EDHREC shows people are playing mana rocks that tap for their commander's color identity in colorless commanders like Emrakul. Since they are colorless, the rocks are not supposed to produce any mana am I right?
If this is the case it might be nice if EDHREC had some sort of way of showing people it doesn't work, like the banner for banned cards.
I don’t know if anyone is interested in this, but I made this for a school project. I’m quite proud of myself but I don’t think I’m allowed to post it online because of authors rights. Whoever wants to see it I shared the link.
But as for how I worked on this project; I started by picking an actor I wanted to represent Tsukuru. I ended up with picking Kento Yamazaki. I went through the movies he’s acted in and picked scenes from them. As for the music I had to choose Le mal du pays by Liszt. This was something I didn’t even had to think about. I assembled the clips and voilà. Btw, the subtitles do not translate what Kento is saying. And I couldn’t find one of the films without the subtitles so I had to hide them with blocks. I’m sorry for not being professional enough but I’m just a student who made this for school. And let me know what you think about it. I can always make changes to make it better.
LUFENIA orb condition
Note: I do not know intended or not, Agrias & Porom's confuse prevents boss's evasion, but not paralyze including Shantotto's LD
So I read this nice writeup on async-await in zig, and in general I think this is a really nice solution which zig has landed on.
What I want to understand is: what exactly is changing when the async-await keywords are added or removed?
It seems like, in the case of non-blocking IO, that this invocation:
_ = myAsyncFunction();
Is basically equivalent to this:
_ = await async myAsyncFunction();
And without the non-blocking io declaration, it seems like the compiler is essentially just ignoring all the async-await keywords, leaving normal synchronous code?
Is that basically the case, or is there more to it than that?
Reached my first Mythic on Arena with my Historic "Tron" deck
Never cared for mythic but boy this deck is fun to play! I build the deck this season and mostly played enough to achieve the first 4-5 wins, this is the first time on Historic Ranked as well. Got beat pretty bad to aggro decks on the draw but this deck smashes Sacrifice and Sultai decks.
I've tweaked this list a little bit after using a generic list that I saw on MtgGoldfish. Wishboard is what I like to run but I think I'll change some cards in this stage, just need to see what is the Mythic meta. the
I don't know why, but I've become very interested in making a colorless deck themed around lifegain. The problem is, the only real payoff I can imagine is Aetherflux, which doesn't seem like a real strategy. I've considered attaching lifegain equipment to [[Traxos, Scourge of Kroog]], but this just ends up as voltron/equipment I feel. Is there any real payoff here that I'm missing? Or is the idea just too unsupported to work?
I have a custom J/S collection/cube consisting of 17 packs (3 of each color, 1 5 color, 1 colorless) https://cubecobra.com/cube/list/5f522c7ec63a006cfe215655. My deckbox can store one more pack and I want it to be either 5 color or colorless. Currently I have a custom variation of the "Rainbow" pack using 3 color hybrids and a colorless Eldrazi pack.
What 5 color / colorless packs have you built that are working in the "standard pack" environment?
Hi everyone! My writing partner and I recently finished a new draft of a drama pilot and would really appreciate any feedback! For example, is the world established well enough in the pilot, notes on dialogue, or anything else at all!
Logline: In a dystopian world where color is a commodity controlled by the wealthy, the only hope for equality falls on a baseborn miner when he discovers an object that can restore color.