[H]Humble choice selections, list of more humble keys inside [W] Hardspace, Jedi fallen order(Steam), disco Elysium, Horizon zero dawn(Steam), Mashinky, stationeers, Secrets of grindea, dredgers
Game Platform Available Price
11-11 Memories Retold Steam Available
2064: Read Only Memories Steam Available
60 Parsecs! Steam Available
7 Grand Steps Steam Available
>observer_ Steam Available
A Virus Named Tom Steam Available
AER Memories of Old Steam Available
AI War: Fleet Command Steam Available
Aaero Steam Available
Absolver Steam Available
Acceleration of SUGURI 2 Steam Available
Almost There: The Platformer Steam Available
Amnesia Fortnight 2012 The Series Steam Available
Amnesia Fortnight 2014 The Series Steam Available
Armello Steam Available
Assault Android Cactus Steam Available
Avernum 3: Ruined World Steam Available
BATTLETECH - Flashpoint Steam Available
BATTLETECH - Shadow Hawk Pack Steam Available
BATTLETECH Steam Available
Ballistick Steam Available
Battle Chef Brigade Steam Available
Bear With Me - Collector's Edition Steam Available
Beat Hazard Ultra Steam Available
Black the Fall Steam Available
Bleed 2 Steam Available
Boundless Steam Available
Broken Age OUYA Available
Call of Duty®: WWII - Call of Duty Endowment Bravery Pack Steam Available
Call of Duty®: WWII - Call of Duty Endowment Fear Not Pack Steam Available
Canabalt Steam Available
Chasm Steam Available
Chroma Squad Steam Available
Company of Heroes™ 2: German Skin - Four Color Disruptive Pattern Steam Available
Company of Heroes™ 2: Soviet Commander - Conscripts Support Tactics Steam Available
Company of Heroes™ 2: Soviet Skin - Four Color Belorussian Steam Available
Cook, Serve, Delicious! 2!! Steam Available
Cook, Serve, Delicious! Steam Available
Crawl Steam Available
Cultist Simulator Steam Available
Dandara Steam Available
Dangerous High School Girls in Trouble Steam Available
Darkside Detective Steam Available
Death Squared Steam Available
Deus Ex: Human Revolution - Director's Cut Steam Available
Distance Steam Available
Double Fine Adventure Bonus DLC Steam Available
Double Fine Adventure Documentary Steam Available
Double Fine Adventure Documentary Steam Available
Dusty Revenge: Co-Op Edition Steam Available
EARTH DEFENSE FORCE 4.1 The Shadow of New Despair Steam Available
EARTH DEFENSE FORCE 4.1: BM03 Vegalta Gold Steam Available
EARTH DEFENSE FORCE 4.1: Blood Storm Steam Available
... keep reading on reddit ➡

👍︎ 3
📰︎ r/GameTrade
💬︎
👤︎ u/Banrik
📅︎ Jul 08 2020
🚨︎ report
SAKW 12.5mi Swim Report

I participate a lot in this sub and wanted to share my race report. Reducing my bike/run volume to train for this was often frustrating but I'm glad I did this event. I'm condensing it down a bit but if you'd like the full word doc let me know. Hope you enjoy!

Swim Around Key West | 12.5 mi / 20.11 km | June 24, 2017

Critical resources http://marathonswimmers.org/forum/ https://loneswimmer.com

Course map: http://swimaroundkeywest.com/wp-content/uploads/2013/11/KWIS-Map-10.pdf

> Mile 1-2: Frightening. We were told during the pre-race meeting that wind speeds in the morning might not be ideal. Lo and behold, they were not! Swimming towards the starting zone (about 100 meters from shore) and getting slammed with waves had me nervous for both my kayaker (brother) and I. The race conch/gun/grenade was blasted (we didn’t hear anything because the wind and waves washed out the starting noise) and we were off! > If anyone has ever swum in an endless pool or a stationary swim systems, this is what it felt like. The strength of the waves made me feel as if I wasn’t moving anywhere. I was being thrashed around like a ragdoll and it doesn’t quite help that I’m about 135lbs. I stopped to look for my kayaker and it was an absolute madhouse. Seeing kayakers tossed around and witnessing one flip didn’t exactly give me the confidence to swim on. My mind was telling me to quit. I was already thinking of ways to explain why I withdrew and justify my decision but I continued to fight on. The waves weren’t too violent on mile 2 but as things were brightening up I raised my head to sight and slammed my lip on a buoy. There wasn’t much blood so I don’t think I endangered the other swimmers by spilling shark attractant.

Mile 3-4: At this point the gloomy weather was long gone and this undoubtedly raised moral. Visibility was great and I was finally able to “sight-see” with every breath. I celebrated with my brother as soon as we hit the 1st exchange point for the swimmers competing in the 3-man relay. 1/3rd of the race was complete!

> Mile 5: The bridge sucked us out like a vacuum and I decided to lay on my back as I zoomed by. I naively expected it to last longer, and was soon forced to return to freestyle.

Mile 6: Mile 5-6 was filled with sailboats and navigating through them was surprisingly enjoyable. I had about two bubblegum candies here aka children’s acetaminophen.

> Mile 7-8: As soon as I turned Dredgers Key at mile 7 I was met w

... keep reading on reddit ➡

👍︎ 19
📰︎ r/triathlon
💬︎
👤︎ u/draxula16
📅︎ Sep 25 2017
🚨︎ report
Optimizing Millkai to Viability: A madman's guide to Millkai.

Hello, everyone. Some of you may recognize me as that one guy who uses Millkai on ranked and I posted a similar and outdated guide for Go Hard Millkai before on LOR Subreddit. And I'm the type of player that enjoys building and playing my own decks and trying to make it at least at the level of useable in competitive LoR. This is my most recent success and I would like to share it with you.

To keep a long story short, I am a ex-diamond player who tried to challenge myself to climb to platinum with Millkai and I finally achieved it. It is a steep climb, but I haven't really hit a wall since my last revision of the deck. This post is where I will be posting an updated version of the deck and a more in-depth guide and analysis of the competitive side which was actually better than I expected. Make no mistake, it requires you to know what you're doing to play right or you just lose every time and it's arguably meme tier with polarizing match ups. But I would argue that there's enough merits to it that's worth posting it here. Something I hope most of you would agree with.

THE DECK: Millkai

Millkai is very hard to pilot whose early game plan is match up and board state dependent. Its cards consists of the core Maokai package, nab, TF Go Hard, and a splash of deep for your late game bombs giving you interdependent win conditions you can work for depending on the current game state. It is a very fun and rewarding deck if you enjoy having multiple options and thinking about how to best defend against your enemies' deck. What makes the piloting hard is its success is very dependent on such small details such as what engagement to make, when to sack your thorny toad, whether to go for toss or draw, keeping in mind tossed cards, and also it requires being mindful of board space. This is not a deck that plays itself and needs you to know what you're doing to make work. It has a ton of moving parts to keep track which would fly over the head of most people if not turn them off. It's very easy to make costly misplays, but it does get easier with experience.

Decklist*:* ((CICACAYGBAAQGBIQAMBAKBYIBICAEBQIDIOSMAQBAECQCBACAYPCCLZRAIAQEBQXAIAQKDZW))

THE WIN CONDITIONS

Mill

- The main win condition of the deck. If you play well, you will find yourself winning by decking your opponent out with a healthy nexus. It is also possible to steal victories by dropping a leveled Maokai by keeping a Merchant and 2 copies of Pilfered Goods to i

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👍︎ 62
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📅︎ Jan 16 2021
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Is anyone having issues with Atonement Crypt Key not dropping?

I farmed for over an hour and have had not one drop. I already completed the quest the gives ypu access to crypts. Wondering if anyone else is having this issue.

👍︎ 3
📰︎ r/wow
💬︎
📅︎ Dec 09 2020
🚨︎ report
Twisting Corridors Tips/Guide - Outlaw Rogue

Hi all,

I recently completed my Twisting Corridors (TC) Layer 8 achievement, and I wanted to share some helpful information regarding completing TC as an outlaw rogue. Rogues are one of the more common classes that I've seen sharing their difficulties in Torghast general chat and I think without prior knowledge, some folks may be struggling more than they might need to, so here goes! DISCLAIMER: I am a Kyrian rogue, and have only played Kyrian and Venthyr in Torghast, so my covenant recommendations will be limited to those two.

Table of Contents:

Part One - Wings

Part Two - Powers

Part Three - Talents

Part Four - Rotation

Part Five - General Advice/Tips

Part One - Wings

Which wings you get as a rogue can have a drastic impact on your success or failure within Torghast. While some wings can be huge obstacles, others are "easy" or at least, provide less of an obstacle to your overall success.

Best Wings - The Soulforges, Skoldus Halls, Fracture Chambers

  • Skoldus and FC are the two of the best for rogues. The torments for both wings are periodically spawning adds whenever you are out of combat. They don't seem to spawn very often in my experience, and there even seems to be a weird effect when they overlap (e.g. getting both a Skoldus and Fracture wing in the same run), where only one type of add will actually spawn. In addition, rogues can vanish off the adds when they spawn and not have to deal with them at all.
  • The Soulforges is my personal favorite wing because with the help of a Ravenous Anima Cell (obtained either from the mid/end-floor vendor or random drop from an Animimic), the torment is basically nothing. Use the Ravenous Anima Cell on any Flametender/Flamemaster (there are other options but these two mobs are very common) and you'll receive a guaranteed anima power reducing your fire damage taken by 65%, which basically makes the torment trivial.

Mediocre Wings - Mort'regar, Upper Reaches

  • Mort'regar is the second worst wing. The torment (increased magic damage taken) can either be fine or trivial based on the other wings/bosses you get. But the mobs themselves are also very annoying and there's a lot of tilesets that can make them unavoidable (combination of close proximity and true sight) or at least frustrating to deal with. Upper Reaches' torment (increased physical damage taken) can result in getting 1-shot fairly easily even if the bosses you face deal largely magic damage, especially if you are unlucky and
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👍︎ 4
📰︎ r/wow
💬︎
👤︎ u/PinkyMPF
📅︎ Jan 26 2021
🚨︎ report
Sharing Deck: Von Poros!

(I found this guide sitting in my draft for half a year now, recon I just post it anyways)

Hey everyone! Today I’m here to introduce a home-brew deck — Von Poros.

Deck Code: ((CIBQCAYECIBACAIIDEEACBAIBQKBOHBGFU2AEAIBAQIQEAIBCAVACAICAQBA))

With the new addition (well not that new now) of Poro Cannon, we now have tools to reliably get 1 cost Elusive units. That reminds me of Professor Von Yipp, and so I made this deck centred around him and Daring Poros.

I splash with Frelijord because it provide Von Yipp extra survivability health wise. Teemo is the Champion I use because he is a 1 cost elusive and have shroom for extra potential burn damage.

