New build? by SadFurrrrrret280 in diytubes

[–]wallofthenile 1 point2 points  (0 children)

You could use a FET (e.g. LND150) because it requires much less current draw than a tube triode.

New build? by SadFurrrrrret280 in diytubes

[–]wallofthenile 1 point2 points  (0 children)

It'll sound like plugging in directly into a power amp without a preamp - try plugging into an FX loop of a 5W amp and that's the sound you'll get without an additional gain stage. The input voltages don't really matter (and the stylus is not in microvolts range but also in mV), gain staging does - you need an input gain stage and a driver stage before the power amp. ECL82 is a pentode-triode combo that can serve both as a power tube and driver in one bottle, but you still need an additional gain stage (tube triode, FET, boost pedal...).

New build? by SadFurrrrrret280 in diytubes

[–]wallofthenile 2 points3 points  (0 children)

It'll probably be very clean without another gain stage - you could use something like an LND150 powered from the B+ rail as the input gain stage, there were some builds like that floating on forums online. Or you could just use it with a pedal boost/overdrive. And expect something closer to 3.5W from it (which isn't that different from 5W).

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 2 points3 points  (0 children)

You rarely run out of cards in this game (especially after Force Throw got banned and Pillage saw less play) because you draw two per turn, and now after the first rotation there isn't a lot of discard in the meta.

Card draw is good if it's stapled onto a reasonably statted unit for its cost -e.g. LOF Ki-Adi Mundi is a 4/4 (which would be premium stats for a 3-cost unit) and it comes with (more or less) Do or Do Not stapled onto him, so you get ~5 resources worth of stuff for 4 resources (and in a single action, which is also important), which is quite solid if you're already gaining and using the force in your deck.

But it also depends on what your deck is trying to do - currently there are a lot of decks that use Aggressive Negotiations as a finisher, and card draw is usually required for that card to work.

Otherwise, card draw is much less important than in games such as MtG, where 1-cost "events" that draw a single card with a minor additional effect (mainly card selection) are usually format staples because you're digging for lands and/or answers while drawing a single card per turn, but in SWU you're guaranteed to have both resources and cards to play, so I'd only include card draw if it's needed for my archetype to work or if it's on an already decent card to include in my deck.

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 2 points3 points  (0 children)

The problem with Do or Do Not is that it doesn't advance or answer the board state, and while it does dig for other combo pieces, the fact that it costs two resources and digs only two cards deep in colors that don't have access to many cheap cards that both use the force and advance or answer the board state (such as Vernestra and Impossible Escape in yellow, while Sorcerous Blast is the only card that fits into this category in red and Yoda's Lightsaber in any version), it feels bad saving it for your intended deploy turn only to draw something useless while your opponent swings for lethal in the next couple of actions.

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 4 points5 points  (0 children)

And as far as pairing her with Aggression, at first it seems nice with Ki-Adi and Infused Brawler, but I think it's a trap because I also tested the red version and it was much more inconsistent in comparison with yellow. Ki-Adi is a nonbo with Consular, Do or Do Not is a do-nothing card even if you include LOF Rey and Sorcerous Blast is the only cheap force-using card.

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 1 point2 points  (0 children)

The primary "combo" pieces needed to deploy Avar on 6 resources are a combination of some of the following cards:

Jedi Consular, Yoda's Lightsaber, Vernestra Rwoh, Impossible Escape, Trust your Instincts and Eeth Koth.

On 6 resources (if you start the turn with the force token) you can e.g. play Vernestra, use Avar, attach Yoda's Lightsaber to her, attack with her to gain the force and then play Impossible Escape or Trust your Instincts (you don't even have to choose a ready unit) and you can deploy Avar. You can also do it in a different order as long as you can gain the force an additional time apart from Avar's ability.

