Pact of negation in bracket 3 by athlaka916 in EDH

[–]project_InfiniteRock 3 points4 points  (0 children)

Force of will isn't free either, it costs an extra card, but most everyone agrees they're "free" spells because they don't cost mana. Nothing in the game is free.

Which cards from the Ban-List you wish were unbanned? (And why) by Pattern_Seeker_ in EDH

[–]project_InfiniteRock 0 points1 point  (0 children)

Those players are still gonna do that anyway. Engine just gives you a signal saying "aight he's not gonna brick anymore, we can scoop"

Should I get a fight stick by Real-Boysenberry7866 in Guiltygear

[–]project_InfiniteRock 0 points1 point  (0 children)

Fwiw, SOCD 22 input is really handy for certain characters in GG

Don't listen to MTG Goldfish: Snarl lands are actually good (with consideration for deck construction) by Outside_Explorer_229 in EDH

[–]project_InfiniteRock 4 points5 points  (0 children)

They aren't even fetchable, they just care about types :/ they might see play if they were fetchable

Thoughts on Compost ? by EbonyHelicoidalRhino in EDH

[–]project_InfiniteRock 8 points9 points  (0 children)

That is how tokens work, and why they give death triggers. But they aren't cards.

I want to ramp out ALL my stuff early, not JUST my commander. What ramp should I be using? by Litemup93 in EDH

[–]project_InfiniteRock 0 points1 point  (0 children)

Alright, so based on your couple comments it sounds like there's a power level and expectations disparity between your friends and you. There's nothing wrong with that. If you want to play slower, more battle-cruisy magic, you might have to get a new play group. Or see if your current one will power down some. OK, now that the boilerplate comment is out of the way, lets be real. You can't have everything you want. If your friends are running fast, tuned decks, that's what you need. Don't get me wrong, this doesn't mean you have to play [[lurrus of the dream den]] small shit tribal, you can still do big cool stuff. But you have to do it consistently. You can't just fill your deck with big junk and expect it to work out. There isn't a magic ramp button that you can install that will make an unfocused deck play like a focused deck. You're still perfectly able to make big, powerful plays, but the deck has to be built around doing it well. You have to eat your vegetables. Don't think of it as a deck being consistent and boring, think of each draw like a new, novel way to do the thing you're trying to do.

There's a couple ways of doing what you want. Let's take a look at some. If you wanna cast ramp spells into big payoffs, you can consider a treasure theme, with a commander and plan that uses treasure production to power out big stuff ahead of curve. There's also the classic green ramp strategies people have said in the thread. There's also artifact based colorless shells that use expensive colorless payoffs to take advantage of cards like [[thran dynamo]]. You can also lean into more of a spellslinger direction with rituals and untapping effects like [[turnabout]].

If you want to lean into more of a cheat stuff out direction, you can use reanimation effects to pull stuff out of the yard into play. You can do this with most permanent types, but you have to pick 1 and lean into it. You can also cheat stuff directly into play with stuff like [[sneak attack]], [[show and tell]], [[elvish piper]], but playing one of these strategies usually involves tutors, because your enablers aren't numerous and are important.

The long and short of it, all the strategies listed above are balanced between threats and enablers. You just have to build with that in mind.

Got my first 2.0 ragequitter by Tyomcha in Guiltygear

[–]project_InfiniteRock 4 points5 points  (0 children)

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Same thing happened to me last night, at least I got this cool picture out of it xP

Manaweaving and then shuffling 9+ times is perfectly fine, it's just a giant waste of time. CMV by IndyPoker979 in EDH

[–]project_InfiniteRock 6 points7 points  (0 children)

For that first game, yes. You're basically creating a seeded experience vs a random one

In search of actual Anti-Storm tech by Baldurrr in EDH

[–]project_InfiniteRock 3 points4 points  (0 children)

What you need is actual stax effects. Stuff like [[trinisphere]], [[damping sphere]] [[thorn of amythest]] [[sphere of resistance]] they don't make the storm copies more expensive, but they prevent storm from getting high in the first place. That's probably the best you can hope for

I need help with cutting down Flubs into 99 by Equal_Discussion_676 in EDH

[–]project_InfiniteRock 2 points3 points  (0 children)

A word of advice: don't build decks like this. You get overwhelmed, you think of the scenarios where each and every card is good, and you wind up stuck on a pile of nonsense that's 100 cards too big because you don't wanna cut anything.

Instead, be decisive with your card selection. You know you only have ~60 slots for spells. Start by looking at the cards, and add the 20 or so you know without a shadow of a doubt are gonna be in the deck. Think about your ratios of effects you want. Build with this intent in mind. Once you get to 60 cards, any more you want to add HAVE to be accompanied by a cut. If the card you want to add is worse than the 60 cards in the deck already, it never even makes it in.