Mulligan for Professor Von Yipp. Have as much of him as possible, thought 1 is enough, 2 is okay and 3 is a bit redundant. The game plan is to not spend all your 1 cost too early and slap Von Yipp on round 4 while having 2 to 3 Spell mana to protect him from damage removal stick him to the board.

The next round, fire the Poro Cannon and slap those 3|3 Elusive Daring Poros. With those your opponent will not survive long, as those Poros hit face HARD and are very hard to remove at 3 health. 2 Von Yipp means 5|5 but at that is somewhat an overkill — doable, but I doubt you would ever need to. You’ll normally get some Poro Snax too so don’t spend too much mana investing in him and lose your chance to develop a wide board and close out the game.

Here are some key points I summarised:

  • Poro snacks are somewhat of a backup plan if you didn’t manage to find Von Yipp.
  • You would want to keep cards with discard effect like Jury-Rig for Poro Cannons, Zuanite Urchin and Sump Dredger so that you don’t run out of fuel too quickly.
  • Lonely Poro can generate you discard fodder or another Daring Poro, as well as providing a potentially big body when you have Von Yipp or Poro Snack stacked up.
  • Used Cask Salesman is great to fill your board with 3 blockers when your opponent try to develop wide, as well as providing a bit of extra burn damage to their Nexus.
  • You will want to save Harsh Wind to stall out a lethal term or get good trade against high power low health units so you can get a big open attack next term.

Eqinox and Purify is the nightmare of this deck, but I don’t see Purify at all these days and Eqinox is not picked for Celestial most of the time.

It is definitely a fun deck to play with and I think it is actually very viable this meta, given all the Asol ramp out there that does not have a good removal for you

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💬︎
📅︎ Jan 19 2021
🚨︎ report
In-Depth Vi + Heimerdinger Guide ( by top Master / Masters EU Player Spaiikz)

Heimer Thumbnail Artist - Loneold

Introduction to Veimer.

Veimer is a deck using Vi and Heimerdinger with many removals spells to clear opponents small threats and slowly take control of the game against aggressive decks or trying to outvalue control decks with either Heimerdinger or the invoke mechanic. It is quite different from old Veimer which featured Ionia as the second region.

Deckcode: CEBQKAIEDMTCONBYA4BQSIZTKBKFKXDAAEBAICAAAEAQCBA7

Gameplay Video - 37 minutes in for UK VS Germany

This is a link to the EU Master game between UK and Germany. It showcases pretty well how to pilot a Veimer deck optimally in a control matchup and the game is very well piloted on both sides I believe. I will be referencing this video a few times throughout this guide. The game starts about 37 minutes into the video and last a long time (1 Hour and 20 minutes)

----------------------------------------------------------------------------------------------------------------------------------------------------

Who is the person writing this guide?

My name is Spaiikz and I’ve been in the top master ranks (EU) for a while. Recently I did a Q&A to answer questions of new players and veterans on this subreddit and often was asked what I consider the best deck right now and I said Veimer, some people requested a Veimer guide so here it is 😊.

Q&A Thread, in which I go into detail on many different questions. (The easiest question was which was my favourite guardian – Rebel monkey)

I have peaked top 10 every season and I’m currently ranked top 20 on the EU Server.

Back when Veimer was with Ionia I used to play that at top masters over 400 games with a 70% winrate, however this deck is quite different despite using the same champions. I have a lot less games on new Veimer but feel quite confident enough to make a guide about it regardless.

I also finished rank 1 legend before in Hearthstone and recently competed in LoR Masters EU on Team UK.

Twitter (Please consider giving a follow if you found this guide useful, that would be greatly appreciated.)

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👍︎ 120
💬︎
👤︎ u/SpaiikzTFT
📅︎ Nov 29 2020
🚨︎ report
Paradox Plaza Network: Best of the Week

From /r/ParadoxPlaza:

(1) The start of my first mega campaign I might need to slow down though by /u/IntialTwo

https://preview.redd.it/9v48x1lc2xb61.png?width=760&format=png&auto=webp&s=aca2e723d2d9bfc3f16b4d6181a5e8f17cf44f7a

>This is Halfway through my ck3 game as Ireland and I went a little crazier than I expected too

  • IntialTwo

(2) EU5 needs a population system. by /u/AncestryGuy96

(3) Here is my 3 phased December 1939 Winter Offensive battle plan for HOI3 BI... feels good back playing HOI3 after a while by /u/Jasiris

https://preview.redd.it/uq117wpc2xb61.png?width=1722&format=png&auto=webp&s=b5324247e0ea83f3211ff5041171cd5d4dfda93d

>Sorry for the bad quality, this is the best I could do with the help of online image resizer. Invasion consists of 3 armies 390k men, with the supports of Leningrad Red fleet and squadrons of close air supports and medium bombers.
>
>Time to liberate Finland comrades.

  • Jasiris

From /r/Stellaris:

(1) Well...that was depressing by /u/ArcticGlacier40

https://preview.redd.it/5ka4t4ig2xb61.jpg?width=1026&format=pjpg&auto=webp&s=89fb21b9d499660dac170b22e02349e5b0ec28ec

>R5: Archaelogical dig ended with a very 4th wall breaking event that had me thinking about all the empires I had created then abandoned when I got bored.
>
>EDIT: The cut off text says that every item has an inscription dedicated to their god (you, the player).
>
>EDIT 2: Mod is Archaeological Story Pack
>
>EDIT 3: Wow, thanks for the Gold stranger!

  • ArcticGlacier40

(2) [LEGO Diorama] When you use the new spy network mechanic to infiltrate the xenophobe Spiritualists neighbouring you by /u/beagletank

https://preview.redd.it/iepfwjkg2xb61.jpg?width=2048&format=pjpg&auto=webp&s=31e3742701d660e0ddee45ff6962e16c17e93bf6

>Good morning, sisters, do you want to befr…purge some hereticts today?
>
>
>
>Model info:
>
>- Created and rendered in Studio 2.0
>
>- 347 parts
>
>If you like my work, feel free to support the [

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👍︎ 32
💬︎
👤︎ u/Snipahar
📅︎ Jan 17 2021
🚨︎ report
Expedition Guide: Bilgewater Sea Monsters

Check out my brand new Expedition themed subreddit for more Expedition content!

Here at https://www.reddit.com/r/RuneterraExpeditions/

Guide: Bilgewater Seamonsters

Example 7-0 decklist here

The first in a long series of guides for different expedition archetypes

Explanation of Deck In Bilgewater Seamonsters you take advantage of the smaller deck sizes to quickly hit DEEP and then flood the board with Sea Monsters to overpower the opponent. Before you hit deep your main goal is to stall and cycle through cards

Champions: Nautilus Twisted Fate Miss Fortune

Nautilus is the base of the deck and main win condition and will offer you sea monsters

Twisted Fate does a lot of different things from cycling through cards to controlling the board and even a possible alternate win condition. A leveled up TF can easily win a game on its own. Will put you in the "fleeting cards/big draw" archetype, which helps you get to deep quickly.

Miss Fortune does not really help the deck much but as she is so insanely powerful she will immediately draw the biggest removal your opponent has to deal with her and if not dealt with can act as an alternate win condition. I wouldn't bother if Naut and TF are available.

Must Have Units Pool Shark : The best early game unit available. He will burn 1 card getting you closer to deep and can stick around to chump block an opponent's big unit. Later in the game he can provide full value if you can play his fleeting card

Jaull Hunters : Provides insane value as a 4/1 challenger that also gets you and can high roll you Abyssal Eye or Devourer of the Depths

Abyssal Eye : Provides some chip damage and helps get to deep by drawing a card. Once you hit deep can run over most other elusive units

Devourer of the Depths Can really help control the board before you hit DEEP. Keeping the opponent's board manageable before hitting DEEP is key. After you are DEEP can wipe out opposing champions or key units to quickly turn the board to your advantage. Be careful of enemy buff spells or damage dealing spells as they can nullify his skill, so try not to totally depend on it hitting if the opponent has mana open.

Must-have Spells

Lure of the Depths : This one is a little lower priority than the other spells on this list, focus on board control cards first, but can help being greedy to set up you sea monsters when DEEP hits as well as pulling an extra card out of your deck. Hold onto Lure until you are going to burn mana or right before you pla

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👍︎ 2
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👤︎ u/Frogodo
📅︎ Jan 28 2021
🚨︎ report
WoW | Linxy in Hotfixes – Updated December 4

General Discussion » Hotfixes – Updated December 4

Linxy

> Happy Friday! Here are the hotfixes from today. > >> #### DECEMBER 4, 2020 >> >> Allied Races >> >> * Bloodthirsty Vulpera no longer get lost on the return home to their camps after leaving the Arena. >>

>> >> Classes >> >> * Paladin >> * General >> * Punish the Guilty (Potency Conduit) damage has been reduced by 70%. >>

>> >> Creatures and NPCs >> >> * Valfir the Unrelenting has bolstered his defense, making oncoming attacks much less effective. Players that wish to take down the beast will first need to send anima to this location to unlock the key to Valfir’s demise. >> * Valfir the Unrelenting will no longer wander quite so far from his spawn. >>

>> >> Dungeons and Raids >> >> * Sanguine Depths >> * General Kaal >> * After rescuing Essence of Z’rali and before the final fight, General Kaal now removes her Evasive Mantle upon entering combat to alleviate an issue if she is pulled to her next position in the gauntlet early. >>

>> >> Items and Rewards >> >> * [ With regional restarts ] Battle for Azeroth Emissary quests and Paragon caches will have their gold rewards reduced to 10% of their current value when Shadowlands Season 1 begins in each region. >> * The Engineering device Disposable Spectrophasic Reanimator is now disposed upon use. >> * Fixed an issue where Forgemaster’s Crate and the Tailoring items, Lace Draperies and Excuisitely Woven Rug, could not be opened. >> * Scorched Crypt Keys will no longer drop if you already have one in your inventory. >>

>> >> Professions >> >> * Fixed an issue where some professions were able to learn the recipe Novice Crafter’s Mark before Crafter’s Mark 1. >>

>> >> Quests >> >> * Covenant Campaign >> * “Prove Your Worth” can now be obtained after clearing quests from a full quest log. >> * Covenant Campaign >> * Players will now be able to complete the Ember Court unlock questline even while the World Quest “Tea Tales” is active. Affected players should seek out Tubbins in the Ember Ward to accept the quest “Formal Refreshments”

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📅︎ Dec 05 2020
🚨︎ report
50 Master Rank games of Deep: An Analysis

Hey guys, ImpetuousPanda here once again.

 

After seeing some fairly positive feedback regarding my “100 Master rank games of PnZ Burn: An Analysis” post here a few days ago, I’ve decided to make it a semi-regular occurence whenever I’m testing out other decks on ladder to find out somewhat precise winrates/matchup information. That being said, I’ll be cutting down the sample size to 50 games as generally most decks won’t be as lightning fast as PnZ Burn and it would be a huge time commitment doing 100 games with slower decks.

