Tumgik
#META KNIGHT DRAGON BLAST
l1ght-n1ghts · 3 months
Text
Tumblr media
happy meta knight monday (I'm late) have a meta dragon
+Extra details below cut (mostly headcanons/elaboration on design)
The Galaxia emblem on his chest is fused to his skin. He got it when he became Galaxia’s Champion. This event also gave him the yellow details and eyes (prior he had white eyes)
Galaxia manifests herself via energy during battle. Ex. The mini sword on Meta’s tail can lengthen and become a proper sword, and he can get like energy claws
Yeah he has a magical girl transformation to put all his armor on. Ain’t no way he’s putting all of that on as a dragon. Thanks Galaxia! He can take his mask off himself though
The Dimensional Cape is now… DIMENSIONAL WINGS! They can be activated for storage or teleportation. Prior to acquiring the cape, his wings were smaller and he didn’t have the yellow accent on his wings
Puffballs (Astrals, puffs, whatever you call Kirby’s species) gradually grow to look similar to the people they surround themselves with. While Meta is old enough that being around his friends won’t significantly change his appearance (such as going from fur to feathers) his fur length and color does change due to being around his friends :)
Along this same vein, Galaxia and the dimensional cape can be seen as copy-ability… like? Except unlike Kirby, these items can’t be spat back out. They’ve become a part of him
He is a bat/cat combo. To me. Sleeps upside down, purrs, etc.
Yes he has whiskers. Yes he wears a mask all of the time. Yes the whiskers being constantly against the mask overstimulates the FUCK outta him. He’s so ready to snap at any moment
He can see in the dark! He also has such bright eye-shine in the dark that his eyes just look pure white
When he sits, he wraps his wings around his front like he does with his cape in canon.
His teeth, except his canines, are retractable! His claws are not retractable.
46 notes · View notes
captorcorp · 1 year
Note
🎥🎶💕🏳‍🌈
🎥 do you have any favorite scenes from your hyperfixation?
ough it's a lot of magolor light novel scenes tbh bc i love getting the extra storytelling through the text...
everything we've seen of the merry magoland light novel so far tbh (spoilers for light novel ch1-4) - him waving excitedly when the lor starcutter shows up like 'lor!! lor!!! look at me i made an amusement park!!!' or going undercover to find out what the dream team really thinks about him and getting hit emotionally by kirby agreeing to be his friend and meta knight calling him lonely...
also him getting annoyed that the lor won't talk to him in the rtdl novel bc his vibes are atrocious... poor guy is so interested in ancient technology and the technology he finds doesn't even like him
in the dreamy gear light novel, i think it was meta knight and daroach? but when they broke into that guy's place to steal the documents about the machine they needed the gears from, that was p fun
in terms of canon scenes:
anything from rtdl or magolor epilogue
the climax of planet robobot where star dream starts to gain control
meta knight's 'grab this!' scene from super star ultra
i love all of the parts in squeak squad so far where you grab the big chest and then have to run for your life/fight off all the mice trying to steal it from you it's v intense hjkdfs
🎶 if your hyperfixation has songs/an ost, what is your favorite song from it?
i really like the VS Star Dream - Kirby Planet Robobot!!! but honestly kirby songs are all so good (i loaded up my vgm playlist with like 15 of them) so here's a handful of my other faves:
Pumpkin Grand - Kirby Super Star Ultra
Dyna Blade Battle - Kirby Super Star Ultra (I remember this from wham bam rock more than dyna blade tbh hjkdfs)
Peanut Plains - Kirby Super Star Ultra
Sky-High and Smitten - Kirby Planet Robobot
💕 tell us about one of your favorite characters and why you like them!
you thought i was going to talk about magolor huh, WELL actually this is a kracko fanblog now. look at this funky little cloud guy he fights kirby in practically every game bc he will never let go of a grudge and also he summons waddle doos hkjdfs
jk i still want to talk about magolor >:3c (rtdl and magolor epilogue spoilers incoming)
ok so magolor is the antagonist in rtdl/rtdldx, you start off seeing him crash land his ship and kirby offers to help him collect the ship parts, then he lies to kirby about his crown getting stolen by this dragon so kirby steals it for him + he attempts to use it to gain power and take over the world. master crown corrupts him, kirby kicks his and the crown's ass, he falls through a portal to hell and loses his powers. magolor epilogue happens, he kinda redeems himself by defeating the crown, then jumps into the universe of a previously non-canon kirby game and does microtransactions for a while until he has enough funds to make an amusement park for kirby as an apology
he's my favorite for many reasons!!! first of all bc i was talking about character design and personality in the last ask i'll start with that, wizards and wizard-y designs are great, also he's got little kitty cat ears and his hood looks very comfy... then ofc he's a very silly little guy, he has a fun way of talking (in jp he uses mixes in a lot of katakana which the devs refer to as 'magolorese', this was localized to having him use some slang like calling kirby a 'cool dude' and being like 'high five, low five, all that' etc chill phrases), his animations are really fun (like giggling after blasting enemies with a giant energy beam or spinning in the magolor races), etc - and i like characters that are mischievous or twist villains too ^^
i have so many thoughts about him. first of all i love that his two main goals are like a) build an amusement park and b) world domination. i kinda interpret it as him just wanting to have some sort of power and control, whether it's in a positive or negative way, he's just got a big ego i think hjkdfs. and then even in his amusement park it's filled with bombs and shurikens and etc dangerous things ^^;; anyway more series should have their villains redeemed and start amusement parks i think
also love how his master plan is working perfectly and then. oh fuck it's controlling him now, local wizard fucks around and finds out immediately (and the pause screens even reflect this like throughout all the phases/variations of his final boss they go from 'stop magolor he's an evil liar' to 'the master crown is amplifying the darkness in his heart... save the world and save a new friend, too' - like look at these two from true arena 🥺), lots of angst potential too for true arena where 1) that's the one where the bgm has him crying for help and 2) when you defeat him the crown stays on his head when he gets sucked into a portal so it's implied he's stuck corrupted by the crown in another dimension forever ;-;
he's also very silly in the light novels, people don't really like them bc they paint him in a very negative light but sneaky con artist magolor is also very fun (i mean i'm a redd animal crossing stan this should come as no surprise hkjdfs)
also i haven't read any of the mangas yet but from what i've seen they also have some fun portrayals of him
Tumblr media Tumblr media Tumblr media
in conclusion: sneaky egg wizard good
Tumblr media
🏳‍🌈 do you have any headcanons (lgbt, race, neuro, etc) that are important to you?
tbh i don't really headcanon characters stuff very often!! unless i'm hardcore projecting on them hkjdfs but i mean. at least half of kirby characters are neurodivergent probably
1 note · View note
mtgacentral · 1 year
Text
What Sets Are in MTG Arena?
Tumblr media
Key Takeaways: What Sets Are in MTG Arena? - MTG Arena features a variety of sets, including Core Sets, Expansion Sets, Historic Anthologies, Jumpstart, and Master Sets. - Each set introduces unique themes and mechanics, influencing the meta of the game. - New sets are added to MTG Arena in line with the physical release of sets in Magic: The Gathering. - Players can use cards from all available sets, but the format determines which sets can be used. - MTG Arena includes exclusive sets like the Historic Anthologies, enriching the Historic format. If you're anything like me, you've probably spent countless hours shuffling decks, casting spells, and battling opponents in the mystical world of Magic: The Gathering. But have you ever wondered, "What Sets Are in MTG Arena?" Well, you're in luck because that's exactly what we're going to dive into today. MTG Arena, the digital version of our beloved card game, has a vast array of sets available for play. From Core Sets to Expansion Sets, Historic Anthologies, and even special sets like Jumpstart and Master Sets, there's a whole multiverse of cards to explore. But before we get into the nitty-gritty, let's take a moment to understand what these sets are and why they matter.
Tumblr media
In Magic: The Gathering, a "set" is a collection of cards that are released together. Each set has its unique theme and mechanics, which adds a fresh twist to the game every time a new one is released. For instance, the "Throne of Eldraine" set introduced us to a fairy-tale inspired world, while "Ikoria: Lair of Behemoths" brought us face-to-face with massive monsters. Now, why should you care about these sets? Well, each set influences the meta of the game, meaning the strategies and decks that are most effective at any given time. Plus, they keep the game exciting and fresh. Imagine playing the same old cards over and over again. Boring, right? But with new sets, we get to discover new cards, strategies, and mechanics, keeping the game as thrilling as our first duel. So, without further ado, let's take a closer look at the sets available in MTG Arena. Whether you're a seasoned player looking to brush up on your knowledge or a newbie wondering what a Mythic Pack in MTG Arena is, this guide has got you covered. Let's get started!
What Sets Are in MTG Arena?
Alright, let's dive into the heart of the matter - the sets available in MTG Arena. Now, remember, the availability of sets can change over time as new ones are introduced and older ones are rotated out. But as of now, here's what you can expect to find. Core Sets
Tumblr media
Core Set 2021 Core Set 2021, often abbreviated as M21, is a blast from the past. It's a mix of new and reprinted cards, featuring fan favorites like Ugin, the Spirit Dragon and Grim Tutor. I remember the excitement when this set was released in MTG Arena. It was like a trip down memory lane, with a fresh twist. Core Set 2022 Following M21, we have Core Set 2022 or M22. This set introduced us to new Planeswalkers, fresh mechanics, and some pretty cool reprints. It's a great set for both beginners and veterans, offering a balanced gameplay experience. Expansion Sets
Tumblr media
Throne of Eldraine Throne of Eldraine, or ELD, is one of my personal favorites. It's a fairy-tale inspired set, filled with knights, witches, and magical creatures. Remember the first time you cast The Great Henge or escaped a creature with The Cauldron of Eternity? Ah, good times!
Tumblr media
Theros Beyond Death Next up, we have Theros Beyond Death (THB). This set takes us back to the enchanting world of Theros, a plane inspired by Greek mythology. With powerful Gods, enchanting sagas, and the unique escape mechanic, THB offers a truly divine gameplay experience.
Tumblr media
Ikoria: Lair of Behemoths Ikoria: Lair of Behemoths (IKO) is all about big, scary monsters. This set introduced the mutate mechanic, allowing us to combine creatures and create our own monstrous beasts. If you love playing with giant creatures, IKO is a set you don't want to miss.
Tumblr media
Zendikar Rising Zendikar Rising (ZNR) takes us on an adventure in the wild plane of Zendikar. With the return of landfall and the introduction of modal double-faced cards, ZNR adds a new layer of strategy to the game.
Tumblr media
Kaldheim Kaldheim (KHM) is inspired by Norse mythology and introduces us to the ten realms of the snowy plane of Kaldheim. With powerful Gods and the unique boast and foretell mechanics, KHM offers a gameplay experience as epic as a Viking saga.
Tumblr media
Strixhaven: School of Mages Strixhaven: School of Mages (STX) is all about magic, knowledge, and school rivalries. Choose your college and master the mystical arts with this spellbinding set.
Tumblr media
Adventures in the Forgotten Realms Adventures in the Forgotten Realms (AFR) is a crossover with Dungeons & Dragons. It's a set filled with dragons, dungeons, and daring adventures. If you're a fan of D&D, you'll love AFR.
Tumblr media
Innistrad: Midnight Hunt Innistrad: Midnight Hunt (MID) takes us back to the gothic horror-inspired plane of Innistrad. With werewolves, spirits, and the unique day/night mechanic, MID offers a thrilling and spooky gameplay experience.
