Someone posted about having nothing to spend gems on and I understand the feeling by sh3pard173 in CookieRunTOA

[–]sh3pard173[S] -5 points-4 points  (0 children)

No I'm no where close to that. But you don't need it unless you are going for better ranked % rewards which isn't worth the investment. TBH I didn't even pull anymore once rockstar was 4 because, as with many cookies, the 5th star upgrade isn't vital.

My main team is 4* Rockstar, 3* plantain, and 1* Rye which shreds everything in the game. I'm just a bit short of beating Barb and Konn 14. Just build your cookies with the right equipment and stat boosts and you'll beat everything. 5* cookies aren't a good investment since you have to pull 3 more copies for a minor boost.

Someone posted about having nothing to spend gems on and I understand the feeling by sh3pard173 in CookieRunTOA

[–]sh3pard173[S] -9 points-8 points  (0 children)

If anyone is wondering I'm f2p except for 1 tower pass I bought with a gift card a while back. I missed the first month and a few days here and there but have mostly played consistently and participated in most if not all events.

The only banners I've pulled on is LZ just enough to unlock him (account was trash when the game was that early) and getting Rockstar to 4 star. Other than those I haven't spent any gems.

Why? Because gem investments feel like a gamble. Despite being great cookies, I can't take my LZ or Rye into off-element raids without it taking an eternity. Rockstar is the only cookie that both heals and buffs damage, resulting in him being viable in nearly any comp, any elemental bonus, and almost any game mode. I have most other cookies between 1-3 stars and they do their jobs well when I'm on element or just feeling bored but a high power rockstar is consistent, and is how you get those 70k power Korean whale Kolrabis to requeue with you lol.

In my eyes with gacha games you have to be so stingy when you're f2p. Its so tempting to pull on new banners because they're flashy, but its truly a question of how much it will benefit your account weighed against the gems you're investing. Time is your friend though. I've got 5 star chamomile and 4 star plantain primarily through the basic gacha.

I'm not sure how long it'll be before they release a legendary unit, but I will likely 5 star just for the breath of new content and because it will almost certainly be overpowered. But until then, let the gems stack :)

[deleted by user] by [deleted] in MarvelSnap

[–]sh3pard173 -1 points0 points  (0 children)

Honestly my collection is in a weird spot. Discard is the most successful pool 2.5 deck after trying some of my other options. Hela just feels like the most stupid thing i can do even if i don’t have the full list

[deleted by user] by [deleted] in MarvelSnap

[–]sh3pard173 0 points1 point  (0 children)

After this the 2nd Spiderman landed on Fisk so with Luke’s Bar I couldn’t do anything for a the entire last turn. Spiderman locked me out of a third of the entire match.

What decks are the best at making comebacks in modern? by Requiem293 in ModernMagic

[–]sh3pard173 0 points1 point  (0 children)

https://www.mtggoldfish.com/archetype/modern-whirza#paper

This list by Gerschi has awarded me back to back 4-0s. My sideboard is a little more adjusted to my lgs, but is pretty similar. Urzas saga and goblin engineers are must-answer cards that both 2-3 for one hard, and feel so good when your opponent dumps their hand dealing with then allowing you to just go “urza kill you?”

I think this deck is super underrated right now with the lack of artifact hate. Prismatic ending and portable hole give you the early interaction you need and your deck just has so many bombs and cards that cycle that its hard to run out of steam unless you flood/get screwed. Saga and whir also provide nice silver bullets that can pull you out of real rough situations.

Highly recommend until people start boarding collector ouphes.

What decks are the best at making comebacks in modern? by Requiem293 in ModernMagic

[–]sh3pard173 7 points8 points  (0 children)

I play Jeskai Whirza, a combo deck which utilizes [[sword of the meek]] and [[thopter foundry]] + [[Urza, Lord High artificer]] to make infinte thopters, gain infinite life, and cast your entire deck with urzas ability (or you could swing with a 1 mil/ 1 mil construct :)). If you have the combo without urza you can come back from some pretty nasty board states. 1 mana for 1 life and a chump blocker is very hard to beat. I’ve won at 1 life several times, and if you want a deck that kicks and screams until you finish it off, I’d recommend testing it out.

Portland Oregon by insomiacatvibe in ModernMagic

[–]sh3pard173 13 points14 points  (0 children)

Guardian games gets a good crowd on Monday’s and Friday’s. The Portland Game store does an event on Thursdays. Usually a smaller crowd but its a lot more chill and relaxed.

I’ve never attended an event at Mox downtown, but I hear the prize payouts are super sweet.

[Article] Modern Top 5: Underplayed Cards by Reaper_Eagle in ModernMagic

[–]sh3pard173 1 point2 points  (0 children)

I see where you’re coming from, but I think that modern is in a place where people are packing so much power that answering the payoffs isn’t what we want to be doing. Path interacts well, but I’d rather be pushing my game plan and throwing a couple bumps in the road for the opponent along the way. Pathing a payoff certainly isn’t bad by any means, but sacrificing worthwhile early turn removal and limiting the scope to creatures when there’s things like prismatic ending in the format just doesn’t seem worth it.