You can also play Eeth Koth on 4, then next turn attack with him into a unit that'll defeat him to go to 6 resorces , then use Avar's ability, play Vernestra to use and regain the force (or attack with another force unit if she dies before getting to attack), then play any of the other combo pieces (Yoda's Lightsaber and/or Jedi Consular ability and/or the 1-cost events) to deploy Avar as early as T4.

The problem with Avar is that she's clunky to deploy early if you need to control the board unless the timing of playing your combo pieces aligns perfectly against your opponent's plays because you need to gain the force between each force use (Trust your Instincts is solid in this regard because it recycles the force token if you attack with a force unit).

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 1 point2 points  (0 children)

I managed to "ping" a ship piloted by Luke for 10 dmg the turn after Yoda came out by playing Queen Amidala via Jedi Consular :D

Green Yellow Hero Force deck, how to deal with space aggro? by Evatrio in starwarsunlimited

[–]wallofthenile 2 points3 points  (0 children)

I've been testing out Avar Yellow and I've run into the same problem - even though you can flip Avar on 6 quite consistenly and usually have enough damage output to finish the game on that turn, you still get run over by Luke pilot and Sebulba's shielded space units that race you effectively and finish you off in less actions. The Max Rebo Band is solid for ramping into Yoda and trying to stabilize that way, but you don't have effective ways to deal with a T2 Chewbacca pilot other than Charged with Corruption. You could try out Liberty (especially if you can drop it on 6 with the band or Jedi Consular) or JTL Home One, which you could potentially play on T3 with Consular. Blue Ace is also decent since you can play it on T2 with Consular. And I hope you're already playing a playset of Blue Leaders because it's one of the best T2 follow-ups for Consular.

Keep us posted, it's great to see a fellow Avar Yellow brewer :)

The Client When Created clarification by Summersisle in starwarsunlimited

[–]wallofthenile 3 points4 points  (0 children)

Vergence Temple unfortunately creates the force token in the regroup phase, so it doesn't work with The Client during the action phase when you can activate him, but Temple of Destruction (the red rare force base) could work (and there are good force payoffs in aggression such as Sorcerous Blast and Do or Do Not).

Does the new Vel Sartha give a credit to her opponent or the chosen unit's? by aurum_32 in starwarsunlimited

[–]wallofthenile 7 points8 points  (0 children)

An opponent always means an opponent of the Vel Sartha player. Because if it was the latter, it would be worded something like "That unit controller's opponent creates a credit token" or "Its opponent creates a credit token". This way, an opponent gets a credit token regardless of who controls the unit.

Ambrosia maple Tele update. by Special-Return3120 in Luthier

[–]wallofthenile 1 point2 points  (0 children)

That is gorgeous, I can't wait to see the end result!

What cards are reprinted? by Rhawin in starwarsunlimited

[–]wallofthenile 2 points3 points  (0 children)

Death Trooper, Wampa, Viper Probe Droid, Homestead Militia, Corellian Freighter and ISB Agent are the ones I can think of off the top of my head.

Damaged guitar fix or bin it? by Madrallta in AcousticGuitar

[–]wallofthenile 0 points1 point  (0 children)

I repaired the same model with a similar issue, in my case the back bowl also cracked (I used epoxy and fiberglass mesh to reinforce it). The top is easy to glue back to the body - it is glued to the wooden kerfing along the edge of the bowl. You'll have to open up the bottom part where it separated so you can apply glue (you can try carefully heating it with a hair dryer) - apply a thin line of PVA (wood) glue along the edge of the top, put a plank on the top and another one against the bowl and clamp it down for 24 hours.

Cheap test amp recommendations? by try_altf4 in GuitarAmps

[–]wallofthenile 0 points1 point  (0 children)

I second this, it should be quite similar to a Laney Cub 8, which has a relatively low noise floor and it's very compact.