Tumblr media
Innistrad: Crimson Vow Following MID, we have Innistrad: Crimson Vow (VOW). This set continues the story of Innistrad, focusing on vampires and their dark and decadent world. If you love playing with vampires, VOW is a set you can't miss. Historic Anthologies Historic Anthologies are unique to MTG Arena. They are sets of cards, new and old, that are added to the game to enrich the Historic format. So far, we have five Historic Anthologies, each adding a unique flavor to the game. Jumpstart Jumpstart is a fun and innovative set that allows you to mix and match themed packs to create unique decks. It's a great way to discover new strategies and have some quick fun. Master Sets Master Sets, like Mystery Booster and Modern Horizons, are special sets that contain reprints of popular cards from various sets. They offer a unique and exciting gameplay experience, especially for veteran players. So, there you have it, folks! These are the sets you can find in MTG Arena. Whether you're a fan of the classic Core Sets or love the thrill of the Expansion Sets, there's something for everyone. And with new sets being added regularly, the fun never stops. So, what are you waiting for? It's time to shuffle up and duel!
Conclusion
And there you have it, my fellow Planeswalkers! We've journeyed through the multiverse of Magic: The Gathering, exploring the various sets available in MTG Arena. From the classic Core Sets to the exciting Expansion Sets, the unique Historic Anthologies, and the innovative Jumpstart and Master Sets, we've seen it all. Remember, each set brings its own flavor to the game, introducing new mechanics, themes, and cards that keep the game fresh and exciting. Whether you're a seasoned veteran or a newbie just starting out, there's always something new to discover in MTG Arena. I hope this guide has helped answer the question, "What Sets Are in MTG Arena?" and has given you a deeper understanding of the game we all love. But the journey doesn't end here. With new sets being added regularly, the world of Magic: The Gathering is always evolving, always offering new challenges and adventures. So, keep exploring, keep learning, and most importantly, keep having fun. After all, that's what Magic is all about. Until next time, happy dueling, and may your topdecks always be epic!
Related Reading and References
Now that we've covered the sets available in MTG Arena, you might be wondering where to go from here. Well, don't worry, I've got you covered. Here are some resources that can help you dive deeper into the world of MTG Arena. First off, I highly recommend checking out the official MTG Arena website. It's your go-to source for all things MTG Arena, including news, updates, and detailed information about each set. Plus, it's where you'll find out about the release of new sets, like the much-anticipated Kamigawa set. I can't wait to see what time does Kamigawa release on Arena! Next, if you're interested in deck building and strategy, websites like MTG Goldfish and Channel Fireball are invaluable resources. They offer deck guides, strategy articles, and meta analyses that can help you improve your game. For those of you who are new to MTG Arena, the New Player's Guide on the official website is a great place to start. It covers everything from how to play to how to build your first deck. Finally, if you're interested in the lore and story behind the sets, the Magic Story Archive is a treasure trove of tales from the multiverse. From the epic sagas of the Planeswalkers to the lore of each set, it's a great way to immerse yourself in the world of Magic. So, there you have it, folks! These resources should keep you busy for a while. Whether you're a seasoned veteran or a newbie just starting out, there's always something new to learn in the world of Magic: The Gathering. So, keep exploring, keep learning, and most importantly, keep having fun. After all, that's what Magic is all about!
FAQs
Alright, folks! Now that we've covered the sets in MTG Arena, let's tackle some frequently asked questions. These are questions that I often get from fellow players, and I hope the answers will help you on your MTG Arena journey. Can I use cards from all the sets in MTG Arena? Yes, you can use cards from all the sets available in MTG Arena. However, the format you're playing will determine which sets you can use. In Standard format, you can only use the most recent sets, while in Historic format, you can use all the sets. Are all cards from each set available in MTG Arena? Mostly, yes. MTG Arena aims to include all the cards from each set. However, there might be a few exceptions due to balance issues or technical limitations. For example, in the Historic Anthologies, not all cards from the original sets are included. How often are new sets added to MTG Arena? New sets are added to MTG Arena in line with the physical release of sets in Magic: The Gathering. This is typically four times a year, but there can be additional sets like Historic Anthologies or special sets like Jumpstart. Can I use cards from older sets in the Standard format? No, you can't use cards from older sets in the Standard format. Standard only includes the most recent sets. However, you can use cards from older sets in the Historic format. Can I use cards from MTG Arena in physical Magic: The Gathering tournaments? No, you can't use cards from MTG Arena in physical tournaments. MTG Arena is a digital platform, and the cards you own there can't be used in physical games. How can I obtain cards from older sets in MTG Arena? You can obtain cards from older sets in MTG Arena through booster packs, drafting, or crafting them with Wildcards. Are there any restrictions on deck construction based on the sets available in MTG Arena? Yes, there are restrictions based on the format you're playing. In Standard, you can only use cards from the most recent sets. In Historic, you can use cards from all available sets. How can I keep track of the sets in MTG Arena and their release dates? The best way to keep track of the sets and their release dates is to follow the official MTG Arena website or social media channels. They regularly post updates about upcoming sets and changes to the game. Can I craft cards from older sets in MTG Arena? Yes, you can craft cards from older sets using Wildcards. This is a great way to get specific cards you need for your deck. Are there any exclusive sets or cards in MTG Arena? Yes, there are exclusive sets in MTG Arena, like the Historic Anthologies. These sets include cards that are not available in the physical game and are designed to enrich the Historic format. I hope these answers help clear up any questions you might have about the sets in MTG Arena. Remember, the most important thing is to have fun and enjoy the game. Happy dueling, Planeswalkers! Read the full article
0 notes
gofancyninjaworld · 4 years
Text
OPM Manga Chapter 137 Review: Resonance
I cannot lie, I am a cover fiend and this chapter’s cover is literally the second time we’ve seen Bang and Bomb featured on a cover. Once again looking mighty spry.  And also Fubuki, I guess.  When I see similarly-themed covers, I always like to look for any resonance within the chapters they front.
Tumblr media
Chapter 108 (and whatever chapter it actually ends up being) fronted the ever-writhing heart of evil that is Orochi fighting Saitama in what turned out to be a vain attempt.   This chapter fronts the ever-shifting hearts of evil that are Orochi and Psykos struggling mightily against the S-Class heroes who have it hard-pressed.  Nice!
It’s a chapter as twisty as the monster it features and there’s lots under the cut!
Story
Speaking of Bang, the story wastes no time reintegrating him into the gathering gaggle of heroes as he comes out of hiding with Bomb and Fubuki in tow.
Tumblr media
He confronts Child Emperor -- which puts the boy in a bit of a pickle as he told the others a lie to stop them asking too many pointed questions -- but is awesome enough to acknowledge that under the circumstances he could well understand why Child Emperor didn’t want him there.
Tumblr media
Fubuki wastes no time in asking the other heroes to help Tatsumaki in some way, offering to help with whatever decision they make.  She can tell that her sister is barely hanging on. 
And she’s right.  Tatsumaki is no longer flying over the battlefield, but has come to kneel on the top of the tower and is fading out of consciousness.   Psykos-Orochi wastes no time trying to shoot her, but Drive Knight intercepts most of the missiles in his Bishop form (very handy having a large, heavily-armored form), but one slips through,  which Genos comes and intercepts instead.  Psykos-Orochi gives up on that idea and peels off to try losing Drive Knight.
While she’s knelt there, we get the most detailed flashback to the day Blast rescued her in any version.   The heartlessness with which the research director instructed that Tatsumaki be abandoned to her fate is heartbreaking in its inhumanity.
Tumblr media
The monster kicks its way into Tatsumaki’s cell, she shuts her eyes, and then...
...she opens them again to find herself still alive, the monster dead, and a strange man holding cube addressing her.   And like that we get our first proper look at Blast, who introduces himself as a guy with a proper job who does hero-work as a hobby.   He asks her why she didn’t use her powers and she says that there’s no point, with even her parents having rejected her, there’s nothing to escape to.  He reminds her that she still does have a family, a little sister (there’s a lively debate ongoing on whether Blast read Tatsumaki’s mind or just did something more prosaic, like learn what subjects were imprisoned at the facility) who is worth protecting.  He tells her too, that for someone with great powers like her own, expecting others to come to her rescue is unrealistic.
Tumblr media
While that’s going on, Drive Knight chases Psykos-Orochi through into a road tunnel in a wonderfully cinematic sequence (won’t post -- just go see and enjoy!).    Tatsumaki comes round sufficiently to try pinching the monster against the walls of the tunnel, but it shifts effortlessly between biological and mechanical forms to evade them all before flying out of the tunnel and along the road.
Tumblr media
what a slippery customer!  The will to survive of this monster is incredible
The monster thinks its in the clear, but what’s this, running alongside?  It’s Genos!  Once Tatsumaki came round, he came off the tower and caught up on foot -- damn, how *fast* is this guy?   He jumps onto its back and digs in.   It tries to shoot him off, but Drive Knight comes barrelling out of the tunnel and joins in.
The chapter ends on a cliffhanger that sounds like the punchline for a bad joke: What’s the only thing worse than an angry cyborg on your back?  Two angry cyborgs on your back! 
Tumblr media
Come back soon Murata!  We need to know how this ends!
Meta
Pesky, pesky cyborgs
I bet Psykos is developing a Demon Cyborg complex around now.
Tumblr media
Consider that two days ago, one of her top monsters reported that he’d killed Demon Cyborg.  That monster is found dead.  Demon Cyborg shows up alive and well the next day.  Then she sends another of her top monsters, a guaranteed S-Class killer... that monster is found dead.  Demon Cyborg shows up today. And has the nonsense to rob her of her prey, not once, not twice, but three times.  She thinks he’s finally spent,  so how is it possible that he’s now digging white-hot claws into her back and preparing to burn her from very close range?  Sorry bitch, the relentlessness of this guy is legendary. 
Even saying that, Genos has developed a tenacity that is on an entirely different level from that he has to date in the webcomic and this chapter just takes it up another rung.  I’d noted his will to keep driving forward despite his body suffering (link), which I’ll quote in part:
Kuseno was as good as his word -- ten seconds was all he could go all out for. The True Incineration Cannon has really taken a brutal toll on his body.  What can Genos do?  He doesn’t have his super long-range beams any longer.  He can’t fly any longer.  His wonderful curving beams which would have been so useful to chase down the monster with are gone.  The blue dragon is quenched and launching another core attack is out of the question.  What to do?  Climb up there and strafe the monster anyway. 
To which I need to add: chase the damn jet down on foot anyway!  It looks like he’s going to attack the monster with his long-suffering core anyway... please Genos, have some sense of self-preservation!
It’s just as well Drive Knight came in to literally have Genos’s back.  We need to have some words about  Drive Knight!  Drive Knight’s philosophy has been that enlightened self-interest is the best altruism.  That we’ve had little quarrel with -- if he’s not getting anything out of the deal, he’s not doing it, but if he is, he’ll be very professional and efficient.  Now that he’s recharged, we’ve seen him doggedly chasing Psyko-Jet, never giving the monster a moment’s rest, all while doing his best to look out for the others.
But, Drive Knight is here for a reason.  Him looking round at the dead remains of Monster King Orochi littering the tunnels and feeling annoyance that Tatsumaki has thus made his job of gathering a sample that much more difficult reminds us that he has never let go of his original Agenda.  Once he gets the sample he wants, he’s unlikely to stick around unless his exits are blocked.
Tumblr media
The Refutation of Blast’s Philosophy
Tumblr media
Blast’s words to a despairing Tatsumaki gave her the motivation to help herself and impressed deeply on her a need for absolute self-sufficiency.   On one hand, it’s been one of the things that has driven her to be the incredible hero she is.  On the other, it’s also meant that she’s found it extremely difficult to forge bonds, has contributed to her toxic relationship with her sister, and has even been counter-productive to her hero work.
