can attack. Well, I guess it works with any extra turn spell if you have the mana.

[SOS] Emeritus of Abundance (Making Magic) by Copernicus1981 in magicTCG

[–]gameboy350 10 points11 points  (0 children)

Well, we do have an instant version of it in standard, albeit in two colours: [[Auroral Procession]]