 

Whereas the PnZ burn experiment was out of curiosity, this time I decided to re-visit my beloved Deep purely out of devotion for the archtype. I initially got to Masters EU among the first ~20 players, playing Deep at the very start of the expansion, and as far as I can tell I was one of the first to start using Atrocity as a wincon as well as foregoing the majority of the Sea Monsters package which was clearly very low value(Lure of the Depths, The Beast Below, etc). After re-visiting the deck yesterday, I think I managed to truly optimize the list to the point where it jumps up to the top tier, especially in conquest format tournaments where you can ban it’s biggest counter, Ionia. Although the changes were very few, they were quite radical in affecting how the deck plays out in certain situations which are of key importance.

 

##Basic Variables

  • Timeframe: 11th and 12th of May
  • Region: EU
  • Decklist and Code: here
  • RAW Excel Data + Extra specific game info: here
  • Starting Rank: 108th
  • Peak Rank: 8th
  • Final Rank: 30th
  • Final Winrate: 70%

 

The key changes to my initial list(which you may have already seen on Twitter a week or so ago) are the addition of Thresh as a 6th champion and Terror of the Tides regains a spot in the list over Shipwreck Hoarder. On paper Thresh seems like an obvious addition in the same way that atrocity was, but for some reason people haven’t experimented or thought through it enough to understand just how valuable he is. Deep’s biggest weakness(apart from Will of Ionia) is stabilizing and controlling the midgame, the turns after you’ve played your initial value drops and before you go deep with Nautilus and Thresh bridges this weakness(more in-depth in the decklist section below).

&amp

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👍︎ 705
💬︎
📅︎ May 12 2020
🚨︎ report
2nd Place Duels of Runeterra: Decks, Playing to your Win Condition Guide, and Tournament Report

Decks

Spooky Karma: https://decksofruneterra.com/decks/WEeqkwH0D

Discard Deep: https://decksofruneterra.com/decks/uJjb_g9Wf

Fiora Garen Demacia: https://decksofruneterra.com/decks/IEIirpdfQ

Hi, this is Random7HS. I got second place in last weekend's Duels of Runeterra tournament and wrote up a summary of my decision making process on which decks to play and why, the win conditions of said decks, and a tournament report of how I did with those decks, loosely populated with examples of how I played towards the win condition of decks.

For those unaware, Duels of Runeterra is a tournament held every other weekend that has 7-9 rounds of Swiss before cutting to the top 16. During swiss, the format is best of 3 with 3 decks 1 ban, while in the top 16, it is best of 5 with 3 decks no bans. Decks cannot have any region overlap. To win a match, you must win a game with all of your unbanned decks.

I chose this lineup because I expected Ashe Sej and TF Ezreal to be the most common lineup. I wasn’t confident in being able to play three decks that could reliably beat Ashe Sej, so I instead chose to focus on decks that are commonly run with Ashe Sej like Demacia, Thresh Lux, and TF Ezreal. To a lesser extent, I also expected to see They Who Endure, Deep, Freljord Bilgewater, Harrowing decks, and Karma Ezreal.

Spooky Karma and Deep both have a good matchup against all of the aforementioned decks. I ended choosing Demacia for my third deck because outside of Ashe Sej, Demacia, when running Fiora and Garen, has an even matchup at worst with all of the above decks. In general, I banned Ashe Sej every match except once, which I lost.

Spooky Karma

I played a slightly worse version of this deck in DoR 13 two weeks ago because Spooky Karma does not really have any bad matchups in the current meta outside of Karma Ezreal and misplaying the deck. That still stands today. For this lineup specifically, if they brought Karma Ezreal, I expected them to ban out Spooky Karma in anticipation of me banning out Karma Ezreal. I also just really love playing any deck that has Karma in it. This tournament, I took Agigas’s list from last tournament (https://www.reddit.com/r/LoRCompetitive/comments/i041ix/updated_and_improved_spooky_karma_indepth_guide/) and added in a second Deny and a Will of Ionia to slightly improve the Deep matchu

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👍︎ 48
💬︎
👤︎ u/random7HS
📅︎ Aug 12 2020
🚨︎ report
Masters with Twisted Tempo (with Fizz!) - Patch 1.0

Hello! My name is Mike Wavsz, a former semi-pro MtG player and now two-time Masters player in Legends of Runeterra. I love building and tuning off-meta decks, obsessively crafting them until they are competitive.

I’m thrilled I was able to take just such a deck to Masters. Last night, I finished my Masters Climb with a deck I call TWISTED TEMPO, based around playing mana- and card-advantage generating threats (like Fizz and TF) to dictate the pace of the game against traditional aggro and control matchups, and with enough aggression to race down combo decks.

I spent about two days tweaking the deck and hovering around 50% win percentage, but once I figured out how to optimize for tempo, I managed to ride a ~72% win rate over 28 games (20-8).

Follow me on Twitch! www.twitch.tv/mikewavsz

EDIT: posted some gamplay VODs on my Twitch channel, here's a direct link: https://www.twitch.tv/videos/626875188

If you like in-depth discussions on decoding the LoR metagame, this is a good stream to check out. I’m brand new to streaming and still figuring everything out, so if you like the content, I’d love your feedback!

Anyway, on to the deck:

Stats

Deck Code: CEBQGAICAICDSAYCAIAQGCIGAIDASGRGFUXDCAIBAEBDCAICAIBAQCQ

Deck Link: https://lor.mobalytics.gg/decks/bqrrs1lbunq82niv9aa0

Proof of Climb: https://lor.mobalytics.gg/d48eedd2-8ed5-4579-b302-8ab80ed5e761

Proof of Masters: https://lor.mobalytics.gg/leaderboard/americas (Rank 110 at posting)

An Introduction to Tempo

‘Tempo’ is a concept in card games that describes the pace of threats/answers being played. You are considered to be ‘gaining tempo’ if your threats are more mana efficient than your opponents.

An aggressive deck generates tempo by playing their cards for less mana than their opponents. Midrange decks generate tempo by getting more value in the form of unit stats from their cards per-mana than their opponents. Control decks don’t care about tempo at all, except to slow down their opponent’s tempo so they can stabilize the board and win through card advantage.

A ‘tempo deck’ is a flavor of aggro deck that plays to maximize efficiency rather than damage. This means it plays more disruption cards (like Retreat, Make it Rain, Den

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👤︎ u/mikewavsz
📅︎ May 10 2020
🚨︎ report
Bannerman: The Definitive Guide

Hey all, it's Glop. Just for my credentials: I've peaked at #1 and have been active on ladder, currently around rank 30. This is my first full guide, so I appreciate any and all criticism. I hope you enjoy it, as I put a lot of effort into it! If you want to see it in action, I'll be linking my stream in the comments.

While I have played Vimer, Karma/Lux, and Ionia Deep, I can confidently say I have found the most success with Bannerman Vi. The deck excels in the early and mid-game by slamming down high stats allies that out-muscle the enemy. It often beats control and midrange decks, and can hold its own against burn.

Before I dive in, here is the decklist: https://lor.mobalytics.gg/decks/br1dne5bunq8v046ip0g

and the code: CEBQCAQEBABAEAADBEEQCAABBEKRUHJHFMWTGAQBAIAACAIBAAFAA

A little table of contents for this guide:

Section 1: General Strategy and Tips

Section 2: Matchups and Mulligan Decisions

Section 3: Full Card Breakdown and Budget Options

Bonus: Honorable Mentions

Throughout the guide I will refer to units as 1/1s, 2/2s etc. which is simply to indicate their attack/health stats.

Section 1: General Strategy and Tips

The overall goal of this deck is to win control of the board, and swing in with hard hitting creatures on 4-7 mana to finish the game. In general, you always want to have a 1, 2, 3, and 4 drop to maximize your mana usage (e.g. Tracker on turn 1, Chefs on turn 2, Bear on turn 3 etc). Keep this in mind when deciding what to mulligan, although that will be covered in more detail in the next section.

To gain board control, try to set up favorable trades such that your allies live and the enemy dies. For example, if you have a 4/4 bear on board and they attack with their 3/2 you can block for a favorable trade. In this scenario, their 3/2 dies and you come out with a 4/1 bear that can attack on your turn.

On attack: you can use challengers to pull away their dangerous units and attack with your board without fear of losing a favorable trade to the opponent. For example: you have a 2/1 hawk challenger and a 4/4 bear and your enemy has a 4/1 and a 3/2 . You can pull their 4/1 jaul hunters out of the way with the challenger to let the bear through uncontested (or force a trade in your favor). Challengers are also useful for securing a win by removing blockers for your bigger allies.

Always try to set up favorable trades with your war chefs and protect

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📅︎ May 18 2020
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A comprehensive a lengthy list of card tribes and groups

So this was originally a response to another redditor asking about card types, so i made a huge conpilation of what i have found and considered interesting, and i may as well share it with all of you. (Please upvote this i spent hours on it instead of making crappy memes for cake day, or any of the stuff i need to send to college next week.

Not sure if this is what you are asknig but here ill go.

First, there is tribe cards, which actually there is a precedent in game for this effect, as "pack mentality" used to say : "Give an ally and others allies of its group +3 / +3 and overwhelm this turn", but since the text has changed, its safe to assume that this will be changed, so illl stick to "tribe" , borrowed from mtg.

Now, the in game tribes are :

Spider : Spiders are present in Shadow isles and Noxus, easy to swarm the board, with the ability to increase each other damage and some of them having attack evasion (fearsome) or disruptive abilities (enemy attack reduction, stun effects)

The units in this tribe are : Precious pet (Nox), Arachnoid horror (SI), House spider (Nox), Arachnoid sentry (Nox), Frenzied skitterer (SI) and Arachnoid host (Nox).

The champions in this tribe are : Elise, a 2 mana 2/3 fearsome from SI, that summons 1/1 spiderlings when she attacks. She levels up by having 3 other spiders on your side of the board at the start of round, giving all your spider fearsome and challenger, allowing to control the board during your attack step, and her spell allows to summon 2 spidersat slow speed, as long as an ally died that round.

The spells related to this tribe are : Crawling sensation (SI), Vile feast (SI), Fresh offerings (SI) and Brood awakening (SI).

The units related to this tribe are : Hapless aristocrat (SI).

Poro : Poros are present in every region, however they are most prevalent in Freljord, having most poros and por support in that region, making this your primary region when building Poros.

The units in this tribe are : Affectionate poro (Nox), Daring poro (ZnP), Lonely poro (Frel) Nimble poro (Ion), Plucky poro (Dem), Sinister poro (SI), Mighty poro(Frel) and Heart of the fluff(Frel).