This arc,  Tatsumaki has been both the unwitting and witting beneficiary of life-saving interventions (by Saitama and Genos respectively).
This chapter, when she passes out, we see Fubuki reaching out to her telepathically to ask her to hang on as Fubuki herself looks to be trying some means of physically reaching her  (is she planning to levitate Puri Puri?).
Tumblr media
And yet again, Genos is there for her, stopping Psykos from being able to shoot her, at least until Tatsumaki regains consciousness, when he goes to chase down the monster jet.
Tumblr media
It is not that we are entitled to be saved. That we are not.  Rather, it should be that we are able to ford the greatest of perils if we are willing to reach out to one another.  There is no inconsistency between striving to do our utmost for ourselves and grasping a hand reached out to us: that’s how we’ve triumphed as human beings.
51 notes · View notes
rogue-hammer · 4 years
Text
Tumblr media
ENTRY #2: ELDAR (PART 1)
“I watched the Forging of the Widow Makers, the 12 swords of Kaine, I watched as one was stolen and hidden far away.”
Eldar. The ancient Race, one time masters of the Galaxy and Seers without equal.
ELVES IN SPACE! SPACE….Space….space…
Believe it or not there is quite the history to this race outside of the typical hum drum of being the most powerful psykers, or, dumbasses who gave birth to Slaanesh. The history of the Eldar and their varied kin goes all the way back to Rogue Trader, and their lore has seen many an interesting tale told. The question is, do you have what it takes to make something out of it all?
Will you follow the Path of Asuryani?
Become a Exodite?
Mayhap an Outcast?
Or have you followed the path of Damnation?
Tumblr media
#1 Study the history and model scope of the Eldar
As much as I love poking fun at any Knife ear, and their fans, I admit to a love of how otherworldly GW have made the Eldar over the years.
Going all the way back to the RT era, when the eldar where mostly but Corsairs and Enigmatic Xenos who seemed to materialize from the ether and sow discord for some unknowable reason, to the Golden Era of GW where these space elves where given a giant and truly inspiring background of triumph, a fall, loss, and desperate measures taken to keep their now dying race alive in the face of a hostile Galaxy.
For this reason I suggest to anyone interested in Eldar as a faction, to go back in time and visit some old books and codexes, as well as the classical ranges of minis.
Eldar once looked the part of eerie and almost frightening Alien creatures from a time before man crawled forth from his birthworld.
Tumblr media
#2 Throw out the meta
First things first. Many of us probably grew up knowing the Eldar in their Post 2nd ed form. From 3rd ed’s chopped down Codex, to the easily abused expansion, and finally culminating in the 4th/5th ed incarnation of what has basically been the Eldar mold in modern times.
Hordes of Aspect warriors, spam grav tanks, spam Wraith-units, Spam Psykers and yes now a days, Spam Wraith Knights.
Or if you lean to the dark side, ummm Spam Raiders. Yeah just, Spam Raiders.
To put it blunt, Eldar meta is probably the most boring of all git-tastic play styles in the game of 40k, challenged perhaps only by Tau.
Throw it out. Read the lore. Apply it.
Eldar don’t have Hordes of ravening Aspect warriors to send in waves at their opponents.
Raiders are cool, if you can afford to have them and risk losing them in a raid. And your not likely to toss your most veteran Kalabite warriors into an attritional grind against Mon’kei gaurdsmen.
Wraith constructs are a nigh unthinkable resource to ever waste, and oh yeah did we mention not every fucking Eldar Force takes an Avatar of Khaine as it requires a heavy cost in order to even summon one of those things?
The Aldaeri have an interesting and sophisticated way of waging war, and they have highly advanced tech and powers in order to over come their foes, even if your actually trying to put some theme into it.
Lets discuss some interesting ways to look at your Eldar, seperating them into the 2 official factions, as well as ways to whip up an Exodite army or Corsair force.
Tumblr media
#3 Craftworld Eldar.
Craftworld eldar are the main stay of the Aldaeri race, and the one lots of people tend to flock to when it comes time to game. And why not? Aspect warriors? Wraith Constructs? Tons of psykers and Autarchs? Whats not to like?
So how does one go about making a CW Eldar army worthy of a true hobbiest?
First things first, find a theme that digs deep into the lore. Are you;
-A Craftworld Defense force, using the might of your titanic space fairing world’s militia forces to fight off attackers. Squads of Guardians/Storm Guardians, backed by mobile weapons platforms and War Walkers. Your troops sailing into combat aboard Wave serpents and Viper Attack craft, all under the covering fire of punishing Heavy weapons platforms? Remember that all Eldar serve in the defense of their CW, and guardian and basic military based tech in an Eldar army is still some of the best around ( The best in certain editions).
-A Specialized Craftworld force, highly trained in a certain area of combat? Crack open the old 3rd ed Codex Craftworlds sup. And find some excellent ways to theme an army based off the major worlds, or perhaps mix and match certain styles in order to create your own world, with a unique color scheme, heraldry and history streching back to the fall, or even farther. House rule in the various advantages and limits of the old CW sup. And enjoy playing with the different styles of balance. (Just do your friends a solid, don’t abuse it.)
-A Doomed host heading into the Eye of Terror? Many CW Eldar have made the perilous if not downright suicidal journey into the Eye. Within that hellish realm, the Crone Worlds lay, the ancient now consumed home worlds of the eldar. Within them are many secrets, Spirit stones and other relics the Eldar greatly desire to have returned to them. Is your army such a quest? A brave Warrior Autarch, or Visionary Farseer having gathered those warriors of the Aspect temples to fight through the horrors of Chaos and retrieve something of unimaginable value?
-The Fist of Asuryani mayhap? The biggest and most powerful weapons the Eldar can bring to bear, hammering their opponents into submission by sheer might of their advanced fire power? Fire Dragons and Dark Reapers scorching the earth and slagging enemy armor, while Prism tanks and War Walkers streak and sprint ahead unleashing salvos of lance and Shuriken firepower into the enemy ranks. Batteries of Heavy Platforms annihilating units from a distance all the while the ground infantry providing cover support to your valuable aspect squads.
-Perhaps the Quick Death is all you need. After all what is more fast and fleet than the Eldar? Eldar on fast moving grav vehicles of course! Jetbikes and Vipers, Falcon tanks combined with the Shining Spear Cavalry and swift Swooping Hawk and Shadow Specter Aspect warriors to run circles about your slower more primitive opponents, cutting and blasting them to pieces before they have a chance to react.
-Maybe you watched Predator one too many times and have a thing for Stalking and killing your enemy from the Shadows or from unexpected angles. The hidden strike is a component suited to the crafty Eldar race, able to hit opponents with Striking Scorpions and teleporting Warp Spiders. Speedy hard to hit Harlequins and deep striking Autarchs and Hawks can be used to to tie down valuable enemy units while Rangers pick off targets of value from the safety of range and cover.
However you manage it, always remember that the eldar war machine is a finely crafted tool, with all units having a value within the force, not just the big OP units that so many others enjoy spamming.
Choosing a backdrop for your army is an easy way to find what units to select for thematic purposes, from Militia, to Seer guardians, Maiden World security forces to simple insertion armies meant to retrieve something stolen by lesser races or eliminate a target of future threat seen by the visions of the seer councils or Lost Wraith Engines on a distant barren world, awakened by a roaming warlock and his followers. Any unit in your army can become a core idea for your force’s history and reason for fighting. Thats the beauty of an army whose whole design is one of unique characteristics and fighting styles.
Tumblr media
#4 DARK ELDAR
The Dark Kin, The Damned Path, The Drukari.
Dark Eldar are certainly a far cry from their CW kin, yet they have lost none of the potency and ancient power of their race, and indeed are far more arrogant and vicious.
However, different as though they may be, finding a unique concept in the Dark Eldar may come with a bit of a challenge.
In the earliest days of 40k, the Eldar where a unified faction, and in so much where a bit of a melting pot of all of what we see today across their various sub armies. The Dark Eldar seem to have been born out of GW’s need to mirror the High/Dark Elf style of WHF, and so sliced away the more destructive and often times treacherous and debased acts of the RT-2nd ed Eldar and formed a faction that, while having its own unique character is a bit on the smaller and often mashed together side. But there is unpicked fruit in the thorn covered garden of ideas for Dark Eldar. Lets have a look at ways you can theme and structure your own Kabal, Coven or Cult, or an unholy alliance of the three.
Tumblr media
-A new Kabal rises: An excellent theme often over looked by most players is the concept of a new and young Kabal, lead by an aspiring Archon, only just starting to take his/her place in the dark city. This lends an interesting way to re-model an army and veer away from the typical spam of Elite warrior units and raider craft and focus more on the unique character of each unit. Basic Warriors making up the core of your force, backed up by the toughened meat shields of Wracks, sent into battle by a Haemonculus that has attached himself to this rising star. Meanwhile your Archon sits secure in his own personal Raider the only one at first in the army, directing the flow of battle as he sends in payed off Street gangs of Hellion riders and Scourges to do the work he himself would not dare put himself at risk for, waiting until the enemy is bruised and bloody before descending down from his craft to feast on the pain, guarded by alien mercenaries kept for ease of their greed and less ambitious minds.
-Mayhap you enjoy the idea of just going full gang? An entire force of wild eyed crazed Reavers, Hellions and Scourges mounting up on wings and craft, screeching across real space in thuggish raids to secure flesh and power to rise about the lower scum of the city streets. The various elements banding together for mutual greater gain before fighting over their spoils giving rise to powerful Leaders that take the street alliance higher and higher into the spires of the Dark City.
-If lowly gangs and young archons don’t suit, then perhaps Highborn power and elite warrior code is more the poison of choice. Few can match the ferocity and skill with a blade that the dark kin possess. An army that worships the blade, made of Incubi, Veteran Wyches, Succubus’ and maybe even a powerful Archon, much a Swordsmen in their own right as any proud member of the Incubi Temple. Holding to a code of seeking out the greatest challenge to sharpen their blades against, engaging enemies head on with raider and Venom craft to quickly close and slaughter their way to infamy and higher praise in the ranks, shunning the pathetic court intrigue and power plays of the  other Kabals and cults, seeking only gain and perfection through bloody handed combat and death. A good alternative to the often typical Wych cult raid.
-Or the More Esoteric route? Haemonculus covens are all well and good, but do even these twisted flesh shapers come close to delving into the darkness that lies within the heart of the dark city? From the depths may rise an even more infernal and mysterious force for you to command. Born of the Beast masters who bend the creatures of the warp to their will, and the dreaded Mandrakes, sinister daemonic dark eldar who creep from the shadows and snatch their victims away. Truly an army lead by a Coven leader, so immersed in the dark arts of arcane science and flesh would be a terrible enemy to all sane life. Unleashing webway portals in the hearts of peaceful worlds, or worse, the middle of crowded hive cities for the vile things of the dark kin to reap bloody carnage on, dragging victims back to the benighted realm for sacrifice and experimentation too horrible to consider.  
-Take to the air perhaps and rule the skies above worlds who fear the dread shadow of your lightening speed craft as it passes over. An army made of Raider, Ravager and Fighter/bomber craft, even it’s troops never setting foot on the ground except to reek carnage in it’s aftermath, once all has been pulverized by shockwaves of horrifying munitions and bombing runs, the enemy position reduced to smoking craters of gore and blinded wreck. Their ears ringing with the echoing screech of your craft’s engines as they sore across the grim skies.