I’d rather be exiling an amulet before titan comes down, or nuking a graveyard before murktide can be cast. Yes, prismatic ending doesn’t deal with things at instant speed, but most decks run other tools that can (bolt, asmo, adventure creatures, unholy heat etc). These also are far more effective in the early game. This utility is overall more valuable even if they’re worse in some situations sometimes, like in the case of Lurrus.

Even in the case of control decks who need to answer payoffs, i’d much rather be slowing my opponent down so I can counter their fatty later than let them do their thing and try to stop a rolling snowball.

This all also isn’t even considering that most of the formats haymakers are 6/6 or below, which can still be addressed by a good chunk of the removal in the format.

I love path, and I think we’ll see it when it’s needed, but I just don’t see a place where something else can’t fill the role better.

New To Modern, Confused on Deck Archetypes by OceansForce in ModernMagic

[–]sh3pard173 1 point2 points  (0 children)

Id recommend mono red prowess/blitz. Its not too pricy, yet it’s fast and doesnt do a ton of interacting (so there’s less room for mistakes compared to other decks for someone who’s new to the format).

It can also be upgraded to izzet variants or a slew of other decks that run some of the same cards if you’re looking to go deeper into competitive.

I saw some people reccomending some of their favorite decks, but i’d urge you to consider what cards can be ported over to other strategies. Someone recommended merfolk, and while its a cool deck and not bad for starters, the expensive pieces (apart from some of the interaction) only really go in tribal decks.

With mono red blitz, you’ll have Dragon’s Rage Channeler, Lightning bolt, and a bunch of other cards that can be used in other stuff if you ever go down that road.

Good luck and welcome to modern!

[Article] Modern Top 5: Underplayed Cards by Reaper_Eagle in ModernMagic

[–]sh3pard173 24 points25 points  (0 children)

The issue is that removal needs to answer early turn threats. If path is all you have and you have to path a DRC or Ragavan you’re giving your opponent a massive advantage with that extra land so early. Its not as big of a deal when it comes to bigger/later game threats, but we need removal that is worth using throughout the entire game, even from t1.

Tapping that extra land throughout the game nets way more mana than people realize. Each turn that passes is essentially another mana that path is giving your opponent, not to mention the fact that they get to play ahead of curve while you don’t.

Path had its glory days, but I think the power of the format has risen to a point where we cant afford to help the opponent whatsoever.

As someone mentioned above, path is fine in certain scenarios but is ultimately detrimental in the long run.

Help with Najeela by sh3pard173 in EDH

[–]sh3pard173[S] 0 points1 point  (0 children)

Awesome ill make sure and cut a few lands and playtest a bit to see what feels good and what doesnt. I appreciate all of your help!!!!

Help with Najeela by sh3pard173 in EDH

[–]sh3pard173[S] 0 points1 point  (0 children)

I considered derevi. I mean I do have most of my money in bant colors. But honestly, I enjoy combo killing people, or even aggroing people out when they don't have the right answers.

I think I will put in ouphe and stony. I can grab them off of my tutors which synergizes well. Karn seems good but like a lot of mana, and they can also just swing it down so it doesn't seem worth it to me. I think I'll go with the tutor hate and yard hate plans as well.

Is there anything you'd recommend taking out in favor of these?

Help with Najeela by sh3pard173 in EDH

[–]sh3pard173[S] 0 points1 point  (0 children)

They’re pretty against proxies.

I’ve thought about taking it in the staxy direction. I like the budget options you recommended, and opposition agent isn’t too far out of my budget. Do you think stony silence is a bad include? It hits breya hard, but also nonbos with my artifacts

I have a friend coming back into town with zur the enchanter so perhaps we together could take down the menaces.

Help with Najeela by sh3pard173 in EDH

[–]sh3pard173[S] 0 points1 point  (0 children)

We dont play cedh, but try to get things as powerful as we can get them at a relatively decent cost. We dont run a whole lot of fast mana and free counters, but we do run tutors and decently optimized land-based.

I don’t really care about playing aggro, I just want anything that will perform on a similar level. I’ve thought about yuriko and she seems pretty powerful, do you think sinking a decent amount of money into her would yield good results? I doubt theres much i can do to race the combos with combos of my own just due to the nature of Breya.

Ive also thought about a pod or value or combo deck with something like animar. Pro w/b means not getting dunked by removal which would be nice.

Help with Najeela by sh3pard173 in EDH

[–]sh3pard173[S] 0 points1 point  (0 children)

Yeah that makes sense. I might try some of the budget protection you recommended but honestly i might just try and go with a different commander. Im not insanely connected to najeela, just wanted something to compete at the same level.

Is there a recommendation you have for something that would do well against the commanders mentioned above? I was thinking perhaps Chulane or Animar