The champions in this tribe are : Braum, a 3 0/5 from Freljord that has regeneration and challenger, making it a unit that excels at protecting your poros from enemy blockers, but the reason why Braum is here its because once he levels up, by surviving at least 10 damage, he stars pumping out Mighty poros, 3/3 with overwhelm, and his spell

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📅︎ Apr 06 2020
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Pioneer Primer - Dredgeless Dredge

Hey there everyone, Acc95 here. For those that do not know me, I’m one of your lovely Reddit mods, as well as the lead mod of the Pioneer Discord Server. Given the occasion of my 100th Pioneer match (105 now, while writing this primer) and the fact that nobody has really talked about my deck of choice, I decided to take on the task of writing some sort of Dredge Primer myself. This is the result:


Sample Decklists

> Golgari Dredge (League 5-0): https://www.mtggoldfish.com/deck/2487090#online

> Sultai Dredge (Prelim 4-1): https://www.mtggoldfish.com/deck/2578934#online

> Sultai Dredge (current version): https://www.mtggoldfish.com/deck/2608196#online


Stats Breakdown

> Game Record: 149-119 (56%)

> Match Record: 61-44 (58%)

> Golgari Dredge: 29-21 (58%)

> Sultai Dredge: 32-23 (58%)

> Current Version: 20-10 (67%)

> 2-game Matches: 30-17 (63%)

> 3-game Matches: 31-26 (54%)


How Fast Is It?

> Average Win Turn: 5.8 (n=149)

> Turns 1-3: 12 (8%)

> Turn 4: 28 (19%)

> Turn 5: 34 (23%)

> Turn 6: 34 (23%)

> Turn 7: 15 (10%)

> Turn 8: 11 (7%)

> Turns 9-14: 15 (10%)


The Enablers

> Stitcher’s Supplier: your best turn 1 play. Mills 3, hopefully 6, all while helping you dictate combat since opponents will think twice before blocking it or attacking into it. The only negative about this card is that we can’t play more than 4 copies.

> Grisly Salvage: your best turn 2 play. Instant speed, mills 5, and hits everything - your payoffs, your land drops, and your other enablers. We also play all 4 copies here.

> Satyr Wayfinder: your second best turn 2 play. This guy also helps you hit your land drops and in some matchups you might want the 1/1 body over the extra card in your graveyard, to either to chump against Aggro or to clock against Control. I’d say at least 3 copies, but the playset is recommended.

> Gather the Pack: if we can afford, we usually leave Gather for last in order to fully take advantage of Spell Mastery and once we already hit our land drops with Salvage and Satyr. The deck is about managing resources in both your graveyard and you hand, and Gather develops both resources particularly well if used

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👍︎ 173
📰︎ r/PioneerMTG
💬︎
👤︎ u/Acc95
📅︎ Dec 30 2019
🚨︎ report
Expeditions Observations/Guide

So I've played both weeks and done all 3 expeditions both weeks to do open drafting, I'm holding around a 65% winrate and have had a high number of 7 win runs. Here are my opinions on the different heroes best cards for them and other combos. I've posted this tier list at the top but you can scroll down for more information about each of the champions and the decks they would fit into.

Tier List

Here's the champions sorted into tiers for easy viewing:

S Tier (I almost always pick this, if offered):

Hecarim 10/10 Zed 9.5/10

A Tier (Solid picks, I'm happy to pick this first or second)

Braum 8/10 Lucian 8/10 Tryndamere 8/10 Garen 7.5/10 Darius 7.5/10 Draven 7/10 Thresh 7/10

B Tier (Decent picks, may require something before I pick this)

Elise 7/10 Anivia 7/10 Heimerdinger 7/10 Katarina 6/10 Fiora 6/10 Ashe 6/10 Jinx 6/10

C tier (Situational Picks, I only pick this if I have a reason to)

Yasuo 5/10 Shen 5/10 Vladimir 5/10 Ezreal 5/10

D Tier (I try and avoid this, unless there are very specific circumstances)

Karma 3/10 Lux 3/10 Teemo 2/10 Kalista 2/10

Demacia

Demacia is overall a fine region but suffers because a lot of their cards are synergy based and you cannot guarantee that in Arena, as a first pick Lucian and Garen are relatively safe and can be played in a lot of decks. Best pairings are Noxus or Freljord as they both want to place big units on the board and attack with them and won't require a lot of synergy.

Best Cards: Back to Back, Laurent Protege, War Chefs, Laurent Bladekeeper, Swiftwing Lancer (Always trades well and replaces itself), Cithria the Bold (Makes blocks difficult), Redoubled Valor (Great for game ending swings), Remembrance (always summons something good), En Garde (great for swinging to kill). Worst Cards: Border Lookout, Plucky Poro, Mobilize (This can be okay in decks without use for spell mana to make things cheaper), Mageseeker Inciter, Mageseeker Persuader.

Lucian - Rating 8/10

Lucian is good because he fits into pretty much any demacia decks, picking him also gives you a chance to get a lot of Sennas and she is very strong as well and there's no limit to how many you can get in your deck. Here's an image of a Lucian deck I drafted and got 7 wins with. Curving lucian into senna is almost unbeatable for a lot of decks.

Key Cards: Senna, Radiant Strike, Dawnspeakers, Vanguard Redeemer

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📅︎ Jan 31 2020
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Datamined Names Consolidated By Assumed Region

After going through the list of names that were revealed in a recent datamining post, I thought it might be helpful to split out the names into where I perceived the card would go.

At the bottom are cards that I was unsure as to where the card could belong. If any lore buffs are aware of things that I am not, feel free to let me know and I'll move them to their corresponding regions.

Key takeaways:

  1. There are enough cards in Bilgewater and Mt. Targon to have the same number of starting cards as the other 6 regions did (at least).
  2. Each region beyond the new regions are getting 2 Champions and an additional two dozen or so cards.

Reminder that this is all speculation. Also note that we won't get all of this in one sitting. I recall Riot explaining somewhere that each new set is one region and additional content for the existing regions. So we have enough information here for the next two sets.

Final note: These are internal code names, so there is a chance that some of the cards (Iceborn Archer or Spooky Poro) are actually just different internal names to what already exists (Icevale Archer and Sinister Poro respectively).

Without further ado, here is my attempt at categorizing the cards by region (Champion names are placed first for convenience).

Bilgewater:

Champions: Gangplank, Fizz, MissFortune, Nautilus, TahmKench, TwistedFate

AdmiwalShelly, BadBargain, BarrelBearer, BayouBrunch, BeastBelow, BlackMarketMerchant, BlackPowderSurprise, Blockade, BlueCard, BrashGambler, BrashRaider, BubbleBear, CaptainArrika, ChumTheWaters, CitrusCourier, CoralCreatures, CrackinKraken, CrackshotCorsair, CrescentrockTrapper, Devour, DevourerOfTheDepths, DredgeLine, DregDredgers, FortuneCroaker, GhostShip, GhostShipMonster, GoFish ,GoldCard, HuntingFleet, IslandNavigator, Leviathan, MonkeyIdol, MonsterHunterShip, MorePowder, Parrrley, PickACard, PlumbtheDepths, PlunderPoro, PoolShark, PowderKeg, PowderMonkey, ProwlingCutthroat, RazorfinHunter, RedCard, RiptideRex, SharedSpoils, ShipwreckStraits, ShockManta, ShrapnelCannon, SleepWithTheFishes, TahmsDinner, TheBeastBelow, TheDeepAwakens, TheSyren, TheTrickster, DoubleUp, MakeItRain, LoveTap, BountyHunter, JackTheWinner, Trickster

Mt. Targon:

Champions: AurelionSol, Diana, Leona, Soraka, Taric, Zoe

AHigherCalling, Asteroid, AstralAlignment, BlessingOfTheMoon, BullConstellation, CosmicWind, CrystallineArbiter, CrystalTotem, DawnsCharge, DogConstellation, DragonConstellation, Eclipse, GalaxyForm

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👤︎ u/LordMotas
📅︎ Mar 18 2020
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Grenzo's Friend Zone

Here's my first real deck and I'd love some feedback.

https://www.mtggoldfish.com/deck/2478703#paper

I wanted to create a deck that could abuse Grenzo's activated ability with a few other tricks. I wanted it to be a good decision to activate Grenzo blind, and I wanted to utilize certain hatebears as a hedge against other combo decks

The deck features 56 hits with Grenzo at x=1, which means that his ability essentially reads"(4): draw and cast a spell without paying it's mana cost." This sounds great with big mana and cost reduction and we have a lot of ways to get there.

I also wanted to abuse the London Mulligan and experiment with mulling to 5 or 4 intentionally to bottom diggable creatures. The strategy goldfishes successfully, but needs more examination in a pod. Out of 10 trials, Grenzo could combo off and kill the table on turn 5 three times. He killed the table on turn 6 another three times, and took 7, 8, 9, 9 turns on the remaining trials. Because this Grenzo plays from the bottom of the library, I predict he will often have a full hand when he dies, allowing relatively smooth play. I was keeping any hand with a bottomable creature and all my colors, only keeping a 7 card hand if it included a key accelerator (sol ring, altar, heartstone) and all my colors. As a result of this composition, it's correct to target grenzo often. I probably need more protection in the deck.

A lot of the deck has to do with setting up a Grenzo loop, which includes a method of sacrificing a creature, a method of bottoming a creature, and a method of gaining value from the death. A perfect loop includes cost reduction and/or mana gain so that it can occur infinitely, but a partial loop will get multiple etb or death triggers per turn, often choosing from many different ones that are more relevant in the situation. Often, attaining a method of acceleration (heartstone, or soldevi adnate +thornbite staff) is enough to start digging and find your pieces eventually. There are so many different ways to loop that it would be impossible to list them all. Often, I will miss that I can go infinite because the path is new.

  • Tutors

Goblin Matron - Searches for many utility and combo pieces. She can find most parts of a loop as well as creature and artifact destruction and Grenzo protection as the situation demands. She often searches up Goblin Welder or Kiki-Jiki. Goblins are in bold

Goblin Recruiter - T

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👍︎ 58
📰︎ r/EDH
💬︎
👤︎ u/jow253
📅︎ Nov 15 2019
🚨︎ report
[Tournament Report] Devoted Druid Wins Local 1k in a Nogaak World

Greetings again r/spikes, My name is Paul de Blois, I recently posted a short primer on how I believe you should play with Devoted Druid in Modern. (You can find that here!) Following the 9th place stinger at GP Seattle I had about a month to prepare for an end of season 1k that I'd qualified for earlier in the year. I was excited to get to testing for the event, both with new ideas and builds from MH and a few spicy cards I'd wanted to try from M20, but this never came to fruition. I recently started a new position at work and found myself with almost no time to think about magic, let alone actually play it. I managed to squeeze in about 6 hours worth of practice and theory with my friend, the week of the event. During these short practice hours I had a winrate of about 20% going against mostly UR Phoenix, UW Control and Jund. These three decks have historically been poor matchups and I felt with the Hogaak ban they would be at the event in full force.

With full confidence I might get smashed at the event, I sleeved up this list with marginal changes to the maindeck, but a rather drastic, mostly untested, change to the sideboard.