-Or maybe the final and most deadly of all weapons. Fear. Does your army not even dine to soil its hands in the proud defenses of your enemies? Do they instead send forth the most hideous and perverse works of the dark kin to shatter the mind, and break the soul before the body is even touched? Floating Talos and Chronos pain engines, their sanity blasting bodies shrouded by the dark wings of Shrikes and raider craft filled with wracks and beastial creatures ready to be unleashed once the damage is done. Medusae and other strange contraptions born of the Dark Eldar’s crazed intellect striding alongside Archons wielding the most horrifying weapons to inflict the worst possible trauma on a foe.
To quote the 3rd ed. Dark Eldar Book. The Dark Eldar are not nice. Not nice at all.
When considering the theme and characteristic of your army, not unlike your CW Eldar, ask yourself, what is the history of each unit on the table? Then consider what perversity and malign goals have brought them forth. Then, multiply that by something ten times worse. Are even a thousand Imperial souls merely an appetizer for your Archon who has fallen to such depths of need he must draw out even the most simple act of pain infliction to its most perfected measure?
Does your haemonculous make it a private goal to break and torture Astartes? His ambition to see the very limits the super enhanced minds and psychologies that a Space marine have can endure? Do they prefer the sweet meat of psykers, or the flesh of their more noble kin? Nothing, and I mean NOTHING, is bellow a Dark Eldar and their arrogant quest for self sustaining torture and arrogant aggrandizement.
Tumblr media
To be continued in PART 2 (Exodites and Corsairs)
24 notes · View notes
Text
Hello friends, if you’ve ever seen those “What Yu-Gi-Oh deck would a Servant play” posts, this is going to be familiar. But I’m going to actually be building some decks since I play the game with some regularity. It’s my other, hidden, secret sexy talent. 
We’ll be starting off with Mephistopheles, my Tutorial Summon Servant (I come from a dark time before 4-stars were guaranteed in the Tutorial Gacha), and when I thought of him...it was either Clown Control or BOMBS and I’ll be honest with you, I didn’t want to actually sit down and make a modern clown control deck, I want to at least keep some of my dignity. So I made a modern...Blast Sphere deck??? I guess you could call it that. 
A more accurate name might be “Explosive Orcust”. Not because it has access to explosive plays, but because it uses boom cards. The goals with these decks is to hit something playable, not necessarily something meta, which shows because I don’t know how Orcust plays in 2020 with Harp Horror banned but this is probably fine. 
This is going to really suck once we get to Paracelsus and I have to find an interesting Eldlich variant for him to pilot though. Anyways, deck list under the read more!
Tumblr media
Main Deck: 40 cards Monsters: 24 1x Armageddon Knight 3x BM-4 Blast Spider 3x Black Salvo 3x Blast Sphere 1x Dark Grepher 3x Desperado Barrel Dragon 3x Girsu, the Orcust Mekk-Knight 1x Gizmek Orochi, the Serpetron Sky Slasher 1x Orcust Brass Bombard 2x Orcust Cymbal Skeleton 2x Orcust Knightmare 1x World Legacy - “World Wand”
Spells: 10 3x Allure of Darkness 1x Foolish Burial 3x Heavy Metal Raiders 1x Orcustrated Babel 1x Orcustrated Return 1x Reinforcement of the Army
Traps: 6 2x Orcustrated Crescendo 1x Proton Blast 3x Solemn Judgment
Extra Deck: 15 cards 1x Clear Wing Synchro Dragon 1x F.A. Dawn Dragster 1x Samurai Destroyer 1x Yazi, Evil of the Yang Zing 2x Dingirsu, the Orcust of the Evening Star 1x Accesscode Talker 1x Borrelsword Dragon 2x Galatea, the Orcust Automaton 1x Knightmare Unicorn 1x Linkuriboh 1x Longirsu, the Orcust Orchestrator 1x Topologic Bomber Dragon 1x Unchained Abomination
5 notes · View notes
ravencromwell · 5 years
Text
Ten Songs Meme
Was tagged by the brilliant @chamerionwrites to list the ten songs I've been listening to.
1. By My Side by Lorrie Morgan Ft. Jon Randall--look y'all, 90's country was the first music genre I listened to--thanks to my father, who'd grown up on the old stuff, and liked the renaissance. An enduring love of it is the thing that was the only good thing he left in the rubble of his wake. Now, in the 90's, country hadn't become virtually indistinguishable from pop; there was less twang, which I was never fond of, except for a little Willie Nelson--, but that iconic sound of fiddles and steel guitar still permeated everything. And I was in musical paradise, since it came so close to my recent but equally beloved folk; everything circles round and all that. One day, I'll do a meta on my top five queens, and maybe a king or two, of 90's country, but for now, suffice it to say Lorrie was bona fide royalty in my book
2. It only takes one shot by Lera Lynn--True Detective's second season is closely tied with its third for some of the TV that compelled me on a visceral id level in the last couple years, and Lera Lynn's gaining of a wider audience is this brilliant gift it graced us with. Some of the most viscerally gutting lyrics delivered in a voice that'd make the angels weep, this is probably my favorite Lynn song and invariably cycles back into my playlists every half year or so.
3. Running Through A Garden by Fleetwood Mac If my father gave me country, my Mom gave me an appreciation for 80's rock. No 70's, so that's a genre I'm still learning, but oh, how she loves her 80's, and as far as she's concerned, Stevie Nicks is fuckin' queen. Even when we can't talk about anything else, we can talk Stevie. Round about two years after Dad left, she was sick and tired of country blasting through the house; she'd already put up with it from him and she was sure as shit not putting up with it anymore. She had a spot of luck, because Fleetwood Mac got it in their heads in 2003--christ I just had to look that up I was only nine that feels surreal-- to produce Peacekeeper. And they put Stevie everywhere. This is my favorite track from that album, and yeah, I'm still fluent enough in a certain Ameri-centric 80's rock to wipe the floor with everyone in Google's Song Quiz. Fleetwood's another band where something from them is almost guaranteed to be in rotation.
4. Magpie To The Morning by Neko Case--My God, Neko. What can you say? When I want poetry that makes story, I go to Anais Mitchell; when I want one of the most unique voices you'll ever find, and images so simultaneously vivid and surreal they'll forever stick with you, I go to Case. This's another first intro to an artist track for me, and I realize how much I, too, have clearly been impacted by end-of-decade nostalgia.
5. Traveler by Chris Stapleton--Stapleton is one of the new country artists blowing my mind; a voice so distinctive and skilled my Mom will cheerfully break her no country rule for him, and that's saying something. It also says something that she introduced me to him, though this wasn't the intro song; for once, I introduced her to this track, and it's my favorite of Stapleton’s to write to, though not necessarily fav overall.
6. Dusk To Dawn by Zayn Ft. Sia--Another Mom intro--and yeah, if you're getting the distinct impression our familial connection is mostly maintained by talking music and nothing else, you'd be dead right. But oh, what a glorious banger this is! Introduced last year and still in rotation, to prove its quality.
7. Annachie Gordon by Loreena McKennitt--A. it's McKennitt and she's a queen. B. one of the most vocally moving, brilliantly arranged versions of this I have or ever will hear. All soaked in lovelorn tragedy as any good Celtic standard should be.
8. I Can't Make You Love Me by Gladys Knight--when my family had its giant Christmas/Thanksgiving combo meetup, Mom was feeling deprived of her The Masked Singer, because second husband is a remote dragon. (Premise being famous people create characters and then perform masked, with suitable dramatics upon their reveal.) My decision to be a good human and indulge her is one of my best of late, because there was this powerhouse voice posing as the Bee, which turned out to be Miss Gladys Knight, who I will shame-facedly admit I had never sought out. A. rectified that. B. her cover of Can't Make You Love Me was her last and best performance of the show and I have furiously sought out every live version.
9. Stockholm by Jason Isbell--Fell in love with Jason about a year back, just as I was entering my folk craze. Still absolutely one of the best. And oh hell this track; so evocative of homesick and lonely and grief. It guts me every damn time, and is just so damn beautifully arranged and performed it leaves me breathless.
10. A Drowning by How To Destroy Angels--This is all @tobermoriansass 's doing. She made her own phenomenal version of this and reminded me how much I fuckin adore Nine Inch Nails which inevitably led back to Angels. Vocally haunting, with fab eerie techno instrumentals--I fucking loved this when I first heard it and love it just as passionately now.
Not gonna tag ten, but if @maggieandthedragon who always has fab music thoughts;
@coffeesugarcream @werpiper both of whom I don't think I've ever discussed music with which's a damn travesty since they're both phenomenal creatives and @mainecoon76 who also falls into the fuckin glorious music camp, wanna play, feel free. And any of my other mutuals/followers; I never. ever get tired of chatting music; come play if you're so inclined.  
2 notes · View notes
suplex51 · 5 years
Text
And I repeat: Why did things keep going to shit immediately after Travis made a leap in his character development? Sure, both the man in question and yours truly knew that it was almost 100% mere meta-coincidence (and a hilarious one, in my opinion). The mods couldn’t be doing this on purpose, right? But at the same time, Travis couldn’t shake the feeling of being downright cursed. Not like it would be the first time writers conspired against him... 
Eh, whatever. What happened happened, and things were definitely happening. 
A familiar, otherworldly voice warning him (and everyone else from Spirale) to band together for the rematch with the Beast (or, as it was now called, the Demon Lord). An army of shadowy copies - “Mist Walkers/Reapers,” the NPCs called them. Mindless, merciless mirrors of the roleplay cast, intent on merging with the originals, wiping their memories and souls, and assimilating them into this Fantasia-land proper. 
Oh, and killing anyone else who tried to get in the Reaper’s way. 
Travis knew everything would turn out alright. Of course, it would. This time, anyways. But even so, this was serious business. Very serious. Rosa had needed to step out of the medieval apartment - “To get supplies,” she’d said, but they both knew it was to find a remote place to smoke, to pretend that things were normal for even a second. And Travis couldn’t blame her for the anxiety. He, himself, couldn’t find it in himself to lower his guard; Even for a moment, even as the draconic assassin lounged in an antique armchair, petting Jeane, rambling about nothing to no one. 
He had this. But- 
It all took a minute. 
The front door flew off its hinges, drop-kicked through the air by a purple-trailing manifestation of Travis Touchdown, circa No More Heroes 2. Without mercy, without a moment of hesitation, the Mist Walker then springboarded directly towards our hero, Rose Nasty already ignited - already swinging. In desperate response, after a nanosecond of shock, our Travis threw Jeane off his lap (she’d be fine), leaned back, unleashed his own beam katanas to block. 
The clash, if it’d been caught on film, would’ve lasted a single frame. In less than an instant, Travis was hitting the floor rolling (both in reflex and pain), the back of his neck was spewing blood from an attempted decapitation, and the Mist Walker was already rushing through the destroyed armchair for a follow-up stab. 
The results of a Dark Step, at their finest. The potential of Travis Touchdown, when nothing held him back from the will to kill. Not even the thrill of a fight. In hindsight, this silent Reaper was nothing more than a player-controlled avatar. A fitting challenge for a man who’d just realized he didn’t have to be the protagonist, anymore, wouldn’t you say? 
Travis wouldn’t say. He couldn’t say; Couldn’t speak. Too busy fighting for his life and soul. 
It was truly a dance of death, imperceptible to even the most well-trained eye. With every strike, a deflection. With every deflection, a counterstrike. Rinse. Repeat. Throw in a crushing hand-to-hand blow, every now and then. Use Dark steps sparingly, as they were limited in number. 
