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#even though they're powerful the game gives you plenty of powerful opponents as you go to start humbling you lmao
savageboar · 3 months
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tbh replaying pmdgti makes me curious if any good pmd rom hacks are out there
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walcutt · 5 months
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DECK TECH - Aria Oath
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So here's tonights 3-0 badboy. We're playing a pretty scorched-earth control pile with a combo finish or two up its sleeve. It's a great deck if you like: recursion lines, counting to 20, locking your opponent into catch-22s, and milling 80% of your deck in one go.
The deck has 4 cores, each of them forming their own wincon, and also supporting the general strategy. I'll go over them, and then interactions, and then the sideboard.
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CORE I: Oath of Druids
The first of the two namesake cores: this is a powerful two-card combo that threatens to take over the game on turn 3. It's simple: your deck plays no creatures besides your payoff, and you play Oath of Druids. If your opponent has any creatures, you get your best hit for free. For me, this is Blightsteel Colossus, which blocks extremely effectively and inevitably wins against anything which can't exile it. It's easy for opponents to play around, but they have to -- if they can't, you get free wins!
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CORE II: Aria of Flame
The second namesake core, Aria of Flame. The concept here is simple: you play aria, then you cast as many spells as possible to kill. We run lots of cheap spells, especially with flashback. Lava Dart is a critical piece here, allowing us to close massive damage gaps even when we're out of mana. Throes of Chaos also provides 2 triggers of Aria, cashing out late-game land draws that would otherwise brick the deck. Finally, we run a suite of cheap red burn to compliment Aria, which makes up the removal in the deck.
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CORE III: Punishing Grove
To maintain board control, we run an infamous combo: Punishing Fire + Grove of the Burnwillows. While Punishing Fire seems like a niche card at first glance, we can force our opponent to gain life with Grove -- and it even adds the red we need to recur! So, we can tap just one land to buyback this spell indefinitely, giving us extremely resilient board control, and also the ability to whittle down our opponent's life, as each loop knocks off 1 life.
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CORE IV: Valakut
The final chunk of the deck supports Valakut, the Molten Pinnacle. Since most of our deck is red, we want all the mountains anyways. Wren and Six can recur our fetchlands every turn, providing both major card advantage and a consistent way to reach the 6+ mountains we need to start bolting our opponent. Though usually not enough to kill on its own, in combination with our burn spells it presents a real threat. Plus, Wren's early-game power is enough to dominate games all on its own.
Synergies:
Aria of Flame and Oath of Druids both have severe deckbuilding costs, but they compliment each other perfectly! Oath requires you to run extremely few creatures, which lets you power up Aria by having more instants and sorceries to compensate!
Additionally, Blightsteel Colossus being an infect win-con means it is entirely agnostic of the life we like to give our opponents with this deck. Even if you get blown out on Aria, or have to give your opponent loads of life to stabilize with Punishing Fire, Blightsteel takes exactly as long to win.
Wren plays very nicely with Throes of Chaos, allowing us to retrieve the lands we use to retrace to keep getting more casts. This line can help you out of particularly bad draws!
Finally, the mill from an Oath of Druids trigger provides a lot of fuel for Aria, if Blightsteel is only enough to stabilize your position on board. You'll likely get plenty of flashback spells, especially Lava Darts, ready to play with Aria.
Sideboard:
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Our first 4 cards are dedicated against greedy-landbase decks. We can punish on two angles: massive cheap damage with Price of Progress, or locking them out of their best plays with Blood Moon. I usually side both in together. Even though they don't work at the same time, they're both extremely effective when the situation arises.
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We put 5 slots on extra removal. Pyroclasm misses the mainboard for being too weak, and not hitting face, but against weenie decks, early sweepers can be key to prevent steamrolling.
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4 slots are then on non-creature removal, which can be great in the mirror or against general non-creature strategies. Primal Command is a bit wonky, but choosing modes 2 and 3 together yields a full removal of the threat.
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It also serves a dual purpose with our last 2 sideboard slots, with graveyard hate! Mill and self-mill are both prevalent in our meta, so having tools to protect your own deck and wreck the opponent's graveyard are key.
