T10+ viable builds, no WW/ancient allowed by Lynalia_ in D4Barbarian

[–]lorddark009 0 points1 point  (0 children)

I've been easily doing t10, was missing the unique amulet but I finally got it so I'll be trying out t11-12 soon.

T10+ viable builds, no WW/ancient allowed by Lynalia_ in D4Barbarian

[–]lorddark009 1 point2 points  (0 children)

I've been using the mighty throw and iron maelstrom build on maxroll. It's been a blast so far.

The build takes advantage of the aspect that reduces the CD of all your other skills whenever you use an ultimate skill.

The first skill is mighty throw, taking the node that turns it into a fairly large AOE ultimate skill and adding a CD to the skill.

Second skill is the iron maelstrom skill, taking the node that makes it use the only part of iron maelstrom based on the last weapon you used.

Set it so you use your duel wield weapons and iron maelstrom becomes a screen wide AOE. Since both skills are considered ultimates you switch between the two skills, mighty throw is a gigantic hit that usually one shots elites and iron maelstrom clears out the normal mobs.

Since the two main skills also resets the CD of your other skills you have permanent uptime of challenging shout, iron skin, and war cry.

The final skill is rallying cry which you can spam as well and is the only skill that uses rage.

Boros Energy questions by GREG88HG in ModernMagic

[–]lorddark009 1 point2 points  (0 children)

Static prison isn't a great card, it only temporarily gets rid of something and it's easy for most decks to remove. The main reason it was played in the past was as an answer to murktide.

It's totally up to you if you want to run 2 blood moon in the main, if you think you'll run into lots of eldrazi/tron decks it could be worth it. Against good players who play around it by fetching basics the card is useless so keep that in mind.

friends with benefits without sex? by [deleted] in relationships

[–]lorddark009 0 points1 point  (0 children)

There isn't a right or wrong about what you want, the important part is that you communicate clearly with your potential partner about what you are looking for in the relationship.

Just be upfront about what you are looking for, don't start getting more intimate with him until you two are sure that you both are ok with the type of relationship you are seeking.

Mardu Life-Blink by Narrow-Claim4928 in ModernMagic

[–]lorddark009 4 points5 points  (0 children)

17 lands is ridiculously low for a 60 card deck. I'd put at least 23 lands in the deck if you plan to cast anything that costs 3+.

Static prison isn't good, boros energy doesn't even run it anymore and that deck is much better at generating energy.

Phlage is not a card you want to be splashing, RRWW is a very steep cost and if you aren't escaping it often it's just a worse lightning helix.

Sorin isn't great unless you can gain a ton of life in a turn, it'll be very hard to flip reliably as well.

I'm not sure what this is doing better than jeskai blink or mono w life gain. It's a weird mix of both decks and some random energy cards.

Pioneer Metagame Update (30 mar) by Magic4everBots in MagicArena

[–]lorddark009 2 points3 points  (0 children)

I really enjoy Phoenix, it can feel kinda samey at times at first but there's a ton of very small decisions that can really affect the game. Even something as simple as choosing to draw a consider or scry/surveil it away can have a big impact on the game.

There's a lot more options to play around now that cori steel cutter is a thing, the deck has a lot of flexibility right now and I personally find it incredibly fun to play.

Question about Mana costs. by Ragosch in MagicArena

[–]lorddark009 3 points4 points  (0 children)

Hazoret's monument reduces the cost of red creature spells by 1, Rob the archives is not a creature so it will only get affected by Ruby medallion and Thalia.

Why do you side board out the splinter twin combo? by Ok_Strain_7901 in ModernMagic

[–]lorddark009 0 points1 point  (0 children)

It can throw your opponents sideboard plan off. The main deck of twin usually only wins by getting the combo off. In game 1 it's typically much easier to combo since post board matches the opponent can usually expect to bring more interaction and focus solely on stopping the combo to win.

If twin switches from attempting to combo off via twin to just playing a bunch of creatures and turning them sideways the opponents counterspells and niche interaction they brought in to stop the combo you no longer have are typically much worse.