Lands (20)

- 4 Windswept Heath

- 2 Misty Rainforest

- 4 Razorverge Thicket

- 3 Horizon Canopy

- 2 Temple Garden

- 1 Overgrown Tomb

- 2 Forest

- 1 Plains

- 1 Dryad Arbor

Creatures (24)

- 4 Noble Hierarch

- 3 Birds of Paradise

- 4 Giver of Runes

- 4 Devoted Druid

- 4 Vizier of Remedies

- 1 Walking Ballista

- 1 Ranger-Captain of Eos

- 1 Eternal Witness

- 2 Shalai, Voice of Plenty

Spells (16)

- 4 Postmortem Lunge

- 4 Finale of Devastation

- 4 Eladamri's Call

- 4 Eldritch Evolution

Sideboard (15)

- 2 Burrenton Forge-Tender

- 2 Path to Exile

- 4 Veil of Summer

- 1 Scavenging Ooze

- 1 Tireless Tracker

- 1 Collector Ouphe

- 1 Knight of Autumn

- 1 Plague Engineer

- 1 Plaguecrafter

- 1 Kambal, Consul of Allocations

With Hogaak out of the format I decided that cutting surgical extraction was reasonable. Dredge and Phoenix are the only graveyards decks I pay respect to currently, and both of those matchups are about different aspects of gameplay. Attacking their graveyard doesn't produce a winning gameplan with Devoted Druid, so I tend to choose other tools and means to combat them. In addition, I expected UWX and BGX to

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👍︎ 204
📰︎ r/spikes
💬︎
📅︎ Jul 16 2019
🚨︎ report
Dredge in a London Mulligan/Post Bridge World. 13-2 3 League Report and Guide

2019 has been an interesting year for magic, highlighted by the Hogaak menace of the early part of the summer. With Hogaak dominating the top tables, and with many decks adopting 7+ graveyard hate cards in the 75, I had to put away my favorite degenerate modern deck as it simply wasn’t a good choice in the Hogaak meta. However, Hogaak Bridgevine is behind us, a bridgeless shell of its former self, and dredge is once again the premier degenerate graveyard deck in the format. I recently took the deck to 13-2 over 3 leagues after changing my sideboard to reflect what the new meta looks like . Sideboarding, mulliganing, and sequencing ( and in that order) are the keys to playing this deck well. Anyone can dump 12 power onto the board turn 2 with this deck by casting a Faithless Looting into Cathartic Reunion. Winning games post sideboard is where the challenge lies. I’d like to share my sideboarding strategy as well as my strategy for evaluating opening hands.

My matchups for the 15 games were as follows

WINS

3 Burn

2 Tron

2 Dredge

Humans

Infect

Wilderness Reclamation

Elves

Spirits

Hogaak Vine

LOSSES

Neoform

Bant Snow Midrange

First, let’s start with the 60. My list for the 3 leagues was as follows.

MAINBOARD

1X Blastzone

2X Blood Crypt

2X Bloodstained Mire

4X Copperline Gorge

1X Dakmor Salvage

1X Fiery Islet

1X Gemstone Mine

1X Mountain

2X Stomping Ground

4X Wooded Foothills

4X Faithless Looting

4X Shriekhorn

1X Darkblast

4X Narcomoeba

2X Golgari Thug

4X Bloodghast

4X Cathartic Reunion

4X Life From The Loam

4X Stinkweed Imp

4X Prized Amalgam

4X Creeping Chill

2X Conflagrate

A couple of notes on my mainboard choices before getting to the side. I’m not running the singleton Hogaak that a lot of lists have been adopting of late. Hogaak is a powerful card, but this isn’t the deck to support it. Narcomoeba doesn’t cast it, and prized amalgam comes in tapped. This means that you have to have double bloodghast on turn 2 if you want to rush the big boy out there that fast. Casting him on turn 3 is certainly nothing to scoff at, but you want to be attacking with your creatures, not using them to cast a big beater. Another choice that many lists have adopted is the forgotten cave cycling land recently printed into modern. In lieu of this, I run a fiery islet. Untapped red mana on turn 1 is incredibly important for a lot of the broken starts this deck has. Having access to two mana on turn 2 for cathartic can be just a

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📅︎ Jul 18 2019
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[Modern][Tournament Report] 6-2 @ MCQ w/ Matt Nass Traverse Shadow | Tournament preparation, matchup-specific advice, & deck tips and tricks

Did you know that you are allowed to play decks built by Matt Nass? That this is a legal thing to do in Magic: the Gathering tournaments? That you're allowed to just go on the internet and pilfer from Mr Combo himself?

Here is the story of how I came to realise this myself. Rather than give you just a hard-to-follow wall-of-text blow-by-blow recount of the games I played, this report will hopefully give you some useful advice you can follow yourself. I'll include three sections:

  1. Tournament preparation approach. I don't think this community focuses enough on how we approach preparation, so I'd like to guide you through my process

  2. Tournament report, with each match broken up into

a) ideal strategy for each matchup,

b) sideboard guide,

c) some interesting moments, decisions, and mistakes.

  1. Tips and tricks for playing the deck

As this will likely be quite long, feel free to skip over whichever parts are not as interesting to you, but hopefully you will find some good value in the parts that are.

Part 1: Tournament Preparation

Our story starts some six to eight weeks ago when I decided to take a different approach to this tournament than I usually do. Rather than learn and master just one deck, I wanted to be more rigorous and actually try to find the best deck in the format.

My default was my beloved UR Kiln Fiend brew (seriously, nothing will make be happier than if you ask me about UR Kiln Fiend). But I didn't honestly think it was good enough to take down an MCQ, so I started researching elsewhere. Here are some questions you can ask yourself as a starting point:

Question #1: What is the best deck in the format, objectively speaking? According to Tobi Henke's then-recent GP meta-analysis articles there was a clear answer: Whir Prison. It had the best win rate (over 60%) across multiple GPs. It made sense theoretically as well, since most of the format was inclined to break into delicious salty tears at the sight of either Chalice of the Void or Ensnaring Bridge.

Overall, I liked playing the deck, but two things had changed since Henke's GP analyses: the introduction of Karn, the Great Creator and Collector Ouphe to the format. Those two irritating ninnyhammers were everywhere and made me want to defenestrate my entire 75, so I went looking elsewhere.

Question #2: What tier-1 deck fits well with my personal play style and experience? Easy answer: Izzet Phoenix. I've played UR turbo-cantrip-style decks more than any other (di

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👍︎ 72
📰︎ r/spikes
💬︎
👤︎ u/CalmMirror
📅︎ Sep 23 2019
🚨︎ report
Dredge MCQ 1st Place Tournament Report

Hey everyone,

This past Saturday I won an MCQ with Dredge at Pandemonium Games and Hobbies in Garden City, Michigan. This qualified me for my first ever Pro Tour (which will be in Richmond, VA this November). I wanted to write a tournament report for this event as well as give some general thoughts as a (relative) newcomer to the deck.

Background: I’d spent most of 2019 playing UW control; but after the 8/26 B&R announcement, I was off the archetype as the metagame was relatively unknown and I was not sure how to properly (if at all) incorporate Stoneforge Mystic into my deck. I played a lot of Titanshift in September but felt it was getting a bit hated out by cards like Ashiok or Blood Moon. When preparing for this MCQ I first tried out Grixis Shadow as it’s a deck I love to play, but I couldn’t put up better than a 60% win rate between MTGO and local events. I then moved to Jund, which was going well at first. However, at a weekly event at Pandemonium the week of the event, I went 2-2 and saw a metagame extremely hostile for Jund (Eldrazi Tron, Tron, Titanshift, Burn, Living End, etc). My gut feeling told me not to go with Jund. I then thought about how everyone I saw had little-to-no graveyard hate, the data showed that Dredge was the best performing deck at GP Ghent, and no one (either locally or online) was talking about Dredge at all. Since I had access to the deck and had a little bit of previous experience playing it, I decided to go with it despite my only recent reps being a single MTGO league a couple weeks before (went 4-1).

Here is the list I ran for reference: (https://tappedout.net/mtg-decks/03-01-19-AXM-dredge/?cb=1569257270)

Onto the event/matches. Apologize for the vagueness in a lot of these, I did not take good notes this tournament.

Round 1: W 2-0 Jund

This is a very good matchup pre-board as the only cards they have that matter are Scavenging Ooze as well as early discard spells on your discard outlets (Neonate/Cathartic Reunion/etc).

Game 1 he has turn 1 discard turn 2 W&6 and some creatures, but I had multiple reunion to fight through his turn 1 discard and W&6 + green beaters are hardly relevant when you Cathartic into a sizable board + have Conflagrate in the yard. I win game 1 and board in Abrupt Decay + Lightning Axes to deal with Scavenging Ooze + potential hate like Kalitas or Ashiok while performing small surgery on Creeping Chills, N

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📅︎ Sep 23 2019
🚨︎ report
Canny Valley Part 2 Roadmap (Spoiler Free)

Synopsis

Let me start this off by saying the quest-line is very well put together. However, some of the quest do rely on RNG so it may take several missions to complete. The most I did was 4. The Google Doc linked several times has pictures to go along with the table. It's occasionally more to the point then the tables below. Here's a few key points to note:

  • Missions where you have to find locations will not show as an exclamation point. ( This symbol !)
    • These locations are Spas, Forts, Stores, Train Stations and Music Halls.
  • Canny Part 2 Quest will not give you the usual lighting up indicator stating you're in an eligible zone.
  • Spas only have 1 spawn per map and come in red, blue and yellow. The other locations may spawn 2 at most. (In my experience.)
  • You'll get Vbucks for doing Canny Valley Defenses 5 and 6 twice. (One for main quest and one for side quest.)
  • Majority of the quest need to be done in Ghost Town.
  • Doing "Destroy the Encampments" missions is the quickest way to complete the quest line.
  • Page 8-10 is Power Level 58+ Zones and 11-13 is Power Level 64+ Zones.
  • Outhouses do not count as 2 when searched if they're side by side.

Helpful Links (No Spoilers)

Quest Rewards List

Google Doc version of this table WITH PICTURES16 Herbs from Herb Man

Canny Valley Part 3 Guide

Page 8 (Pictures)

Quest (PL 58+ Zone) Biome Task Summary
The Big Picture Any Look in buildings for 5 radio transmissions tables. These will look like brown wooden tables and show up on your map. This can be done in one mission.
Blue Skies Ghost Town Full explore the map in a Ghost Town biome.
Celebrate You Now! Any Gather 7 pamphlets in and around buildings. These are usually on the floor and will show up on your map.
Retreat! Ghost Town Locate 3 spas in
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👍︎ 180
📰︎ r/FORTnITE
💬︎
📅︎ Nov 29 2018
🚨︎ report
What should I put in my Primer?