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cptn-m · 7 months
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One Piece chapter 1107 review
The Egghead climax is definitely in full swing now, but it's still hard to tell how much of a full length, stand-your-ground fight to expect from this arc. Battles lately have left more like skirmishes. They're not about beating down your opponent until they physically can't move anymore, it's enough to make them dazed and in need of a moment to catch their breath so you get the chance to go on to your own objectives or keep them away from theirs. Plenty of other arcs have featured these kinds of 'smack the other guy away and get back to the more important stuff' kinds of confrontations (which people online love to extrapolate into being decisive wins or losses despite the result's lack of staying power) but never as a substitute for the traditional final battle. And I think this feeling that the final 1v1 could still come is the last thing that makes it hard to predict the remaining length of the arc.
Getting started, it's awesome seeing the Giant Pirates in action. With the scale normal humans can reach in One Piece, it's easy to forget how freaking big real giants actually are. They tower over the Marine warships enough to cleave them with single swings. And while there are humans who can also cut a battleship in two with their blades, those are individuals, and generally ones near the top of the food chain. When Mihawk cuts through a ship in an instant, it's a moment of awe. And giants are a whole race of people who can do that just virtue of their sheer size.
Usopp's joy at seeing the great warriors again is a wonderful moment. I get the need for a recap for casual readers, but I'd rather have seen some kind of explanation on the giants' timeline - when and how Dorry and Brogy gave up their duel and reunited with the others.
I feel like I'm starting to see part of the escape taking shape in the sequence with the ship sliding. The talk of Brook 'passing through in a moment' and not being able to stop seems to be setting up the crew on top leaping onboard as the Sunny slips past. There's probably going to be a little bit of tension and last minute saves with Jinbe and Zoro rushing to make the rendezvous and a Vegapunk having to rush inside to turn off the barrier (almost forgot about that) and then have to make it back in time, or just sacrifice themselves so the others can get away. With the giants right underneath, there's people there who could catch the Sunny and break its fall, or it could just do a coup de burst to ramp off the edge and into the hole in the Marine fleet made by the giants' arrival. That's my theory for how things play out from here.
Even though I floated the idea of Bonney being upset with her 'god' for not showing up sooner, I'm not at all surprised that she commits to him as a hero instead. While very dramatic, the other thing wouldn't quite have been Oda's style. I appreciate Luffy's casual dismissal of the Nika idea. He's still himself. But I do wish his reaction to seeing Vegapunk's injuries was a little more personal and had a bit more staying power before he shifted back into fun mode. Gear Five coming with a strong sense of euphoria isn't something I mind, but I want to see the difference split a little more evenly. Or at least give Luffy a chance to see a thing like this before transforming. I was close to writing off the lead-up to the attack on Saturn as well. The back and forth with Bonney almost makes it feel like the move is going to be more about showing her up than avenging Vegapunk, and that, to my mind, made it too much of a game. But after taking the stare attack from Saturn, the old Luffy shows his face. Nika will play with Bonney, letting it be her plan and a souped up version of her punch, but Luffy has a score to settle about his friend. The expression in that panel is good. He's still smiling, but it's a determined, focussed smile, with a furrowed brow that brings a wilder intensity to the wide Gear Five eyes. This is the version of Gear Five I want to see more of.
Vegapunk not being able to move without dying is an interesting complication to add. On the topic of having to stand and fight, it gives Luffy and Sanji a reason to defend this space to the end instead of stunning or knocking back Borsalino and Saturn before fleeing, but what happens after? Can we get Chopper down here to save the scientist? And if Vegapunk has enough medical knowledge to be sure of that, wouldn't Atlas, who shares his brain, have the same medical knowhow to do a patch job? Surely Franky has the strength to carry Kuma in her place.
Then there's the Sanji moment. He doesn't know. We'd thought that maybe because he'd acted less pervy around Bonney in some recent chapters that he had a sixth sense for it, but now we just have to say he doesn't know. This does mildly sour the coolness of the laser kick (as does the fact that he did it already two chapters ago without the big reaction). "Physics as we know it is dead" is a great line though.
I'm very interested to see how the choreography for a 2v1 for Luffy, Sanji and Borsalino will play out, even if it ends up being a short, interrupted one. In his earlier fight with Luffy, Borsalino proved an ability to zip around and attack from offshore one moment, up close the next. That speed makes him a terrible foe to have to protect a wounded ally against. In a tag team, however, one person can protect Vegapunk while the other chases Borsalino across the island. Could be fun, especially with Sanji's speed.