The very setting was indirectly being sliced apart and set ablaze by the speed/power of the combatants, by the heat of their beam katanas. (Jeane was still fine.) It should have been a battle of equals, in every way. Same stats, same skills, same primary weaponry. But our Travis had a different body; Wings and a tail that he still didn’t fully know how to control - or, rather, how to protect. And once both Rose Nasty sets happened to simultaneously ran out of battery? Once Travis was dropping his pair, reaching for the Nightmare Knight’s gifted scabbard, swinging forward, thinking he had this in the bag? 
He soon discovered the Mist Walker had the more reliable sword in reserve.  
The Blood Berry. 
Travis didn’t succumb to a moment of sentimental weakness (out of remembrance for his iconic weapon), or anything like that. The scabbard, the Nightshade, was simply too slow in materializing its fog, in forming a full blade. If it’d been faster, maybe it could’ve caught the Mist Walker’s head before “he” ducked under and around, swung upwards.
But that’s not how the story went. 
Half of a dragon’s wing flew through the air. Pain seized control of Travis Touchdown, just long enough for his copy to transition into a two-handed chop. The beam of light came down like a guillotine… and a left hand was promptly dismembered. Blood everywhere - pain everywhere. Travis could barely perceive his clone winding up the finisher, as he himself fell to his knees. 
The fight was over, in the blink of an eye. 
The fight was over, in an open-mouthed scream. One that unleashed a thin, Godzilla-inspired blast of ice magic, precisely aimed at the Mist Walker’s hands. The impact lasted an instant. Light filled the room like a flashbang. And once it died back down? 
Travis knew he’d won. 
Allow me to explain, now that the action’s finally taken a pause. 
A final burst of heroic willpower (something Travis had that his adversary didn’t) had taken over. He’d just finally accepted who he was, and this motherfucker thought it could make him forget all of that? No way. No chance! 
But will alone wouldn’t have saved the day. Not with two powerless beam katanas by his feet, and an enchanted scabbard gripped by a disembodied hand. But that’s where the key advantage came in: the (temporary) magical prowess that this clone could have never seen coming. 
And even if it had one last Dark Step enabled, and was able to get it off? As long as the ice beam scored its mark, and the deep freeze took hold, it was checkmate. The burning heat of the beam katana (as well as the fire spreading around them) would wind up melting the ice, sure. 
But melted ice was water. 
And water made beam katanas short out. 
Back to the fight. 
Travis, shaking, gritting his teeth, still managed to stand to his feet, grab a Rose Nasty hilt off the floor. He still managed to turn to his Mist Walker, gripped in the paralysis of electrocution. And he still managed to charge his beam katana’s battery, charge its power to the max...
And swing. Again, and again, and again, and again- Yelling, screaming in wrath, pain, and triumph. 
It was over in a minute. 
The Mist Walker (and its copy of the Blood Berry) dissipated, hacked into un-bleeding pieces. And as for Travis Touchdown? He collapsed, curled up on the ruined floor, adrenaline giving out to shuddering and cursing. If he heard the concerned mewls of Jeane, or noticed the arrival/first-aid-attention of Rosa (“I leave you alone for five minutes-”)?
He gave no indication. 
Everything would turn out alright. But goddamn, if it wouldn’t suck, beforehand.
8 notes · View notes
crystalelemental · 5 years
Text
yukikun98 replied to your post: New units stats!  They’re neat....
The one thing I feel will make her somewhat standout would be her default weapon coupled with close guard from Death Knight. She’d be able to give out her def/res drive to both kinds of enemies, making her somewhat more supportive. It would be nice if she was a bit more better in order to at least have some viability compared too the more current meta of dancers. Young and Legendary Azura are just too good and leave little room for making more viable dancers.
That is her main niche, I think.  And it’s honestly pretty good.  Combined and improved Drive Def/Res is really nothing to sneeze at.  But that really is the issue.  A dancer that’s mostly just there to dance doesn’t exist.  Young Azura is surprisingly good as a tank, because of her spectrum debuff when next to an ally.  Offensive dancers have Micaiah as a nuke with dual effectiveness, or L!Azura with her speed.  And of course, nothing will ever beat the support of turning any buff into an omni-buff, and a +1 movement bonus that L!Azura grants.
The new dancers...all kinda prove that.  They’re min-maxed to all hell.  Berkut’s actually a really strong physical tank, with 36 attack and 37 defense, and a superboon in both defenses.  He’s really tanky and able to hit back reasonably hard, AND packs the support of +4 to all stats of anyone he dances.  Ishtar and Reinhardt are also ridiculously min-maxed, with Ishtar being the scariest of all, being capable of quad-attacking most enemies in the game with little issue, and if she somehow reaches Desperation range, good luck.  Basically, they can all function without Dance at all.  They aren’t just a supporter, they’re capable fighters in their own right.  And there’s something...kinda fucked about that.  The idea that new dancers have to pack serious combat potential in addition to the support is...concerning, and frankly a pretty good indicator of the problems we’re facing with powercreep overall.
Look, 180BST armor was ridiculous to start with, and I hope we don’t go any further than that with anything.  But infantry...honestly went too far.  167 felt alright to me for melee infantry.  That you could min-max effectively and make really good.  But apparently, that wasn’t enough.  Now we have shit like Fallen Corrin and Sothis, who pack an obscene 173BST.  This in addition to other ridiculous shit, like Sothis having a DC weapon with adaptive damage that also negates strong against dragon effects, a two-turn cooldown special that’s a combination of Regnal Astra and Noontime, and some of the best skills for base kit you could ask for.  Because that’s fair!  Seriously, imagine Legendary Tiki, but take away 1 stat point from each stat.  Now give her a special that recovers a ton of HP and deals obscene extra damage for a two turn cooldown, and has some top-tier skills.  And also she gets two movement.  That’s just a thing she gets, all the time.  That’s outrageous.  The BST of infantry units is, frankly, out of fucking control.  I get that the meta is trying to shift away from armor and dragon dominance, but you’ve beaten dragons to death enough at this point, and Null Follow-Up is on so many new 5* units that it’s not particularly hard to shut down Fighter skills.  Not that they’re needed when you essentially have equivalent base stats and the ability to move further than them.  This is my biggest concern with Heroes right now.  Powercreep is one thing, but we haven’t even finished the whole book yet, and somehow we blasted past Gen 3 straight to Gen 4 stats, with absolutely no reason to do so.  It’s just...so much, so fast, and it feels like a huge acceleration of the problem rather than a fix.  And worse, now other movement types like Cav and Flier are getting the boost, because they can’t compete with the new infantry units and need help, and the original purpose of dragonflowers remains unfulfilled.  The reason infantry units got to get +10 while other movements got +5?  Because that was the increase in BST for new units.  But now we’re already past that, and it’s been like, what, 6 months?  Already they’re outdated, because they keep pushing stats higher. They really need to back off of it.
2 notes · View notes
kisaragizan · 5 years
Text
Aqua Force [V-EB08]
Tumblr media
I’mma keep this really simple and quick because although set is nearly completed, things are subject to change due to a few more cards unreleased and official play testing, especially against the current meta (This isn’t to say I didn’t play test these, I’m saying I only tested them in a vacuum rather than how good they are vs [x] deck). I’ll re-post this in a more extensive format similarly to how I usually do my things (so don’t expect any fancy stuff, at most I’ll link things). And lastly, this will be going over V-Standard due to how minimal this booster affects the Premium deck.
I believe this booster did a pretty decent job at supporting the clan. Could be better, minor nitpicks here and there, but overall things that can help keep us afloat until the next support wave.
I feel what it did right, aside from giving us a power house finisher grade three (which I’ll briefly touch upon when I talk about the decks themselves), and better grade ones since our current ones, aside from Penguin, were “ok” some of the times or had conflicted with attack patterns which is a no-no. We only got one grade 2 which is an instant inclusion to the deck.
https://cardfight.fandom.com/wiki/Coral_Assault_(V_Series)
Coral’s good because hitting 24k by himself with no Accel Circle and being able to fuel soul and draw for playing the clan is nice. You won’t use that skill all the time unless you know he’s gonna get retired.
Lastly, we get to the main grade 3 of the deck.
https://cardfight.fandom.com/wiki/Blue_Storm_Supreme_Dragon,_Glory_Maelstrom_(V_Series)
As I said before, he’s the power house finisher as he can force your opponent into guarding scenarios where they must perfect guard an attack or take it due to the restriction. Regardless of whether Aqua Force wanted a skill like that from Glory or not, the point is that we got it, so we have to make do with what we have until the next time.
So while the deck will definitely be built around Glory Maelstrom (and to some extent OG Maelstrom if you’re happen to be stuck on him), I feel that there are multiple ways you can go about it due to our upgraded grade one line up that more or less influences our grade two line up. Again, I’ll go over new grade ones in their respective featured decks. These decks are to be seen as a base concept: while I do think it’s preferred to stick to the same cards of each deck (which will be explained why), card copies can be played around with to get a desired result. Triggers I’ll go over at the very end since I feel those are personal preference.
Tumblr media
This deck is meant to have a strong grade one to grade two transition, by either riding the Wheel Assault or Storm Rider, Nikoloz (I have the original card of Wheel for proxy purposes, don’t chew me out). Nikoloz especially giving you the ability to tutor out your Algos from the deck is really good since any form of tutoring in an aggressive deck is always welcomed. While it does make the deck even more of a high-roll, you have two good on-rides and you can always use Nikoloz throughout the game. Calm Assault is really strong to pump your attacks by an extra stage while on Glory (preferably to either force a heal trigger to guard or to become a “perfect guard or take”, which will be known as “the unguardable threshold” for the remainder of this post) and increases the pressure of the rear-guards who can trigger the original Maelstrom’s re-stand. Basil is here because given the nature of Glory, you want to have units that can hit that unguardable threshold, and since Basil goes above Force and hits a 14k magic number (for decks like Blaster and Brandt), he’s much preferred than any of the others for the time being. Resource wise, this deck is pretty balanced, not eating up too much of a specific resource. Riptide is a really strong card that continues to push in Standard for this clan. The only issue is that this build trades flexibility for the high-roll (borderline gimmicky), since every card here is important: you can’t afford to take out a card without running into some drawbacks.
Tumblr media
This second build prioritizes flexibility and stability. While every card here is important, you’re able to swap out cards should the format call for it. Since you don’t have Algos tutoring, Tidal takes his place since the later doesn’t use up counter blast that can be saved for Glory, Maelstrom, and Basil. However, the deck leans heavily on it’s soul blasts (Tidal and Calm Assault who can be used twice a turn), so you’ll have to consider playing Battle Siren, Viviana to fuel soul, who also happens to go really well with Glory since attacks will be too large to guard, thus guaranteeing the on hit draw and +3k to another unit. I don’t think there’s much of a draw back to this deck except maybe running out of soul too quickly.
Tumblr media
This last build is more of a “Power oriented” deck, focused solely on getting to those unguardable threshold. Lazarus by himself is a magic number to Protect/Accel decks with no cost, similar to Riptide only without the additional 20k. Like the previous deck, it’s completely flexible if the meta demands you to run a specific card. The only draw backs I feel is that, for now, your grade two alternatives don’t offer much that isn’t Tidal or Algos. There is a grade 2 promo via Tear Knight, Halpalos but it isn’t not available in English. Additionally, the nature of this deck values power over the multi-attacking via small pokes that Aqua Force is known for, without your enablers like Tidal/Algos, you have to commit a bit more than you would normally to achieve the same number of attacks, which does require hand. This also affects how much you have to commit to have a decent turn should you ride regular Maelstrom.