Are you writing a primer for your favorite general/deck? Consider including these things:

  1. Why Play your Guy? Explain what your general does and what's so cool about it. Maybe highlight awesome plays that come up frequently. Compare and contrast to the most similar general/deck that's worse than yours. (Like: "Play Jeleva Storm cause it's better than Kess Storm, which everyone already thinks is good." Or, "Play Kess Combo-Control cause it's better than Jeleva Combo-Control.")
  2. What's the Main Plan? And how does that interact with your anticipated metagame and opponents? Are you playing into a top-tier CEDH meta filled with fast combo decks? Or do you expect equal portions of competitive Stax and Midrange lists? What makes your deck's main strategy an attractive one to attack this metagame?
  3. What to do in the Early Game. Include what to look for in an opening hand and if you have to aggressively mulligan. (Consider something like Yisan where you need a turn-2 Yisan or stax piece).
  4. Midgame (OPTIONAL). Nobody cares about the midgame. In most decks this is irrelevant. You want to describe how to Mulligan and start the game, since players do that every time we play. And we want to know how to win, cause winning is fun.
  5. Winning. Describe your usual win conditions and winning combos. If you're leveraging something complex, like Gitrog Combos or 5-to-10 step Hulk lines, go over it in great detail.
  6. Any Insanely Tricky Stuff (OPTIONAL). If your list is a Doomsday deck, you'll have to describe Doomsday piles in detail. If you're running Chains of Mephistopheles with Dredgers and Sylvan Library, you need to explain how that all works together.
  7. Single Card Discussions. BE CAREFUL HERE. Don't just reword the text of the card. Don't write "Yawgmoth's Will: This lets us replay stuff out of our graveyard." Most primers waste too much space on this stuff. TALK ABOUT INTERESTING DECISIONS. Mention niche rule interactions or combos (like Doomsday piles that rely on responding to Necropotence exile triggers) that can be key to understanding the importance of cards in your list. COMPARE TO OTHER SIMILAR CARDS. Like if you want to play Pongify over Swords to Plowshares, that requires explanation. My Breya write-up has a great example of the right kind of "single card discussion" section; check the write ups for Necropotence, Pull from Eternity, and Bazaar o
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👍︎ 152
💬︎
👤︎ u/mmcgeach
📅︎ Mar 13 2019
🚨︎ report
Day 2 SCG Louisville Tournament Report (10-5, 43rd Place)

Hello everyone! I have been playing mainly Merfolk (and other 'fair' decks like Jeskai Control and Jund) in modern for about four years. I have tried 'unfair' decks from time to time, but at times the wins don't really feel satisfying to me, and I really value having interaction and a solid game plan that can't be easily hated out. In particular, I like Merfolk compared to other fair decks thanks to the fast clock it can produce while presenting disruption for creatures, spells, and mana bases. In addition, I like that Merfolk's land base is painless and essentially blood moon/ghost quarter/field of ruin proof. I am a realist about the deck - it's not tier 1. If we have a vial on turn 1, I think it is tier 1, but if we don't, it's a pretty medium, though still potent, tempo deck. I have stuck with Merfolk in particular for so long because it just keeps putting up results for me personally - day 2 in all five modern GPs I have played in (12-3, 11-4, 11-4, 10-5, and 9-6) and often day 2 at SCG Opens - though again I acknowledge that it isn't putting up results globally. That being said, I think it's a fine main deck choice, as it doesn’t really get hated out by any meta and there are enough flex slots to configure to deal with the most popular decks. In addition, players consistently seem to underestimate the deck and at times that works in our favor, as the lack of familiarity can add some percentage points in our favor. Hopefully this write-up can help some people understand the deck and some of its matchups a little better!

My decklist: http://www.starcitygames.com/decks/129707

Deckbuilding Choices:

Benthic Biomancer: Jury is still out on this little guy, and if this was any more than one mana, it would not be good enough. However, it's a fine curve filler, adds pressure early game, and provides the ability to loot away extra lands/vials late game - just make sure to hold onto an extra land in your hand in case you draw this!

Deprive: It's easy to say "It's just counterspell!", and it often is, but can at times be awkward to hold up without a vial on board and can delay an important Master of Waves. The benefit for Merfolk is that we're already designing a mana base to be able to cast UU on turn 2, so this slots in fairly well. The only mana base cost Merfolk pays for including this is removing Cavern of Souls from the deck, as you really want to maximize your blue mana producers. With the var

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👍︎ 37
📰︎ r/FishMTG
💬︎
👤︎ u/Walamor
📅︎ May 27 2019
🚨︎ report
[Vintage] Pitch dredge primer and guide

My official Pitch Dredge Primer and guide

I want to preface this by saying that I’m far from a master at vintage or even pitch dredge I started playing the format and the deck only 6 months ago when I scrubbed out of a local pptq and realized I had time to go home and play the vintage challenge. Even though I had never played the format before I wanted to try it, and this was a perfect opportunity as I now had the day free. I finished second in this challenge. To this date I’ve played in about 5 vintage challenges on mtgo. When I have the day free and there isn’t something, I want to play more I’ll usually play the vintage challenge out of these 5 I have 3 top 8s reaching the finals once and semifinals twice most recently on March 2, 2019 I made top 8 with this list. https://www.mtggoldfish.com/deck/1694539#paper

I hadn’t planned on writing anything however I have gotten a lot of questions from players looking to start playing vintage with dredge or just learning how to play vintage dredge in general.

The list

I believe that my list is for the most part stock. I wouldn’t change anything about the deck aside from the 3 ravenous traps and 1 ichorid. These are the flex slots of the deck. I believe changing anything beyond those 4 cards will drastically hurt your chances of winning.

Why ravenous trap over leyline in the main?

Pitch dredge mulligans differently then any deck I’ve ever played. You mulligan and serum powder aggressively for bazar of Baghdad and if you don’t have that card you have to throw your hand back even if that means going down to 1 as a 1 card bazar hand is far and away better then the best 7 card bazarless hand. Additionally, Bazar makes it so that you spin through your deck very quickly and you see a lot of your deck. This means that your opening hand will be much more random then a normal hand would be usually it is just a mish mash of cards plus a bazar and you go from there. This means in game 1 against an unknown opponent you wont also be looking for specific graveyard hate making it a crapshoot if leyline will be in your opener. However, if you do find that you are playing the mirror you can draw into a ravenous trap through all of the looting you’ll be doing with bazar. Ravenous trap is obviously less powerful then leyline which is why I have the 4/3 split of leyine/ravenous trap but in game one where you’re not trying to get graveyard hate in your opener it is serviceable as a way to edge out the mirror if they don’t hav

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👍︎ 70
📰︎ r/spikes
💬︎
👤︎ u/PTarts2Win
📅︎ Mar 10 2019
🚨︎ report
Comprehensive timeline of the life of JJD, as well as the crimes he is suspected of committing - PART 2 (EAR)

Part One

Part Three

##1976

January 18, 1976: Prowler spotted at South Burke Street, Visalia

ER62. February 8, 1976: Home of Virginia Haydu ransacked at 325 North Kaweah Avenue, Exeter.

ER63. February 15, 1976: Home of Norman Britton, DDS ransacked at 715 Sequoia Drive, Exeter.

ER64. March 15, 1976: Home of Kenneth Jones burglarized at 317 North Kaweah Avenue, Exeter.

ER65. March 15, 1976: Bicycle of David Whitman of 132 South Filbert, Exeter stolen from where he left it near Waterman Foundry on a dirt road.

ER66. April 3, 1976 Evening: Someone breaks the passenger window of the vehicle of Leon Winter at 300 North C Street, Exeter.

ER67. April 3, 1976 Evening: Someone breaks the rear window of the vehicle of Louie Jolley at 249 South Orange Avenue, Exeter.

ER68. April 3, 1976 Evening: Someone breaks the rear window of the vehicle of Harold Merryfield at 233 North E Street, Exeter.

May 1976: The EAR begins stalking his first future victim.

Early June 1976: The EAR makes two hangup phone calls to his first future victim.

EAR1. June 18, 1976 4:00-4:20 AM: Home invasion and rape at Paseo Drive, Rancho Cordova

June-July 1976: The EAR makes five or six more hangup phone calls to his first victim over the two weeks after the attack.

July 16, 1976 4:45 AM: A man is bludgeoned severely by an intruder he catches outside his garage in Carmichael.

EAR2. July 17, 1976 2:00-4:00 AM: Home invasion and rape at Marlborough Way, Carmichael

Mid-August 1976: Prowler spotted in the backyard of a house near that of future victim 4.

Late August 1976: House burglarized on Crestview Drive, Carmichael.

August 28, 1976 10:00 PM: The EAR scales a fence to get to the Thomas home.

EAR3. August 29, 1976 3:20 AM: Home invasion and failed rape of Rose Thomas (born 1934/1935) and her daughter Tracy Thomas (born 1963/1964) at Malaga Way, Rancho Cordova

August 31, 1976 3:30 AM: The EAR commits a hot-prowl burglary at a house adjacent to the Thomas home, but does not steal anything or assault the inhabitants.

Late August/Early September 1976: The EAR begins prowling around homes in the area of Woodpark Way, Citrus Heights, and burglarizing them, as well as making hangup phone calls.

September 4, 1976: The EAR begins making hangup phone calls to the home of Jane Carson-S

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👍︎ 211
📰︎ r/EARONS
💬︎
📅︎ May 12 2018
🚨︎ report
My favorite Modern Jank Decks

I have an affliction where I can't stick with one deck. It is a problem. I'm perpetually spending too much on cards and I'll never absolutely master a deck. I have several tiered modern decks but I only play them in about half of the modern events I play. The other half of the time, I play jank. UW turbofog, knights, mill, aura swap, delving end, abzan aristocrats, soul sisters, werewolf stompy.

Here are some of my favorites over the last few years. (DISCLAIMER: I did not invent any of these decks, I found lists online, tweaked, played and enjoyed)


Token Storm

Years ago, this was a standard deck that pumped out goblin tokens then killed with Burn at the Stake. It was janky and hilarious. The deck gets even more fun with a modern cardpool.

List: https://deckstats.net/decks/583/899768-token-storm

Gameplan: Use Baral or Goblin Electromancer to make token generators super cheap. Cast a lot of goblins. Use Battle Hymn. Cast Past in Flames to get more goblins. Then more. Eventually flash back Burst of Speed or Surge of Zeal. Now cast Haze of Rage. Congrats, every one of your 20 goblins is lethal.

Trapped under a Bridge? Cast Purphoros and then a lot of goblins. Cast Wipe Away or Echoing Truth, then swing. Getting hated out by anti-storm cards? Bring in Goblin Chieftain, Bushwhackers, and bolts - now you're an aggro deck.

Key Interactions: Battle Hymn can generate +4, +8, or more mana. Enough to flash back Past in Flames, token generators, then Battle Hymn itself again. Haze of Rage has both buyback and storm. With one Baral out and 4cmc, you can make your 6 goblins lethal. If only Rites of Initiation was modern legal.

Why it is fun: You get to go off! Cast a dozen spells, haze of rage, swing for 400 damage. The deck takes some practice to get right and feels great when you're winning. You get more interaction than a storm deck. It feels a little like 8-whack and a lot like storm. Plenty of goblins to block with (though that's a last resort). 100% Johnny deck.