Now, that last scene. That's where it's all at this week. I've been asking questions about that Blackbeard ship tease for a long time, and we finally see the agenda. If that touch is what it takes for Catarina to be able to imitate Saturn (and what else could it realistically be?), shit's really about to get serious. It seems like Teach's go-to tactic is weaseling his way into the good graces of a group that has something he wants (Whitebeard's crew, the Warlords, and now seemingly the Celestial Dragons) and betray them to run off with the prize. Then there's this idea of them acquiring "the world" as an ultimate goal. Do we think it's a mirror of Luffy's own secret goal in some way, possibly relating to Gaimon's shoutout to "buy the world" back near the start of the series?
And then, in a one-two punch, we finally get Caribou's endgame. Oda's been stringing this one out for literally the whole timeskip, putting this slimey bastard in the right place at the right time to learn all kinds of valuable things about the Ancient Weapons and the Poneglyphs (as well as the Strawhats' idiosyncrasies) to make him the perfect asset to a final boss.
What a wild chapter. A finale coming together. Exciting action. Mixed feelings about the balance of goofball fun and genuine emotion in Nika. And the last two scenes feeling like they're bringing things Oda has spent most of the series coming to a head at last. The growing pains of Gear Five's implementation into moments of drama are easily forgiven in the face of these ultimate payoffs manifesting.
Oh, and Zoro's fighting Lucci I guess. There's basically nothing of note here except trash talk. The one clash we're shown isn't even particularly dramatic.
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bemey · 3 years
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[found this in my drafts] Skwisgaar, Toki, and Murderface in Tamriel
combining my hyperfixations let's gooooooooooooooooo
Skwisgaar Skwigelf
it's very obvious that as a Swede, his race in a fantasy universe would be that fantasy universe's version of our world's ye olde Scandinavians (aka, he'd be a Nord, duh) BUT i like to think if you gave him a pair of fake elf ears matching his skintone, he'd pass as just a really pale Altmer
he's beautiful, tall, slender, arrogant and talented, im sure he'd fit right in with either group, maybe even less so with Nords since Nord society values brute strength and high tolerance for alcohol, of which Skwisgaar has neither (I know he beat up that one guy with his guitar once BUT!!! he's absolutely the least violent fifth of Dethklok)
as a non-metal-musician in Tamriel im sure he'd have mastered a magic school instead of electric guitar, but i can't really figure out *which* school, *maybe* enchanting, *maybe* mysticism, but if i had to pick i'd settle on one of the schools governed by Willpower (alteration, destruction and restoration) because, let's be real, he's more dedicated (to his life passion) than he is intelligent >_>;;
the thing is, i'd make an argument that epic guitar solos heal people (not physically), so that'd be restoration, BUT if he was in a party of sorts I can't really imagine him as just a healer on the sidelines (that's Toki and Mface's thing hehehe), he needs something, hm...... Flashier. like fireball spells, but then again he's not really violent on the show and doesnt get into many fights (unlike SOMMMEEE people), so i'd say both Destruction and Restoration
BUT there's also Illusion magic, with which you seduce, make yourself shiny, paralyse, calm people etc and i cant think of a better analogy for guitar playing that stuns you and puts you into a trance because it's just so good
(also FYI nord males get a penalty in willpower and personality but i suppose he overcomes that, because i have trouble imagining him not heavily using skills governed by those stats)
and for the class- im forcing myself to pick from the set of 21 standard classes and looking at (this page) for reference because if i took custom classes into account it'd really complicate things-
an obvious answer'd be Bard, which makes sense because, you know, being popular and attractive, but in a gameplay sense it's more stealth and less magic (also if we picked bard just because he's a musician in the MTL universe, all other DK members would be bards too and that's pretty lame)
looking at the page i linked, the ''Healer'' class fits the bill, governing personality, willpower, destruction, restoration, speechcraft, and illusion. i wont lie, it doesnt sound the coolest (compare to a class desc like Nightblade, now that shit's awesome), but it makes the most sense to me
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TL;DR nord by blood BUT looks and acts like a high elf, class: healer