Triggers: Criticals or Fronts?
Honestly, doesn’t matter. Fronts push your numbers higher and can over power the value of any damage triggers your opponent should check. Critical triggers give your vanguard pressure, and can push for damage even before you ride to Glory, meaning the chances of damage triggers are lower the higher their damage is. Personally, I value critical triggers as you can see from the lists because I’m trying to push my opponent as quickly as possible, regardless of my match up and/or my resources (if I bricked, kept getting rear-guard hated, so on and so forth). I also feel criticals are better with original Maelstrom because they have to pick and choose whether to take the criticals now on the vanguard swing, or take it later with a possibility of re-standing my vanguard.
Closing Notes
I believe that one of these three builds will see play depending on what is valued more: whether it’s the highroll, flexibility, or pure power. Something I didn’t touch on before was that there is also a possibility of not having to play the original Maelstrom and going 4 Glory, 3-4 Riptide, and some other grade 3 like Diamantes/Bleb Bomber Dragon/Navalgazer Dragon, considering you just need to ride Glory twice for the full effect. While I have tested it, I feel it’s better to just ride any Maelstrom than having to ride a non-Maelstrom into 2 Glory’s thus slowing down the process. That’s all for today, I know it’s been a long time since I posted something on here. I’m usually on twitter or discord (which leads into Google Docs) with my discussions/rants unless it’s big enough to warrant people seeing. Again, I’ll probably make a second post with a more definitive deck that will reference back to this post. So look forward to that.
1 note · View note
theconfusedartist · 5 years
Text
Rae Hawke Chronicles
So, since I’ve been getting really far in my playthrough and I’ve been making fanart and fanfic for my wardens and stuff for the longest, but felt like I didn’t have enough meta to consistently write them, I’m just gonna start chronicling the meta of my chars in posts like these so I can refer back to it when I’m writing them.
Name: Rae Hawke
Class: Mage
Specialization: Spirit Healer, Blood Magic
Cantrips: Horror, Sleep, Hex of Torment, Hex of Terror, Heal, Mind Blast
Lover: Isabela + Merrill
Close Friends: Fenris, Varric
Friend: Anders
Weird Relationship: Sebastian, Tallis
Family: Leandra (mother), Bethany(sister), Carver(brother), Malcolm(father(deceased)), Sapphire(sibling(deceased)), Leon (sibling(deceased)), Gamlen (uncle), Ava Amell (cousin)
Before Ostagar:
Malcolm was an elven mage who had grown up in the Kirkwall alienage, chained and taken away from his home at a young age and dragged off to the circle. Due to this, Malcolm was cut off from all his family, friends, and ties he had to his past life, now stuck in a cage where he can’t escape the racism, fear, and prying eyes of the templars. Wishing for the simpler days, back with his family, he began to hate his magic, viewing it as a curse and instead decided to learn more about the Dalish and city elves, hoping to one day run back home to his family to or to the Dalish clans that often passed through Sundermont. 
As his hate for his magic grew, the more strict Malcolm became about the use of his own magic, reading all and any books that would teach him better to get rid of his powers. After a failed escape and solitary confinement for a year, Malcolm changed his stance on magic, from then on using it every day, for all the small things and large, in an attempt to view it as another limb that he can control at will, so when the templars cast dispel magic on him, he woudl be able to resist it and continue to defend himself.
One day, after skipping out on a lesson due to his own conflicting viewpoints with his instructor, Malcolm met the Amell family, as a cousin was being brought into the circle in Kirkwall, away from the Amell in the circle of Ferelden. At this time, he met Leandra, who was at first put off by his pride in elven culture, magic, and gruff demeanor, but as she continued to come by to visit her cousin, she ended up running into him more often and started to enjoy his company as she saw that he was willing to listen to what she had to say and didn’t belittle her, treating her as an equal, rather than putting on airs and being false with her. 
The more time passed, the less gruff Malcolm became, leaving small gifts where Leandra would find it, things that would bring her luck, fortune, and safety no matter where she went. While it was obvious that it was Malcolm giving her these gifts, he rarely ever did it directly, and would avoid the subject if asked, becoming easily embarassed at his open affections for her. 
As time passed, the new knight captain was put into position, Meredith Stannard, along with her close confidante, Orsino who was there advising her and asissting her the moment she was given command. Leandra’s cousin had the misfortune of sporting a crush on Orsino for a time and Meredith had her killed to send a message to any others that tried to befriend Orsino. 
Leandra was horrified and feared that soon Meredith’s wrath would extend to Malcolm and urged him to run away with her and to live a happy life with him. While he told her he would take the opportunity if he had the chance, he would, but he feared there was no way for him to get out of the circle, as Meredith was gaining more and more templar and chantry support and keeping a closer eye on all the mages who had passed their harrowing. 
Enter the wardens. Leandra knew that there was a warden coming to Kirkwall soon, as the warden had sent an invite to one of the nobles in hightown for a place to stay while they were in the area. Leandra cornered a warden, in polite society and then asked for a private audience with one of the higher ranking wardens. The dwarven warden agreed, and the commander of the grey, Larius told them to make their meeting quick as they had other business to attend to. 
Leandra then made her plea to the dwarf, much to her disappointment that Leandra hadn’t wanted this meeting solely for her good company, but was moved by Leandra’s plea, remembering being stuck in the casteless, feeling trapped with no way out. The dwarf then persuaded Larius to help them smuggle Leandra and Malcolm out of Kirkwall, but only if they agreed to the conditions that they set for them.
Leandra then took Malcolm from the circle, under the claims of needing a healer to deal with what was ailing her, and told Malcolm of her plan to get them both out of the city. Overcome with joy, the two of them spent a passionate night together. After a few months of waiting for the wardens to asisst in the destruction Malcolm’s phylactery, the day finally came for Malcolm to leave the circle. Larius reminded Malcolm that he has to do what they tell him, as he gave them his word, and Malcom happily agreed, as the wardens took Leandra out of Kirkwall on a private ship and Malcolm accompanied the wardens to the Vinmark Mountains as part of their business. 
Seeing that Malcolm would have to use demons and blood magic, he refused to continue, claiming that he wouldn’t lower himself to blood magic, and the wardens reminded him that they still had Leandra with them and they could hide her away in a place he would never find her, and silenced Malcolm’s further protests with the news that Leandra was pregnant (Rae) and that he wouldn’t want to jeopardize the life of their unborn child. So, Malcolm reluctantly agreed, and kept the magic that held Corypheus bound for a few more years with his blood, then going off to Leandra, hoping to put it all behind him and that his children would never inherit the curse of his magic.
Malcolm and Leandra Hawke gave birth to one child (Rae), two years later a set of twins (Bethany and Carver) and then four years later gave birth to another set of twins (Sapphire and Leon). Save for Carver, all of the children born of Leandra and Malcolm were mages. Rae and Bethany were taught the proper way to use their magic and be at peace with it, but Sapphire and Leon, seeing the hate and problems that magic had brought the family denied their magic and instead took up theft and rogue activities in the alienage that they lived nearby.
The Events of Ostagar:
Bethany, Sapphire, and Leon stayed behind with Leandra and Rae went to see Carver off to the army in Ostagar, but after learning that the army was outnumbered and not well planned, Rae decided to stay for the battle to watch Carver’s back. 
It was good that she did, since the fighting kept going on after the torch was lit and no reinforcements came to aid them, Carver was willing to stay to the last breath to fight against the darkspawn, but Rae convinced him that it would be better to die after a long life than for a king smeared on the ground and a battle already lost.
Rae and Carver managed to make it back into Lothering, where Sapphire and Leon had snuck off to see scout for any ways out of Lothering, while Bethany and Leandra packed. Carver helped set up the larger of their belongings, while Rae went to the local inn to get supplies, only to walk into the fight between the late grey-warden commander, who was fighting against Loghain’s men with the local chantry sister, Leliana. Not wanting to get involved with the absolute chaos going on in the inn, Rae didn’t bother to stick around or talk to any of the wardens (of those that were present, Anya Aeducan, Natya Brosca, Ava Amell, Ayre Surana, Cece Cousland, and Alistair) as she went out to gather as many herbs as she possibly could, snatching reagents as she tried to avoid all the fights the wardens were causing all over the town. After witnessing the wardens kill a number of attacking towns members and darkspawn that had swarmed the gate, Rae then set up wards and traps around their home as they got ready. 
While this did later give the family enough time to escape Lothering with their lives, via an off road pass that Sapphire and Leon found, they managed to escape. On the road, the family decided to go to Kirkwall for shelter, as Leandra believed they would be returning to nobility, and soon after encountered Aveline and her husband, Weasley, who had detoured from his mission to deliver a message to Denerim for the right of Annulment in the wake of hearing about the events at Ostagar. 
The family and new companions stuck together and protected each other from the darkspawn that continued to surround them and entered into an open plain to scout out for any other routes to Gwaren, only to be attacked by an ogre.
Sapphire and Leon, the two closest to Leandra, struck the orge first. Sapphire went in to attack the weak spots between the joints on the ogre’s leg, while Leon shot arrows at the ogre’s head, but neither of their attacks were affective. Sapphire was grabbed then crushed in the hands of the ogre, which then after used her dead body to smash Leon to death. Leandra barely managed to survive the onslaught, in shock at watching two of her children die in front of her. 
Rae, foolishly charged at the ogre, swinging her staff wildly and beating it over and over again, casting horrible waking nightmares on the brute and taking advantage of it’s inability to attack, Carver and Aveline dealt with the other darkspawn as Bethany gathered what was left of the bodies of her siblings and escorted her mother and Weasley as far away from the fighting as possible. Enraged, Rae Hawke used blood magic for the very first time, using it to rip apart the ogre limb by limb. This took an extreme effort and Rae was no longer much use in the fight, nearly collapsing from intense mana and blood loss and the darkspawn overwhelmed them. 
Before they were killed, a dragon swooped in, killing the surrounding darkspawn and revealing to be the witch of the Wilds, Flemeth, who seemed very interested in helping them out should they carry an amulet back to the free marches with them.
Leandra, blamed Rae for the death of Leon and Sapphire and refused to speak to her on the way to Kirkwall, Carver couldn’t bear to look at her after hearing her sob in the lower holds one night, and Bethany was very much unresponsive to the events around her, and didn’t interact when pushed. Rae had to carry Bethany off the boat, as Carver and Aveline bore what little they had left as the Leandra stumbled on along them, only to learn that refugees were being turned away at the doors.
Refusing to let this stop her, Rae stormed in, demanding that the captain find their uncle Gamlen Amell to come and get them. After a bloody disagreement with other deserters, in which Rae revealed her magic power, the captain agreed to let them stay in the gallows while they wait for their uncle to arrive.
Three days later, Gamlen gives them the opportunity to get into Kirkwall either by Athenril the smuggler or Meeran the raider, who would pay their way to get into the city. After meeting with the both of them and having an internal disagreement, they eventually voted on signing on with Meeran as none of them were comfortable with smuggling, had any sort of lockpicking, and no stealth abilities whatsoever, and it helped that they could explain away explosions in the heat of battle.
And so, they committed a murder for pay and let the blood on their hands pay the toll to the city of chains.
1 note · View note
Note
So why is it that the decks I like were meta before my time but are awful now? Examples being Bujins and Junk
Consistency and tempo. I’ll look at Junks since I haven’t used Bujins and don’t know a lot about them. I’m copying a list that placed first in WCQ Honduras in 2011. From what I can find its one of the two times Junks ever really made an appearance.