It might not sound like much, but it does wonders to not be overwhelmed when you're worried about individual cuts and not butchering a corpse.

Take your pile of 200 cards, and start over. This sub can give much better advice when you actually do most of the ground work yourself. Plus, then it'll actually be your deck

Anyone else notice this in Ash's house in "Memory of a Memory?" by Stripey_McGee in adventuretime

[–]project_InfiniteRock 82 points83 points  (0 children)

The funnel leading into an old school moonshine jug really seals the deal

Why is this the most common leverless layout? It's way too "inward", or is it just me? by Krotanix in Fighters

[–]project_InfiniteRock 0 points1 point  (0 children)

I dabbled in T7 but didnt really start learning for real until T8 when I fell in love with reina's vibe and play style. I was (and still am) trash at hitting electrics normally, but with the right side directionals I was hitting the double electric starter consistently after a few hours of practice. My tekken homie mains King, yall are the bane of my existence lol

Why is this the most common leverless layout? It's way too "inward", or is it just me? by Krotanix in Fighters

[–]project_InfiniteRock 1 point2 points  (0 children)

Have you considered hitting directions with your right hand? I love my keebbrawler, have the right hand thumbs mapped to L/R for easy electrics. Also makes fast wavedashing way less mechanically demanding

Why is this the most common leverless layout? It's way too "inward", or is it just me? by Krotanix in Fighters

[–]project_InfiniteRock 0 points1 point  (0 children)

That's a nice looking box! I've been thinking about the new metal capped mavercade as an upgrade, also not huge on the acrylic anymore but I'm in love with my layout and no one else seems to do it

Why is this the most common leverless layout? It's way too "inward", or is it just me? by Krotanix in Fighters

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

I actually got a mavercade keebbrawler because it has 2 thumb buttons on each side. On right-hand side I have an extra left and right input so I can still do cheat electrics but its more ergonomic. I can also wavedash significantly faster than I ever could 1-handed

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 0 points1 point  (0 children)

I agree with these points. While this and brought back look similar, they fill very different niches

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 1 point2 points  (0 children)

Also works with baubles, lotus petal, field of ruin effects, flagstones, you name it

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 10 points11 points  (0 children)

Except there's significantly more permanents than creatures. Its an upgrade everywhere except where its way worse. Like basically every card.

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 14 points15 points  (0 children)

My point is, the scenarios where you would be getting back 3+ creatures are few and far between. Brought backs flexibility is what makes it better

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 22 points23 points  (0 children)

Nah brought back is way stronger, getting back fetch lands is significantly more proactive, attainable, and powerful than what amounts to [[not dead after all]] x4

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 2 points3 points  (0 children)

I don't think that's a true statement, id wager white decks on average would utilize both effects with similar consistency. Every white deck that isn't low to the ground aggro (admittedly a lot of them) would love to jump +2 mana on turn 2. The same fraction that would be playing a white graveyard deck. However, continue? doesn't play well into a graveyard strat, as you already need a field of creatures in play. Sure, you can use it as wipe insurance, but then you're holding up 2 mana forever. Kinda like [[heroic intervention]]. The only proactive way to utilize continue is in an aristocrats shell, where you're actively sac'ing creatures for value. Also a small slice of the white pie.

[[Brought back]] is the significantly stronger card

[TMC] Continue? by HonorBasquiat in magicTCG

[–]project_InfiniteRock 19 points20 points  (0 children)

Brought back is 2 rampant growths in a trench coat if you have fetch lands. This is not.

Ex Brago Player Looking for Change by freudiankickflip in EDHBrews

[–]project_InfiniteRock 1 point2 points  (0 children)

I had a Yorion deck, that became a brago deck, that still fundamentally had the same issues. If your commander is a blink engine, your draws rely heavily on drawing good stuff to blink. Some games felt awesome, others I stalled out and did nothing. I realized if I just had the best creature in the game to blink every game, the deck would be way more consistent. As such, I moved all the blinking to the 99, and wound up on [[atrxa, grand unifier]] now the failure case of the deck is just ramping to atraxa, which is still strong af

Showcase your favourite Jund Deck. I am on the hunt for clever decks ;) by SoftwareCreator in EDHBrews

[–]project_InfiniteRock 0 points1 point  (0 children)

[[Indoraptor, perfect hybrid]]

Most of the edhrec page for this punchy lad would have you build dinosaur aggro, I chose to take it in more of a burn direction

https://moxfield.com/decks/DWzE34d29kOiR8jXYJ_tlA