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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)MI
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2 wk. ago

  • I hope Ukraine won't just sell technologies, cause there are talks about USA trying to get that for 100b. Not a small number, but I doubt USA would appraise their junk fairly, while these tech could be one of the biggest source of income in the long run.

  • Love emacs, and have lots of ease-of-life functions and keybinds in it. But the UX of the base editor feels so dated. Like how pointer moves with scroll, how scrolling isn't smooth etc etc

  • That mostly depends on what other players do to counter you.

    Kardur games go fast and you can expect them to end in ~7-9 turns. You even win some of them. Games where you lose are also speed up by a lot.

    Jirina / Danitha, even if you can kill a single opponent fast you have to deal with 3. Most likely board wipe would happen, so add several turns per wipe for recovery, assuming you haven't run out of steam. But even with 1 wipe, that could go over 10 turns easy.

    Best thing here is that you can remove the most problematic players first. It's often not the players with early creatures btw, but those who just silently ramp or set up otherwise.

  • I'm at bracket 2-3, I'd say if you can kill a single player at turn5 with a great starting hand and luck, that's fast.

    But it all depends on what your deck do, my most aggressive deck is doing damage to everyone (me too) each turn, stacking symmetric burn effects. It doesn't kill at early turns but it lowers everyone's HP low enough not to feel safe, denying them setup time and force to act, just to goad their whole board with my Kardur, and when only one opponent remains, do some fast finish, like Mob Rule.

    Again, you might go slower if you have something nice to protect you from the most likely negative scenario. Say, Danitha theoretically could kill t4, but practically that's gonna happen way slower with an average luck, BUT lifelink vigilance is gonna keep your hitpoints high enough to have time - just get enough protective gear so you don't lose her too often.

    You can see all the decks mentioned here.

  • Usually people recognize aggro-control-combo triad.

    I don't have infinite combos, but my Kess can do billions of damage from sorceries basically out of almost empty board. Hence, I've named that Uniniteractive. Essentially decks that don't look like they do much but you are on a clock to kill them before they do that.

    Midrange is generally a space between aggro and control, which I think makes sense in 1v1, but I think is incorrect for EDH.

    Midrange in EDH have to be some absolute value houses so they could survive being interacted by 2-3 players, going exponential on resources.

    Control decks feature increased amount of interaction and enough value engines to be able to cast interaction and not to run out of fuel. But the wincons aren't as strong as in midrange variants, control relies on breaking opponents value engines first.

    Aggro is what you can expect from the name, put a tight timeclock on their relaxed value piles.

    I need to mention that it's hardly a 2d space. Jodah, realistically, is in midrange/uninteractive. But the rest fits nicely into categories or into spaces directly between.

  • MTG @mtgzone.com

    Sorted out my commander decks into archetypes