Tumblr media
There’s some cards missing here. That’s because several of them are banned. The banned cards are Ancient Fairy Dragon, Maxx “C” (2 copies), Dandylion, Heavy Storm and Pot of Avarice. This isn’t really a Junk deck, but its named one because its a central piece. The fact anything is running something like mystic tomato is a blast from the past.
What does it do? Well.. it puts up synchro monsters and chaos monsters mostly. Ultimately junks are a haphazard engine that put upsynchro and bring back monsters for more. This kind of synchro engine is outclassed by better ones like Speedroids or Windwitches.
The answer to why some archetypes are awful now falls within the word engine. Engines drive a deck. Some decks run other archetypes as engines, others are engines and some are both. Junks are an archetype but cards in them work better as engines for better archetypes. Junk Synchron’s ability to bring back monsters is what makes it useful. It’s a driving force in the deck which leads it to being called a junk deck in the same way another popular deck was called DinoRabbit.
There are a lot of engines. The brilliant fusion engine is popular before Brilliant fusion was hit. You run a couple copies of it and a copy of Gem-Knight garnet. This is to summon Gem-Knight Seraphinite. All of that just so you can get an extra normal summon. Gem-Knights as a whole aren’t good on a competitive level but this combination of cards is good enough to help drive other decks.
Until Hornet Drone was hit Sky Strikers wasn’t just a great deck, they were a great engine other decks would use. They still are used, but with hornet drone at one they aren’t as prominent. Hornet Drone would let you reach a link-2 just using hornet drone which is a strong start. Hornet Drone could be searched for by engage which meant you were starting off with six copies of hornet drone in your deck for a strong chance of starting off with a link-2 for little resource input.
Speaking of Sky Strikers, let’s look at the deck that won a WCQ, Sky Strikers
Tumblr media
Got negation from the Ash Blossoms and Gammas. Infinite Impermanence also negates a monster effect before you start your plays. A lot of search power coming from ROTA, Area Zero and Engage. Has removal in Pankratops, Gozen Match and Afterburner. Cards are made to send more to the graveyard and the cards get more effects if theres enough in the graveyard and some can be put back into your hand when you need them.
Older archetypes just don’t have this kind of stuff going on.
Old cards have relevance still, but archetypes as a whole just haven’t always aged well. Some older archetypes have salvageable engines, but some are just outclassed by newer more fancy engines.
1 note · View note
mrauthor3ds · 8 years
Text
Smash Musings - Takumi and Leo
Yup, it’s a twofer post! This is me contemplating what it would be like if Takumi and Leo of Fire Emblem Fates were brought into Smash’s roster.
I’m sure the first thing most of you are thinking is “Doesn’t the Fire Emblem group have enough characters??“ Well...yes. But I’m doing more with this series besides naming very likely candidates. But IF* they were to go and add a bit more representation for Fates, who would they add? Azura could work, but she’s more of a support unit, so she might not seem too dependable in a solo battle. (Well, maybe I could work up SOMETHING that’s not strictly for helping allies...)
* ...I swear any puns here were unintended.
Point is, if they were to add Fates characters that aren’t Azura, it would make the most sense to add two - one to represent Hoshido and Birthright, and one to represent Nohr and Conquest. Only fair, since Corrin, with the Omega Yato, best represents Revelation, and in turn Valla. If they do decide to add a bit more from Fates (and it IS pretty popular), then it would thematically be best to do a Hoshidan and a Nohrian.
So with that out of the way, the next thing you wonder is “Why not Ryoma and Xander? They’re the eldest princes of Hoshido and Nohr, and Corrin’s strongest allies!“ And believe me, I tried to figure some way to really make them stand out, but ultimately couldn’t come up with enough unique traits to make them seem like more than just swordfighters. Sure, I could make Ryoma a fast swordfighter, but that’s kinda what characters like Meta Knight and Marth/Lucina are. Xander would definitely be the slow, tough type...like Ike or Cloud. And even if I worked in indirect attacks, which Raijinto and Siegfried can do in-game, it just didn’t feel unique overall. So, for these movesets, I ended up giving them the Chrom treatment, and put them into Takumi and Leo’s Final Smashes.
I mean...okay. Maybe I could also try again with them. A katana is still pretty long. Certainly longer than Galaxia. I could make something work from that. Maybe.
Besides, Takumi and Leo also play big roles in Birthright and Conquest (especially vice-versa), and are quite popular in their own rights. And being an archer and a mage would certainly make them feel like a breath of fresh air for everyone who’s sick of seeing “too many“ sword specialists.
And...let’s face it. The Fire Emblem series is more popular than some people give it credit for, especially with this renaissance that the 3DS games have sparked. Honestly, the Fire Emblem group in Smash has earned its 6-character size already, and the series is getting even bigger with Heroes, Echoes, Warriors, and that brand-new Switch title coming.
Anyway! When making these movesets, I wanted Takumi and Leo to kinda represent the dualities of Fates. The general feel of Birthright and Conquest. What Hoshidan and Nohrian classes are mostly like.
- Most Hoshidan classes favor evasion and accuracy, so they’re usually glass cannons playing by chance to avoid otherwise devastating blows while dealing multiple hits. And Birthright gives you endless chances to train and get stuff with skirmishes. That kind of influenced what I wanted to see in Takumi: lightweight, but mobile with evasive moves and some fast strikes, but otherwise fairly easy to learn.
- Most Nohrian classes are tanky, and often lack speed, so they have to rely on brute force, especially against dodgy Hoshidan foes. And Conquest doesn’t give you skirmishes, so you have to use really good tactics to get everyone through (unless you downloaded Boo Camp). So that influenced this Leo moveset: he’s durable and deals fairly strong but slow attacks, but gets the most out of his strategic moves.
-= TAKUMI =-
This Hoshidan Archer is pretty lightweight, but he's very mobile - moreso than any other Fire Emblem character, in fact. His Fujin Yumi's shots are stronger with distance, but Takumi does have some close-range martial arts as well. His throws and smash attacks aren't very damaging, but boast really great launch power.
-= Neutral Attack: Shoots a quick arrow with Fujin Yumi. Can shoot up to two in succession. The second one can be angled slightly. -= Side Attack: Fast punch, then fast kick. -= Up Attack: Flip-kick upward. -= Down Attack: Sweep kick. Great trip chance. -= Dash Attack: Swings Fujin Yumi forth. -= Side Smash: Wind Dragon Vein summons a hard breeze forth. Low damage, but very high launch. -= Up Smash: Wind Dragon Vein summons a tornado above. Low damage, but very high launch. -= Down Smash: Water Dragon Vein conjures a swirl of water. Very good damage, but low launch.
-= Grab: Seizes foe up close. -= Pummel: Smacks foe with Fujin Yumi's head. -= Front Throw: Shoots foe straight forward with Fujin Yumi. Low damage, high launch. -= Back Throw: Shoots foe behind with Fujin Yumi. Low damage, high launch. -= Up Throw: Shoots foe straight upward with Fujin Yumi. Low damage, high launch. -= Down Throw: Hurls foe into the ground. Lowest launch of throws, but greatest damage.
-= Air Neutral: Spin-kick. -= Air Front: Shoots Fujin Yumi forward. Can tilt during attack to slightly angle shot. -= Air Back: Fast roundhouse kick behind self. -= Air Up: Flip-kick upward. -= Air Down: Shoots Fujin Yumi straight down. Stronger meteor smash at close range.
-= Standard Special: Fujin Ballista: Fires a shot upward. It will explode into three arrows that rain downward at different angles. -= Side Special: Takumi's Shinai: Quickly swings a bamboo sword. If he hits a foe, he'll push himself backward. Deals very little damage, but very high hitstun. -= Up Special: Soaring Kinshi: Glides in any given angle with Fujin Yumi's power. Not an attack, but is super-armored. -= Down Special: Trick Gale: Performs a high dodging leap forward. Input again to deliver a shot at a downward angle (forward or behind, depending on tilt). -= Final Smash: Hoshidan Unity: Ryoma appears and deals a wide electric slash with Raijinto. Struck foes will be barraged on the spot by Ryoma and Takumi, finished with an electrified Fujin Yumi shot.
-= Palettes =- Normal Red (Ryoma) Brown (Hinata) Orange (Oboro) White (Mikoto) Pink (Elise) Green (Shura) Purple (Vallite army)
-= Other =- - Main idle stance is the same one used by Archers and Snipers in Fire Emblem Fates.
-= Idle Animations =- - Stands straight, shoulders relaxed for a moment. - Rotates free arm.
-= Taunts =- Up: "Oh, that's IT!" Conjures an arrow and aims at a 3/4 view to the camera. (cutscene: Vs. Takumi) Side: "Bring it on!" Aggressively gives a "come and get me" gesture with his free hand. Down: "Ready or not!" Holds Fujin Yumi down and throws a fist upward. (Archer victory animation)
-= Victory Poses =- - "How do you like THAT?" Twirls Fujin Yumi and holds an arrow at a 3/4 view. (cutscene: Vs. Takumi) - "Not my fault you're so weak." Swings Fujin Yumi to the side, then turns his back to the camera. (Sniper victory animation) - "Heh. Did you see me out there?" He and Ryoma strike a pose with their weapons.
-= LEO =-
A Dark Knight of Nohr, boasting surprisingly good durability and floating jumps. His mobility and attack speed are a bit lacking, but his attack range and tricky attacks are incredible. His biggest damage options are his earth-based Dragon Vein smashes, though they're not very great for launching. The specials can help Leo get some...pragmatic hits in - lethal, even, if you're willing to take the risk.
-= Neutral Attack: Magic burst, magic burst, then magic spark flurry attack. Finishes with a small tree in front. -= Side Attack: Casts Fimbulvetr in front. Relatively quick and inflicts freezing. -= Up Attack: Sends a Mjolnir spell upward. Has a "critical" sweet spot at its highest point. -= Down Attack: Spreads a Fire spell on the ground in front, covering good distance. -= Dash Attack: Hops back a distance, leaving a burst of magic where he started. -= Side Smash: Earth Dragon Vein summons a spike of rock in front and pointing up above Leo. Very great damage, but very weak launch. -= Up Smash: Fire Dragon Vein makes a pillar of fire erupt upward. Moderate damage and decent launch. -= Down Smash: Earth Dragon Vein breaks the land around. Very great damage, but very weak launch.
-= Grab: Grabs foe over a mid-short range with magic. -= Pummel: Harms foe with magic. -= Front Throw: Flings foe forth with magic. -= Back Throw: Flings foe behind with magic. -= Up Throw: Spikes foe upward with a tree. -= Down Throw: Slams foe into a rose bramble.
-= Air Neutral: Surrounds self in a vortex of magic. -= Air Front: Throws a blast of magic forth, dealing two hits in succession - one at close range, one at mid range. -= Air Back: A magic orb slings behind himself. Deals meteor smash at its farthest point. -= Air Up: Casts a magic blast upward, propelling himself downward. -= Air Down: Casts a long spike of magic downward. Meteor smash at the tip.
-= Standard Special: Brynhildr Growth: Summons a tree a fair distance in front to spike foes upward. In the air, will summon the tree on the nearest spot of floor. -= Side Special: Stone Guard: Summons a wall of stone in front of himself to block attacks. Input again to thrust it forth a fair distance, or just let it hover in place momentarily. -= Up Special: Gravity Inverse: Thrusts himself upward a bit using gravity magic. Deals a strong meteor smash to foes below self, but also strikes foes at his level lightly upward with himself, presenting a bit of a risk. -= Down Special: Ginnungagap: Command grab. Rockets foe or projectile grabbed in one of eight given directions. Not very damaging compared to his normal throws, but its choice of directions and usability in the air give it plenty of tactical uses. -= Final Smash: Nohrian Trust: Xander appears and catches foe in a wide circular pulse. Struck foes will be barraged on the spot by Xander and Leo, finished with a shadowy eruption from Brynhildr.