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Toki Wartooth a nord as well but! i've met plenty of nord dudes in ES games who are really nice to me but kind of not too smart (think Thrud in Godsreach in Mornhould the city that came with Tribunal the DLC for TES3 Morrowind), and im not saying Toki isn't smart (he's educated enough, has geeky interests, knows a thing or two about model-plane building, i think he might be one of the smarter DK members actually) but a nearly-fatal flaw is his naivety which would unfortunately translate into a low intelligence or maybe personality stat in a TES game
when you have a low personality stat, NPCs dont like you as much, and (in Morrowind) whatever options you pick while Persuading an NPC are less effective, even taunt and intimidate)
but i wanna argue in the case of Toki in Tamriel, that low personality stat wouldn't come in the form of being an intimidating douchebag, because we all know Toki's really, really nice, and he has his moments of being a jerk on the show, but he's mostly kind and polite, especially to strangers, and *definitely* holds the title of ''Dethklok member most likely to agree to an autograph and selfie with a fan after a concert and then give them a friendly hug''
it's difficult for me to decide which attributes he'd govern, and a lowered luck isn't possible at character creation, but i'd lower it if possible
high strength, yes, i can imagine Toki with either a blunt or blade
high willpower, competent with restoration and destruction like Skwisgaar, but not as dedicated to the mastery, duh
high endurance- knowing the shit he's been through, might be pretty high
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(''cheats death'' and ''unpredictable'' are both keywords i'd describe Toki by)
i have my eyes on either Crusader or Spellsword BUT I thought the class description for Scout fit Toki just perfect and I even made a little joke about it to my friend once
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TL;DR nord spellsword or crusader, but i'd pick spellsword if i was forced to choose
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William Murderface
ive been so exicted to get to this one because, hear me out- khaijit pilgrim
Murderface's spirit animal is a dang tiger, man, and now it's true Murderface isn't very athletic or agile like a khaijit BUT listen, in Oblivion Khaijit get a daily power that let's them intimidate opponents because they're like, big cats, literally, like a tiger or lion and wouldn't you run if you saw one IRL? AND Murderface isnt very popular with fans, which I'd imagine would translate into low personality maybe, but Mface is dare i say pretty dang skilled at making people hate him or hate others or get into fights, aka using a high personality stat for bad (taunt/intimidate) not good (admire), which is why I instantly thought he'd be a Pilgrim (''They profit in life by bartering in the market, or by persuading the weak-minded.'')
look me in the eye and tell me lockpicking, sneaking and punching people arent things Murderface would love to do, also scamming merchants and stabbing people, and khaijit conveniently get a small bonus in Blade and you know who loves knives? M u r d e r f a c e
inappropiately urinating in places? cat. face like an inbred white tiger? cat. sneaky jerk? cat. also i just really want him to be a catboy, man
i did think of him as an Orc too because of the whole martial culture and being a race that was cursed with 'ugliness' (not always true, some orcs are pretty hot), *but* the martial culture orcs have isnt really the barfight kind nords or dunmer have, it's more organised and honourable is it not? they take fighting seriously
would you say Murderface'd rather practice like blunt weaponry all night and day, then go to war and die for his clan, *or* would he sneak in a tavern, steal shit, insult someone, then get into a bar fight? that's what i thought !!!!
fuckin obviously you cant appoint the latter to khaijit because that'd be racist and im not a huge fan of discrimination against beastfolk myself, an orc could be a thief too, but have a look at this:
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(for orcs), and the minuses in intelligence is mostly what makes me think Murderface wouldnt be an orc because he's pretty smart
smart as in street-smart and smart with people, specifically at what makes people mad or do ugly things, and thats something I have to hand to Willy, he's cunning even if not always sucessful in that endeavor because of his bad luck and unattractiveness, but in terms of raw people-skills he's not so bad
and for his class- I know i said pilgrim earlier but i wanna consider some alternatives: rogue or thief
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''a tongue as sharp as a blade'', and ''profits from the losses of others''? both Murderfacecore, but I might wanna stick with Pilgrim just because they're history nerds
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TL;DR Khaijit pilgrim
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(this was an old wip i found in my drafts so i havent written Pickles's or Nathan's parts yet >_> sorry, i do have the ideas ready in my head though) (also feel free to share your opinions)
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