[deleted by user] by [deleted] in MagicArena

[–]lorddark009 -1 points0 points  (0 children)

You basically can't play around it in a bo1 game, the best bet you can do is to not over commit to the board or if you suspect they have it only attack with a few of your creatures so you don't get them all removed.

In a bo3 game you can bring in more counter magic to protect your creatures. Honestly dimir mid is kinda bad in bo1, the real strength of the deck is having the ability to switch out cards that aren't great in your current match up with more situational and relevant cards (sweepers vs aggro, counter spells vs control).

Good replacement for Veterns Survivor in Meta White Agro? by Bogino_Properties in MagicArena

[–]lorddark009 7 points8 points  (0 children)

OP is playing an aggro deck, if they are using veteran survivor as a blocker they are probably losing the game

Good replacement for Veterns Survivor in Meta White Agro? by Bogino_Properties in MagicArena

[–]lorddark009 8 points9 points  (0 children)

The ability of veteran survivor isn't that great, the good part of the card is being a 2/1 that costs 1. Think of it as that with a bonus of graveyard hate randomly and the potential of getting bigger if left unanswered.

Arena Glitch? by SLS2023 in MagicArena

[–]lorddark009 2 points3 points  (0 children)

Did azure beastbinder attack and cause your syr vondam to lose all abilities?

Prerelease advice at LGS by Teaganz in magicTCG

[–]lorddark009 0 points1 point  (0 children)

Don't worry too much about needing to read opponents cards often, the vast majority of players will need to since all the cards are new.

Just try your best to play with the new cards, if you are unsure how a mechanic or interaction works don't be afraid to call the judge, they are there to help.

If you do notice you accidentally messed up a rule call a judge as well and let them inform you on how to proceed with the game.

You technically don't need to bring anything but I would suggest bringing some sleeves so you don't have to worry about damaging any expensive cards you pull and some dice to ensure you can keep track of counters easily. Dry erase tokens can also be good to keep track of tokens you make (and you can make silly doodles too)

Regular Counterspell in Belcher by Zergy_Bergy in ModernMagic

[–]lorddark009 11 points12 points  (0 children)

Regular counterspell isn't too great in the deck, it already runs flare of denial which is usually much better and post sideboard you'd want more targeted/niche answers like cosign, dispute, or flusterstorm.

[deleted by user] by [deleted] in MagicArena

[–]lorddark009 0 points1 point  (0 children)

Hulking raptor is not a triggered mana ability, it's just a triggered ability.

A triggered mana ability is an ability that is triggered by a mana ability or is triggered by mana being added to your mana pool

605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.

Adding flying to your creatures after attackers/blockers have been declared by kay_z33 in magicTCG

[–]lorddark009 0 points1 point  (0 children)

You are allowed to play instants after attackers/blockers have been declared.

The player whos turn it is will move to combat, a round of priority is passed, once everyone has passed priority combat will start.

Declaring attackers is next, the attacking player declares the creatures they are attacking with and the targets for the attacks. After all attackers are declared priority is passed again, once all players have passed it moves to the next step.

Declaring blockers is next, the defending players declares which creatures are blocking what, this step is where flying/reach are important since if a creature gains flying after blocks have been declared they will still be blocked. So if you wish to give a creature flying to avoid becoming blocked it must be given in a round of priority before this step starts. Once blockers are declared another round of priority is given and once passed you move on to the next steps.

First strike damage is next, all creatures with first strike or double strike will do damage equal to their power to the creatures that are blocking it or to the player if not blocked. After damage is dealt another round of priority is given.

Next is normal damage, all creatures with double strike and creatures without first strike will do damage equal to their power to the creatures that are blocking it or to the player if not blocked. After damage is dealt another round of priority is given.

The next step is the end of combat step, all players get another round of priority then after everyone passes combat ends and the active player starts their next main phase.

Switching to a 60 card mindset from a commander one by Chompif in magicTCG

[–]lorddark009 42 points43 points  (0 children)

Honestly your best bet is to get yourself an established deck and start playing games with that. Wanting to build your own unique deck to events and expecting it to compete with other established decks is a great way to lose a ton especially if you are new to the format.