-= Palettes =- Normal Pink (Forrest) Yellow (Odin) Blue (Niles) Cyan (Arete) Red (Hinoka) White (Izana) Dark-Red (Zola)
-= Idle Animations =- - Scratches chin with a smirk. - Adjusts his collar with a look of disdain.
-= Taunts =- Up: "You can't hide from me!" Holds a hand up as rubble lifts around himself. (cutscene: Vs. Leo) Side: "Pathetic!" Turns back to camera with a flip of his arm. (Sorcerer victory animation) Down: "What a nuisance." Flips through Brynhildr's pages.
-= Victory Poses =- - "That was nothing." Holds a sphere of magic as rubble lifts into the air. (cutscene: Vs. Leo) - "Hmph. Contemptible fool." Brushes Brynhildr and then flips through its pages. (Dark Mage victory animation) - "I'll do what no one else can." Leo and Xander strike a pose with their weapons.
2 notes · View notes
actutrends · 5 years
Text
Hearthstone’s Galakrond’s Awakening solo mode revisits the classic Adventure format
Blizzard Entertainment announced today that Hearthstone‘s next solo mode, Galakrond’s Awakening, will start rolling out on January 21, and it’s going to be a blast to the digital card game’s past for many of its fans.
Galakrond’s Awakening is going to follow the old Adventure format that dominated Hearthstone’s solo modes in its earlier years. This has players fighting against computer-controlled opponents with unique cards and abilities while telling an overarching story.
In fact, Galakrond’s Awakening will   end a story that Blizzard has been tell all year, a first time for Hearthstone. This Adventure sees the League of Explorers going up against the League of E.V.I.L. Each team will have their own side of the story. The first installment begins on January 21, with the next three rolling out weekly after that. Each installment has two chapters, one for each team.
The entire mode costs $20, or you can buy each installment separately for $7 or 700 in-game gold. Hearthstone usually thrives through selling card packs, which are cheap. $20 could be a bigger ask for some fans, especially mobile gamers used to spending little or nothing. Hearthstone is a big hit on mobile, with players spending $165 million on the game in 2019. And Hearthstone fans have been used to paying for Adventures and other solo modes before, so even its mobile fans could be willing to pay $20 for a new solo mode and 35 new cards.
Adventures used to be a kind of mini-expansion, but Blizzard abandoned the idea in favor of releasing more regular expansions and introducing new solo modes through them, like Dungeon Run. The last traditional Adventure came out with the Knights of the Frozen Throne set back in 2017.
New mode, new cards
You won’t just be completing the story for the satisfaction of it. Just like in the old Adventures, you’ll unlock new cards as you play. Blizzard is introducing 35 new cards through the mode. Adding this many new ones in the middle of an expansion cycle (Descent of Dragons) released in December — is sure to shake up the meta for modes like Standard and Wild.
Reno Jackson is getting his third card in Hearthstone history, and this time, he’s upping his shenanigans by becoming a Hero card, replacing Jaina Proudmoore for Mage. His Battlecry removes all minions (and is kinda funny, too).
And here’s a minion from the adventure.
Above: Spicy!
Image Credit: Blizzard
When you finish the entire Galakrond’s Awakening Adventure, you’ll then unlock a Hard mode that will offer a tougher challenge. And while you use premade decks for the normal difficulty, Hard mode lets you use your cards and decks.
The post Hearthstone’s Galakrond’s Awakening solo mode revisits the classic Adventure format appeared first on Actu Trends.
0 notes
swipestream · 6 years
Text
New Release Roundup, 2 February 2019: Fantasy and Adventure
The Devil is not in the details, but on the battlefield. In his shadow, infernal hitmen and detective saints; Nazi wizards and British mages; dragon slayers and divine champions clash in this week’s roundup of the newest releases in fantasy and adventure.
The Caster of Destruction (Overlord #9) – Kugane Maruyama
For twelve years, the virtual world of Yggdrasil has served as the playground and battlefield for the skeletal lord Momonga and his guild of fellow monsters, Ainz Ooal Gown. But the guild’s glory days are over, and the game is shutting down permanently. When Momonga logs in one last time just to be there when the servers go dark, something happens–and suddenly, fantasy is reality. A rogues’ gallery of fanatically devoted NPCs is ready to obey his every order, but the world Momonga now inhabits is not the one he remembers. The game may be over, but the epic tale of Ainz Ooal Gown is only beginning…
The annual war between the kingdom and the empire almost always ends in little more than a staring contest. This year, the Fresh Blood Emperor’s visit to Nazarick will change everything. Ainz himself has joined the fray, which is a dark omen of the coming storm. The arrival of the absolute ruler of Nazarick means only horror and death await those who stand on what will become the most hellish battlefield anyone has seen in living memory…!
Chuck Dixon’s Avalon #3: The Conscience of the King – Chuck Dixon and Frank Fosco
While King Ace is in training with Big Simba and the Specials of the UN-SPC, his former partner-in-fighting-crime Fazer languishes in a prison designed especially for people with superhuman powers. Fazer is desperate to escape, but how can he get out when his jailors possess the technology required to block his unique abilities?
But Fazer isn’t the only one feeling trapped, as King Ace quickly comes to learn that his new team isn’t tasked with fighting crime in the city of Avalon, but rather, tracking down other people like him and Fazer. And he also discovers that signing on with the official forces of law and order means accepting restrictions on your ability to do what you think is right.
Chuck Dixon is the most prolific comic book writer in history. Set in the world of Alt★Hero, CHUCK DIXON’S AVALON is the legend’s newest creation.
The Circle of St. George – John Auber Armstrong
Nothing in his life prepared Charlie Walker for meeting King Arthur and Merlin, King Oberon and Puck, or to find himself riding with the Wild Hunt and fighting a cohort of bloodthirsty Valkyries attacking GI’s on the beaches of France! Compared to that, a naked Winston Churchill barely rates mentioning …
Britain, 1940: a coalition of British magicians have united to oppose the Nazi’s use of black magic, and a young American soldier is sent to observe and report on the program code-named The Circle of St. George. Captain Charlie Walker doesn’t believe in gods, ghosts, or magic … until he has no choice in the matter!
Charlie’s education in magick is a hero’s journey like no other you’ve read. His instructors include Aleister Crowley and a who’s who of British occultists. Together, from the great plain of Glastonbury and the isle of Avalon to the Fae Kingdom and the death camps of the Third Reich, Charlie and The Circle of St. George stand alone against Hitler’s magicians.
The Devil’s Gunman (The Devil’s Gunman #1) – Philip S. Bolger
Working as a hitman for the devil of paperwork is a pretty good gig. Until you settle your obligation and don’t have the job anymore. Then what do you do?
For Nick Soren, it was the best of times and the worst of times. Having made more money working for the devil than he could ever spend, he lived it up in a haze of booze and drugs. Until the devil put a hit out on him.
On the run, Nick finds help from someone he never expected—another of the devil’s previous hitmen—who wants Nick to kill the devil. But there are vampires and Hellhounds on his tail, and that is going to make things…difficult. Can Nick get clear of the supernatural creatures hunting him long enough to take his shot and get revenge on the devil?
He’s not alone in his mission—a jiangshi mage and a chimera are along for the ride, and may help even the odds…or just get him killed all the faster.
Time is running out and the vampires are closing in…is this the end for the devil’s gunman?
Flying Sparks: Meta-Man Special – Jon del Arroz 
For the last fifty years, Meta-Man has been an enigma—a reclusive hero who does his duty but shies away from the public eye. What happened? Who is he?
Unlocked from the archives for the first time, you can dive into one of Meta-Man’s early adventures and get a glimpse into his heroic world as he works to stave off a plot from his nemesis Dr. Malicious and his communist commandos! Can Meta-Man prevail, or will the U.S.S.R. interfere with the American presidential election and spread the reach of the Iron Curtain across the globe? Read this action-packed superhero comic and find out!
“A touch of backstory for a side character, a dash of 60s comics-style fisticuffs, and a sprinkle of the classic tragedy of missing out on important personal moments for the sake of saving the day for someone else. “–Amazon Reader Review
Infernal Affairs (Saint Tommy, NYPD #3) – Declan Finn
My name is Officer Thomas Nolan, and I am a saint.
I can smell evil. I show mercy to the lesser criminals – the desperate. Even those I’ve put behind bars seem to like me.  But now there’s a serial killer bringing darkness beyond imagination to my city. I can smell his stench a mile away.
Detective Tommy Nolan is having a bad day.
First, the celebrant was murdered during mass. Then the SWAT team knocked down his door trying to kill him.
With the million dollar bounty on his head, every gunman and demonic monster is coming out of the pit to collect it.
Tommy has to discover who’s out to make him a martyr before he becomes a saint for real.
Sowing Dragon Teeth (The Iron Disciplines #1) – James Alderdice
Nobody said getting revenge on a dragon that killed your father would be easy, but nobody said it would be this hard either.
War looms on the horizon. Aisha is scouting the borderlands wary of a coming secret invasion when she is ambushed by a crazed old shaman who was sure that she was trying learn his secrets. She isn’t interested in the old legends about a dragon graveyard but after burning the secret map she is the only one who knows where it is supposed to exist and every gold hungry rogue crawls out of hiding to try and force her to take them there for riches untold.
The journey will take them across a cursed landscape brimming with foul sorceries and terrible monsters, but the promise of both treasure and revenge is irresistible. Sowing Dragon Teeth is an action-packed heroic fantasy in the vein of classic pulp fiction and thrilling treasure hunts. If you like gory battles, larger-than-life characters, and witty humor, then you’ll love James Alderice’s gritty tale.
A Thousand Drunken Monkeys (The Hero of Thera #2) – Eric Nylund
Continue Playing the Game? Yes / No
The Kingdom of Thera is a crossroads to many worlds and realities. Here a secret war between the gods plays out via their proxy mortal champions. These player-champions use all the augmented-reality interfaces and game mechanics that role-playing and video-gamers know and love.
Join Hektor Saint-Savage, Marine and martial artist extraordinaire; Morgana Nox, shapeshifting druid-thief and trickster; and the cantankerous dwarf, Elmac Arguson—as they punch, blast, stab, and slither their way through the second Hero of Thera novel.
Can they outwit, outfight, and outrun assassins? The Imperial Knight Champion of Chaos? Feisty gnomes with slide rules? A horde of a thousand inebriated simians?
There’s only one way to find out…
Viridian Gate Online: Doom Forge (The Viridian Gate Archives #6) – James Hunter
Jack and the crew of the Crimson Alliance have finally made it back from the Realm of Order, but the threat to Eldgard is deadlier than ever.
Vogthar incursions are increasing, dungeons falling in droves, towns and cities ravaged by Darklings—Players and NPCs who have willingly sided with the Dark Overmind Thanatos. But thanks to a priceless artifact Jack found after defeating the Lich Priest, there might be a glimmer of hope on the horizon. Jack and company have unearthed a Doom-Forged relic, one part of an ancient weapon capable of killing even a god. But to assemble the legendary god-killer, they’ll need to find the other relics and locate the fabled Doom Forge of the Dwarven godling Khalkeús, all while unraveling a mystery five hundred years in the making.
New Release Roundup, 2 February 2019: Fantasy and Adventure published first on https://medium.com/@ReloadedPCGames
0 notes