If you don't like the storm aspect, switch into RW tokens. Take out cost reducers and blue, add Intangible Virtue, Swiftspears, Young Pyromancer, Manamorphose, Gut Shot, and some white token makers. Manamorphose > Gut Shot > Haze of Rage draws you a card and gives everything +3/+0 for the low cost of 2cmc.

Why it is bad: Plain old UR gifts storm is better in every way. We have little disruption. The deck folds to Pyrocl

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👍︎ 91
💬︎
👤︎ u/jambarama
📅︎ Jan 24 2018
🚨︎ report
[Tournament Report] 2 Stores, 10 rounds - All Hardened Scales

Cross posted from r/ModernMagic

So this Saturday I had a fun but exhausting day of playing Hardened Scales. I started the day at 11am at a 52 person 1k. Then ended it playing my regular Saturday Night Modern tournament. This report will be a little rough as I generally do not take many notes at these events but can recall things without to much issue. I can say for sure though. It was a grind. 6 rounds of comp magic followed by 4 rounds of semi-comp (second shop can be hit or miss).

This will be the list that I played throughout the day.

4 Arcbound Worker

4 Arcbound Ravager

4 Walking Balista

4 Hangarback Walker

1 Spellskite

4 Steel Overseer

4 Hardened Scales

1 Evolutionary Leap

3 Welding Jar

4 Mox Opal

2 Animation Module

1 Throne of Geth

4 Ancient Stirrings

5 Forrest

4 Inkmoth Nexus

1 Blinkmoth Nexus

1 Phyrexia's Core

1 Pendelhaven

1 Sea Gate Wreckage

1 Inventor's Fair

4 Darksteel Citadel

2 Llanowar Reborn

SB//

1 Spellskite

3 Dismember

2 Damping Sphere

2 Grafdiggers Cage

1 Tormods Crypt

4 Nature's Claim

1 Karn, Scion of Urza

1 Welding Jar

So that out of the way lets start with the 1k. This was very last moment and I decided I was going to go the night before and as such did not get much prep at all in (I usually like grinding 10 to 20 matches on MTGO before a big event just to loosen up). I knew before my next tournament I wanted to make a small land change. As I added in Sea Gate Wreckage, and Inventor's Fair. I was debating adding in another forest but decided against it.

Geek Fortress 1k - 11am 04/20/19:

Round 1: Dredge

G1- I sit across from a kid over half my age (I would guess somewhere between 10-14 years old). He is playing Dredge and piloting it quite well. He stumbles on acruing a real board against me. His dredges are hitting his creeping chills but he is missing out on amalgams and bloodghasts to really pressure my life. I am able to stall the board with Scales, Overseer and Walking Ballista before taking over and killing him. It is worth nothing I was able to tutor for the Ballista for Inventors Fair.

G2- T1 he loots and passes the turn. Then follows it up with a Cathartic Pitching and Ancient Grudge and some dredgers. I untap play a Mox something else and a Grafdiggers Cage. I do not know dredge all that well but he forgoing his dredges at this point and started acruing a board of Stinkweed Imps and Narcomoebas. He got me down to about 5. As he had a pair of lightning axes to

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👍︎ 8
💬︎
👤︎ u/Specsquee
📅︎ Apr 24 2019
🚨︎ report
In-Depth Guide to Deep (1.6)

UPDATE: I have added 2x Vengeance (-1 wail, -1 toad) because I am meeting a lot of problematic units (Swain, Yasuo). Deck code has been updated.

Hi guys, I've been playing deep since I started playing LoR in late June and am currently a top 250 Masters player in SEA. This season I climbed from bronze 3 to masters using mainly deep (plus a little darrowing, teemo sej and poros).

This guide includes decklist and card explanations, as well as most matchups I have met in ladder plat+. Hopefully you will find as much success climbing with this deck as I have.

Decklist and Cards

Here's my decklist: https://lor.mobalytics.gg/decks/bsgc6h3guk9nlr9ml060

Code: CEBQKAQGE4WC6NJYAMBAKBYIBIAQCBI5AICACBIZFAXDMAQCAYOSKAIBAICQG

Champions

3x Nautilus: When levelled, -4 cost to all sea monsters is great. Bait out/play around Will of Ionias before playing this if vs Karma Ez. Also a good source of riptides late game. Play naut (even if unleveled) ASAP (TURN 7) vs riptide rex and big overwhelm unit decks (be wary of reckoning vs ashe sej though.)

3x Maokai: Your wincon vs most SI control decks is to mill them. Also free toss engine and creates 2/1 challengers to kill units or set up wail/grasp/devourer etc. The champ spell is also great vs stuff like ravenous flock and noxian guillotine so you can heal your units and they are no longer damaged. Be careful playing him into thermo beam.

Possible tech option: 1x Thresh. IMO Maokai as a secondary wincon is great right now but if you need a better midgame you can get rid of one maokai.

Units

3x Dreg Dredgers: 1 mana chump blocker that tosses 3. What's not to love?

2x Thorny Toad: A few days ago I ran 3x toad, but swapped out one (and 1x Jettison) for 2 vengeance. The toads are great for blocking overwhelm units and can also trade into most turn 2 quick attacks. It's also nice to not have your blocker die right after blocking.

3x Deadbloom Wanderer: Tosses 3 and has 3 lifesteal. Great for stalling the game out but be careful playing this into mystic shot.

3x Jaull Hunters: The deck's main source of sea monsters and also a great way to pick out valuable units on the enemy's side. However it is very vulnerable to removal so play around it.

2x Abyssal Eye: It can come in handy for blocking elusives and can help you with draws if your hand is kind of bricked. However it's quite a weak unit pre-deep, stats wise. The draw 1 ca

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👍︎ 72
💬︎
👤︎ u/tinachou28
📅︎ Jul 29 2020
🚨︎ report
Bannerman: The Definitive Guide

Hey all, it's Glop. Just for my credentials: I've peaked at #1 and have been active on ladder, currently around rank 30. This is my first full guide, so I appreciate any and all criticism. I hope you enjoy it, as I put a lot of effort into it! If you want to see it in action, I'll be linking my stream in the comments.

While I have played Vimer, Karma/Lux, and Ionia Deep, I can confidently say I have found the most success with Bannerman Vi. The deck excels in the early and mid-game by slamming down high stats allies that out-muscle the enemy. It often beats control and midrange decks, and can hold its own against burn.

Before I dive in, here is the decklist: https://lor.mobalytics.gg/decks/br1dne5bunq8v046ip0g

and the code: CEBQCAQEBABAEAADBEEQCAABBEKRUHJHFMWTGAQBAIAACAIBAAFAA

A little table of contents for this guide:

Section 1: General Strategy and Tips

Section 2: Matchups and Mulligan Decisions

Section 3: Full Card Breakdown and Budget Options

Bonus: Honorable Mentions

Throughout the guide I will refer to units as 1/1s, 2/2s etc. which is simply to indicate their attack/health stats.

Section 1: General Strategy and Tips

The overall goal of this deck is to win control of the board, and swing in with hard hitting creatures on 4-7 mana to finish the game. In general, you always want to have a 1, 2, 3, and 4 drop to maximize your mana usage (e.g. Tracker on turn 1, Chefs on turn 2, Bear on turn 3 etc). Keep this in mind when deciding what to mulligan, although that will be covered in more detail in the next section.

To gain board control, try to set up favorable trades such that your allies live and the enemy dies. For example, if you have a 4/4 bear on board and they attack with their 3/2 you can block for a favorable trade. In this scenario, their 3/2 dies and you come out with a 4/1 bear that can attack on your turn.

On attack: you can use challengers to pull away their dangerous units and attack with your board without fear of losing a favorable trade to the opponent. For example: you have a 2/1 hawk challenger and a 4/4 bear and your enemy has a 4/1 and a 3/2 . You can pull their 4/1 jaul hunters out of the way with the challenger to let the bear through uncontested (or force a trade in your favor). Challengers are also useful for securing a win by removing blockers for your bigger allies.

Always try to set up favorable trades with your war chefs and protect

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👍︎ 162
💬︎
📅︎ May 18 2020
🚨︎ report
A Semi-rambling talk about the common ranked meta

I've been playing card games for about 10 years now spent split between four games mostly (Hearthstone,Mtg,yugioh, and Shadowverse) i no longer play HS or Yugioh just for a small bit of background.What im saying is this is my rambling account of the meta the average player is likely to see while climbing ranked done by someone with a bit of background in card games at medium competitive levels(medium magic tournaments large yugioh ones).

Terminology:

LoR- Legends of Runeterra.

MTG-Magic the Gathering.

Power - How much a unit does to another unit.

Health- How fast your unit kicks the bucket.

1/1 or x/x - references power and health in that order

Vanilla - A unit without effects.

Nexus- Your health bar

Mana or Mana gems- The resource used to cast cards.

Cost- How much mana the spell takes to cast

Trade up- The ability for lower costed minions to kill higher costed ones

Aggro- A deck looking to kill its opponent as fast as possible

Control- A deck looking to stall the game till its one sided then go for victory

Combo-A deck looking to win in one turn usually from almost nowhere most combos win the game on the spot this is different from general synergies

For reference from other card games. (Note that you should judge a game on its own merits because of varying mechanics but in general here are some baselines for cards.)

A baseline is a vanilla 1/1 Unit for one, a 2/2 for two, a 3/3 for three ect.

A spells that deals damage would follow the same

In most games unconditional board wipes are usually 6-7-8 mana depending on the game this varys the most of all effect cost because it determines how good midrange and aggro decks get to be.

Conditional non damage board wipes fall in the 4-5-6 mana costs.

Unconditional Damage board wipes usually follow mana cost to damage -1 so a 3 mana would deal 2 though it can be 1 to 1 in higher cost spells.

Conditional removal is usually 2-3 cost with unconditional being 4-5-6 depending on the game

All of the spell card costs can vary depending on speed (slow vs fast vs break in this case) and what they can target (units vs nexus) a 2 mana slow spell that deals 2 damage and could target only units is a lot different than a 2 mana break that can target both nexus and units.

Spells in runeterra can be higher costed thanks to the spell mana mechanic.A 6 cost unconditional board wipe might be much when you can cast it turn 3.

With the baselines out of the way let's discuss the three(4) major archetypes that e

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👍︎ 26
💬︎
📅︎ May 05 2020
🚨︎ report
What are the odds of having the last 3 cards left in you deck to be the three champions you put on it?

I cannot even express how unlucky I've been in my last match.

I built my deck around Twisted Fate with Ionian cards and some Bilgewater ones and it's actually pretty good. I saw it on youtube and I has been working for me ever since. Keep in mind that I've just stared playing the game and I'm currently on silver III because I don't play much ranked games.