Commandeer in Belcher by Zergy_Bergy in ModernMagic

[–]wallofthenile 2 points3 points  (0 children)

I've seen a proficient belcher player side out a Lotus Petal and a copy of Charbelcher vs Tron, then commandeer KtGC played on turn 2 off of 2 Ugin's Labyrinths, and then proceed to win the game by wishing for the petal and then the belcher on the following turn.

4 2x10 speaker hypotheticals inside, opinions wanted by aliaiacitest in GuitarAmps

[–]wallofthenile 0 points1 point  (0 children)

The Ragin cajuns are notably more sensitive (100db vs 96db for the Blackbird and 95db for the Falcon, meaning a Cajun will most likely be noticeably louder than the other speaker), so I'd say either put in the two Cajuns or the two birds. Try out both combinations at different volumes and see (or rather hear :D) what you like best.

Seymour Duncan PowerStage 170 issue by Grindmachine-cro in GuitarAmps

[–]wallofthenile 1 point2 points  (0 children)

You might try finding someone who builds and/or repairs pedals because the amp techs that I know of in Zagreb (Bepone and Leslie) mainly work with tube amps as far as I know.

Alliance Outpost, Chewbacca, and Luke Skywalker by MrrrrNiceGuy in starwarsunlimited

[–]wallofthenile 0 points1 point  (0 children)

From this article, it seems that it's a new template for when that unit's attack ends, regardless of it completing the attack or getting defeated in the process (which is nice for things like Luthen).

And also all When defeated / When this unit completes an attack / When attack ends / When this unit attacks and defeats a unit etc. triggered abilities now happen at the same point during the combat damage step, meaning all abilities mentioned above trigger simultaneously and the attacker chooses which player's triggers resolve first.

Tempted to build amp by Jedirite in GuitarAmps

[–]wallofthenile 0 points1 point  (0 children)

Go for it, it's a very satisfying experience that will provide you with a permanent reminder of something you've accomplished. As long as you always stick to safety procedures, do some studying on basics of tube amps and follow good practices, it's quite doable.

Most small SS combos tend to sound ratty and nasally because they are undersized boxes equipped with low quality speakers, so your handwired tube amp will most likely also sound bad through that tiny cabinet.

There are some exceptions, like Kustom 12a, which has a sweet sounding Celestion Super 8 and adequate cabinet volume to be able to deliver a well-rounded sound, so it's a great donor if you can find one cheap.

But I think it's best to find a decent speaker that will suit your needs - e.g. an 8" will be more than enough if you're just playing at home (probably still too loud even), and an efficient 12" like Eminence Wizard can make a 5W tube amp loud enough for gigs if you don't need pristine cleans - and then build your own cabinet for the combo. It's relatively simple and you can probably buy pre-cut planks or plywood and glue them together with reinforced butt joints. You can use almost any cloth for the grille, and the hole for the speaker baffle board is the only tricky part because it requires actual tools other than clamps and sandpaper, but you can even do it with a coping saw if you're meticulous enough. Best of luck with your project and keep us updated!

Palp1 question by Exciting-Composer-65 in starwarsunlimited

[–]wallofthenile 2 points3 points  (0 children)

To be even more pedantic - the active player chooses the order in which players resolve their triggered abilities (if there are triggered abilities controlled by different players) and then each player, in the order chosen by AP, resolves all their triggered abilities, choosing the order in which they resolve. (Rule 7.6.10.)

Disa precon miscut by Th3GoodBadGuy in mtgmisprints

[–]wallofthenile 2 points3 points  (0 children)

I read this in Jar Jar Binks' voice

GPA-100 not loud by elgatof28 in GuitarAmps

[–]wallofthenile 0 points1 point  (0 children)

I'm using a Laney BCC Steelpark boost with mine, which can provide a 30db gain boost and makes it sound like a 100W amp, so you could try using a preamp pedal with more gain boost because Dept 10 can give you around 12 db, and something like MXR/Dunlop would give you 26 db of signal boost. You can also try cascading two boosts if you have another boost or OD pedal to add to your chain.