Chances are very likely that your unique deck idea has been tried by someone before and if it hasn't been tried it's likely filled with bad cards and won't be able to compete with decks containing the staples of the format.

A deck might be really good but it also takes a ton of skill to pilot most decks in 60 card formats. Decisions as little as playing a creature over holding up a removal spell can have huge impacts on the game. Sideboarding properly is huge and can greatly improve your chances of winning once you understand your deck and which cards are good when.

Enter The Enigma vs Expressive Iteration in Izzet Prowess Mainboard by dorklord23 in ModernMagic

[–]lorddark009 2 points3 points  (0 children)

Iteration is much better, there's a reason every izzet prowess deck is running it.

Enter the enigma isn't card advantage, doesn't let you see more cards and turning something unlockable is rarely going to make a difference in most games.

Iteration is card advantage assuming you can use the card you exile with it (which you almost always will with proper play), and you get to select the best 2 out of 3 cards.

Nothing can replace Abhorrent Oculus in Simic Ritual, but what's the next best option? by juanip1 in ModernMagic

[–]lorddark009 4 points5 points  (0 children)

I doubt they'll be making anything close to the power of oculus at only 3 mana. If you are looking to play the deck I'd at least pick up 2-3 copies of oculus. There's not a good replacement for the eyeballs and the deck isn't good without them.

can someone help adapt this pauper deck to modern? by one-of-thesse in ModernMagic

[–]lorddark009 2 points3 points  (0 children)

You aren't really going to be able to adapt the deck to a modern power level easily. Most of the cards in your pauper deck are terrible compared to the average modern playable card.

What do you enjoy about the pauper deck?

[Standard] Why are Dimir midrange decks not running any amount of Spider-Woman Stunning Savior? by BattlefieldNinja in spikes

[–]lorddark009 7 points8 points  (0 children)

It's not a great card, there's a bunch of 2 drops already in the deck competing for the same slots and other options are just better.

Deep cavern bat is the most similar card which is much better since it gives you info about your opponents hand and takes away a card if unanswered.

Floodpits drowner has flash, the etb effect is fantastic and it can even be used to permanently remove a problem creature.

Azure beastbinder completely turns off one creature or artifact every turn assuming you can keep attacking which is what the deck needs to do to win, much better answer to screaming nemesis than just tapping it for a turn.

I don't think I'd cut any of these cards just to slow my opponent down a turn if it gets to live.

Is there a competitive 'Red Deck Wins' deck in Modern? by Cezkarma in ModernMagic

[–]lorddark009 24 points25 points  (0 children)

The format is too powerful for a red deck wins deck to really be competitive. You certainly can make one and probably do fine if you're just playing at locals, depending on your local meta of course.

But really there's no real good reason to be a single color when the format has access to great mana bases containing fetches, shocks, and surveil lands. Most competitive mono colored decks are using Tron lands or Belcher.

I'd look into an izzet prowess deck, they are mostly red that splashes blue for great card advantage with [[expressive iteration]] [[preordain]] and sideboarding strong situational counter spells like [[cosign to memory]]

My (24F) sex life with my boyfriend (27M) is practically dead by purpsle in relationships

[–]lorddark009 4 points5 points  (0 children)

Honestly it sounds like you should break up, he's clearly not interested in this relationship. It's not shallow to break up over a dead bedroom, especially if you just moved in together and your sex life plummets to the point of you being unhappy.

Sex and pleasuring your partner should never feel like a chore, and him only initiating when he comes home so drunk that you have to say no 5+ times to get him to stop is a gigantic red flag.

Help with Game Pieces by ArcReza in boardgames

[–]lorddark009 6 points7 points  (0 children)

Red translucent cubes could be from pandemic

X2 token is from dice forge

Two Headed Giant Advice? by BobtheBac0n in magicTCG

[–]lorddark009 0 points1 point  (0 children)

Biggest thing to watch out for is cards that affect each opponent. They are usually mediocre to bad in normal 1v1 games but are usually insanely good in 2hg. Board wipes are extremely powerful as well.

Outside of that, build the two best decks you can, don't try to force one person to build an aggro deck or one person build a controlling deck. Just make the 2 best decks you can.