The thing is I played my deck in my last match and it went on for a really long time. Having cards from Ionia and Bilgewater makes you draw a lot of cards and you start to run out of them relatively quicky in comparison to other decks. It went on for many many rounds where I always had the lead but I was always missing my key card: Twisted Fate. I have 3 copies of him and I had 4 cards left in my deck. Next round starts and I was beggin for the card that I needed. My odds where really really high, literally 3 out of 4 cards were going to be TF... and it was my game winning cad... But I got a Deny instead.

I was honestly so impressed that I had drawn 34 cards in my game and none of them were TF that I came here to make my first post so someone could give me the exact math of the odds of that happening. I need to know what are the odds of having your last 3 cards of your deck to be the full set of champions you put on it.

I'm going to insert a picture of my deck below.

I want to add that I have 2 copies of Fizz and one of Lee Sin and 3 other cards were discarded when I summoned Dreg Dredgers with the Trouble double spell. None of the 3 discarded cards were copies of Twisted Fate.

I won the match anyways but I just wanted to know.

https://preview.redd.it/ppmhu5rofu151.png?width=255&format=png&auto=webp&s=abebb54f222ddab4f6caf24b2df81f92604196f7

https://preview.redd.it/7nghm9rofu151.png?width=254&format=png&auto=webp&s=353ddd28f7dcc6897e0618d89ce403d519f14f4e

Deck code: CEBQCAQGDIBAEAQBAMBACAQXHEBQCAQCAUBQCAQCBQYQOAQGAEKBQKZOGAYQGAIBAI3QCAQCAYAQEBQ4

👍︎ 6
💬︎
👤︎ u/Rokusch
📅︎ May 30 2020
🚨︎ report
[Modern] Tournament Report - 2nd Place SCG IQ With Mardu Death's Shadow

This weekend I was fortunate enough to play my favourite 1 mana 12/12 at an SCG IQ and had things break my way enough to finish with a 2nd place finish going undefeated on the day except for my final round. I've played a lot of death's shadow in modern over the years going all the way back to Suicide Zoo when Gitaxian Probe was legal (opening hand of bauble, street wraith, probe, probe, death shadow, mutagenic growth and become immense? Seems good!) and was pretty excited to see a Mardu iteration that appeared to solve many of the problems I had experienced with the deck in earlier colour combinations. I wish I'd had a little more time to get in some reps with the deck but was really banking on my familiarity with the death shadow archetype as a whole to carry me for my lack of experience with this specific colour pairing. In the end, it worked out well enough to finish with a 5-0-1 record in Swiss and punch my ticket to the SCG invitational later this year.

Decklist - http://www.starcitygames.com/decks/131829

Why Mardu?

I suppose it makes the most sense to start with why I feel the deck is exceptionally well positioned right now and why it feels to me like the best shadow deck I've had the opportunity to play. On a larger "why is this deck good?" kind of scale, the answer is undoubtedly Ranger Captain of Eos. Generally speaking, when playing other versions the games where you had a death shadow were very different than the games you did not find a death shadow and were using one of your backup threats like tarmogoyf or gurmag angler. Death Shadow blocks virtually everything at a profit, allows you to play multiple spells on the turn you deploy it, and threatens to end the game in a single combat step every time it attacks. With multiple death shadows out we often put the opponent in chump block mode letting us slowly grind out wins as the opponent throws away their board presence on just not dying, and the threat of death shadow forces our opponent to play on an uncomfortable and unfamiliar axis where they are disadvantaged the closer they come to beating us. Having a functional 8 copies of this card is a significant power boost over relying on tarmogoyf or angler/tasigur as the backup threats. Having said that, the other card that Ranger Captain can fetch for us is hex parasite, and this card doesn't just "pump your shadow", it unlocks an entirely new and more powerful play style with its inclusion in the deck. Previously, there was a real ten

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👍︎ 16
📰︎ r/spikes
💬︎
📅︎ Aug 14 2019
🚨︎ report
Day 2 SCG Louisville Merfolk Tournament Report (10-5, 43rd Place)

Hello everyone! I have been playing mainly Merfolk (and other 'fair' decks like Jeskai Control and Jund) in modern for about four years. I have tried 'unfair' decks from time to time, but at times the wins don't really feel satisfying to me, and I really value having interaction and a solid game plan that can't be easily hated out. In particular, I like Merfolk compared to other fair decks thanks to the fast clock it can produce while presenting disruption for creatures, spells, and mana bases. In addition, I like that Merfolk's land base is painless and essentially blood moon/ghost quarter/field of ruin proof. I am a realist about the deck - it's not tier 1. If we have a vial on turn 1, I think it is tier 1, but if we don't, it's a pretty medium, though still potent, tempo deck. I have stuck with Merfolk in particular for so long because it just keeps putting up results for me personally - day 2 in all five modern GPs I have played in (12-3, 11-4, 11-4, 10-5, and 9-6) and often day 2 at SCG Opens - though again I acknowledge that it isn't putting up results globally. That being said, I think it's a fine main deck choice, as it doesn’t really get hated out by any meta and there are enough flex slots to configure to deal with the most popular decks. In addition, players consistently seem to underestimate the deck and at times that works in our favor, as the lack of familiarity can add some percentage points in our favor. Hopefully this write-up can help some people understand the deck and some of its matchups a little better!

My decklist: http://www.starcitygames.com/decks/129707

Deckbuilding Choices:

Benthic Biomancer: Jury is still out on this little guy, and if this was any more than one mana, it would not be good enough. However, it's a fine curve filler, adds pressure early game, and provides the ability to loot away extra lands/vials late game - just make sure to hold onto an extra land in your hand in case you draw this!

Deprive: It's easy to say "It's just counterspell!", and it often is, but can at times be awkward to hold up without a vial on board and can delay an important Master of Waves. The benefit for Merfolk is that we're already designing a mana base to be able to cast UU on turn 2, so this slots in fairly well. The only mana base cost Merfolk pays for including this is removing Cavern of Souls from the deck, as you really want to maximize your blue mana producers. With the var

... keep reading on reddit ➡

👍︎ 37
💬︎
👤︎ u/Walamor
📅︎ May 27 2019
🚨︎ report
[Tournament Report][Modern] 10-5/43rd Place SCG Louisville with Merfolk

Hello everyone! I have been playing mainly Merfolk (and other 'fair' decks like Jeskai Control and Jund) in modern for about four years. I have tried 'unfair' decks from time to time, but at times the wins don't really feel satisfying to me, and I really value having interaction and a solid game plan that can't be easily hated out. In particular, I like Merfolk compared to other fair decks thanks to the fast clock it can produce while presenting disruption for creatures, spells, and mana bases. In addition, I like that Merfolk's land base is painless and essentially blood moon/ghost quarter/field of ruin proof. I am a realist about the deck - it's not tier 1. If we have a vial on turn 1, I think it is tier 1, but if we don't, it's a pretty medium, though still potent, tempo deck. I have stuck with Merfolk in particular for so long because it just keeps putting up results for me personally - day 2 in all five modern GPs I have played in (12-3, 11-4, 11-4, 10-5, and 9-6) and often day 2 at SCG Opens - though again I acknowledge that it isn't putting up results globally. That being said, I think it's a fine main deck choice, as it doesn’t really get hated out by any meta and there are enough flex slots to configure to deal with the most popular decks. In addition, players consistently seem to underestimate the deck and at times that works in our favor, as the lack of familiarity can add some percentage points in our favor. Hopefully this write-up can help some people understand the deck and some of its matchups a little better!

My decklist: http://www.starcitygames.com/decks/129707

Deckbuilding Choices:

Benthic Biomancer: Jury is still out on this little guy, and if this was any more than one mana, it would not be good enough. However, it's a fine curve filler, adds pressure early game, and provides the ability to loot away extra lands/vials late game - just make sure to hold onto an extra land in your hand in case you draw this!

Deprive: It's easy to say "It's just counterspell!", and it often is, but can at times be awkward to hold up without a vial on board and can delay an important Master of Waves. The benefit for Merfolk is that we're already designing a mana base to be able to cast UU on turn 2, so this slots in fairly well. The only mana base cost Merfolk pays for including this is removing Cavern of Souls from the deck, as you really want to maximize your blue mana producers. With the var

... keep reading on reddit ➡

👍︎ 24
📰︎ r/spikes
💬︎
👤︎ u/Walamor
📅︎ May 27 2019
🚨︎ report
[Tournament Report] 2 Stores, 10 rounds - All Hardened Scales

So this Saturday I had a fun but exhausting day of playing Hardened Scales. I started the day at 11am at a 52 person 1k. Then ended it playing my regular Saturday Night Modern tournament. This report will be a little rough as I generally do not take many notes at these events but can recall things without to much issue. I can say for sure though. It was a grind. 6 rounds of comp magic followed by 4 rounds of semi-comp (second shop can be hit or miss).

This will be the list that I played throughout the day.

4 Arcbound Worker

4 Arcbound Ravager

4 Walking Balista

4 Hangarback Walker

1 Spellskite

4 Steel Overseer

4 Hardened Scales

1 Evolutionary Leap

3 Welding Jar

4 Mox Opal

2 Animation Module

1 Throne of Geth

4 Ancient Stirrings

5 Forrest

4 Inkmoth Nexus

1 Blinkmoth Nexus

1 Phyrexia's Core

1 Pendelhaven

1 Sea Gate Wreckage

1 Inventor's Fair

4 Darksteel Citadel

2 Llanowar Reborn

SB//

1 Spellskite

3 Dismember

2 Damping Sphere

2 Grafdiggers Cage

1 Tormods Crypt

4 Nature's Claim

1 Karn, Scion of Urza

1 Welding Jar

So that out of the way lets start with the 1k. This was very last moment and I decided I was going to go the night before and as such did not get much prep at all in (I usually like grinding 10 to 20 matches on MTGO before a big event just to loosen up). I knew before my next tournament I wanted to make a small land change. As I added in Sea Gate Wreckage, and Inventor's Fair. I was debating adding in another forest but decided against it.

Geek Fortress 1k - 11am 04/20/19:

Round 1: Dredge

G1- I sit across from a kid over half my age (I would guess somewhere between 10-14 years old). He is playing Dredge and piloting it quite well. He stumbles on acruing a real board against me. His dredges are hitting his creeping chills but he is missing out on amalgams and bloodghasts to really pressure my life. I am able to stall the board with Scales, Overseer and Walking Ballista before taking over and killing him. It is worth nothing I was able to tutor for the Ballista for Inventors Fair.

G2- T1 he loots and passes the turn. Then follows it up with a Cathartic Pitching and Ancient Grudge and some dredgers. I untap play a Mox something else and a Grafdiggers Cage. I do not know dredge all that well but he forgoing his dredges at this point and started acruing a board of Stinkweed Imps and Narcomoebas. He got me down to about 5. As he had a pair of lightning axes to stop some early momentum. Eventuall

... keep reading on reddit ➡

👍︎ 24
💬︎
👤︎ u/Specsquee
📅︎ Apr 24 2019
🚨︎ report

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