u/Azteckh

Hunting a Unicorn password manager

I was doing some window shopping, considering a potential password manager from Ironvest, namely to see what all is out there, and I am coming up short on exactly what I'm looking for.

Ironvest provides the following services (potentially more but these are all I care about):

  • Email masking (aliases)
  • Password production
    • And the saving of accounts wherein
  • They also use some sort of "AI" thing that tells you when your account was in a breach

Due to Ironvest being mostly an extension, I don't use it on mobile, and things have been fine. I dunno how good Ironvest actually is, but its served me well for a decade+. It does all this for free but offers a subscription. If I was to pay for something, I'd prefer it be a one-time payment. This is where my search becomes a unicorn hunt\delusional.

Far as I know, nothing exists that provides these two services whilst also providing a lifetime license.

  • Sticky Password comes the closest but they don't provide email masking
  • Basically any other service from Bitwarden, to 1password, and potentially other commonly-referenced services, provide both; but with a subscription.
  • I am aware that aliasvault exists and they operate for free for now
    • Eventually the devs will want to make money off it (as they should) and at that time, they'll probably also become a subscription service

Is anyone aware of a service that provides masking and password generation for a lifetime license or can I hang up my spear for good.

Following responses; I clearly didn't do enough research. Thank you all.

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u/Azteckh — 11 days ago
▲ 20 r/yugioh

What is a card that you hate to run?

This could consist of:

A card you hate running but must for the format.

Maybe a card just doesn't feel right for you.

Maybe a card sucks but it's the only good bridge for better effects.

Maybe the card sucks but you have no other choice.

I'm not talking with garnets here; I'm talking about stuff like Ancient Gear Howitzer, a card I have to run because AG doesn't have a better in-archetype first turn play. Which sucks all the more cuz he's really bad.

I'm talking about having to have a specific card in your side deck cuz it counters something popular at your locals that you think is stupid that you must counter.

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u/Azteckh — 3 months ago
▲ 17 r/yugioh

What is your favorite pet deck?

I define a "pet deck" as the following:

  • A deck that is decent-to-middling at best that you enjoy for other reasons despite its inability to win outside of a casual setting (regardless of format)
    • These "other reasons" could include stuff like:
    • Art style
    • How it plays
    • What it meant to you
    • What it represents
    • Its subject matter
    • etc

This would be a deck you perhaps already have and are actively playing for fun. Or, maybe you put it on the backburner to wait for additional support, which you would move mountains to be able to acquire. Maybe not in the forefront but, always on your mind.

Maybe you keep silently hoping your pet deck will get the set bunch of legacy support.

My most favorite pet deck is probably Tindangle, but I also really love Chronomaly, Monarch, Dragunity, and Ancient Gear.

Do we have anyone out there that's been running Umi for decades?

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u/Azteckh — 3 months ago
▲ 28 r/yugioh

Right Angles at the Northeast Gate (Tindangle for Casual)

^(AKA: Finally, at long last; the dogs have a house.)

^(My thanks to yugipedia for having a random PNG of tindangle hound. You made a joke possible. Its not really funny though.)

This was a production of much effort and deliberation, as well as testing, over days, and it won't be happening again for this particular archetype. I've done the best I can, to make this as exhaustive as I felt I could. If you were looking for a clinic, this is it: a summary of a half-decade plus, dedicated to a deck that never appreciated the sacrifice, to people that may not either. But it is here for those fabled few that strive.

May the governing body look upon my work and despair not at the effort but at the time spent. Respectfully submitted, Az.

Where does one truly "start" with a triangle? Ask the countless and you'll get three different answers, at least one comedian, and as many missing person(s). Fancy that.

A Deck should be Playable. Ain't that right, Red-Eyes?

Tindangle was, and is, a fascinating deck after the Meklords' own heart as something of a "hunter" archetype, targeting Links. Of course, we know how that went with the 'lords and I'm guessing someone with the power of the pen took notice of the sins in production and quickly put a stop to it. What happened in the time since is a story we're familiar with: a flip deck that was not popular, not meta, and an art style that was best in show.

Check it out! A bunch of flip monsters with a trap that lets them swarm from the GY, all yours for 10 dollars max! Only one thing to do now:

Throw these guys into the GY en masse.

Tearlament in combination with Ishizu (and mostly them) brought this deck into a golden age under that principal which ended at the barrel of the banlist, and not for nothing. I was lost. There was not a stone I did not flip at least thrice, from Lightsworn to Fiendsmith, Enneacraft and back again; my footsteps were even on rooftops in some locations.

It is my belief that finally, the Triangle can be writ amongst their brethren beyond the Oni Gate. Asutra (I go by this for the rest of the guide but they're currently called "Ashtra" apparently) alongside an Enneacraft engine, is how we do geometry now. The goal is simple: I wanna play the best form of Tindangle that I can muster. But I am here to play Tindangle. Not a worse version of Enneacraft. So I have a simple question and answer:

Can we please play Tindangle?

We can. Let me show you a way.

Monster: 29 Ratio: Oh boy here we go:
Tindangle Hound 1 It demands proper timing but with it, and by targeting something else that was going to attack you, you may just let yourself live past the first turn.
Tindangle Intruder 3 Incredible resource generator, and worth paying costs with. Never be in a place where one is not potentially live
Tindangle Dholes 3 It's a staple. Monster revival. Respectable tripartisan. Vote Dholes today.
Tindangle Angel 2 Pulls from the hand and GY, and if your opponent attacked it, Battle Fader. Sorry you can't read.
Tindangle Trinity 2 Drops the anchor down. You'll still take the damage, but half your field is safe. Your opponent will have to waste resources to get rid of it. However minor, this fact becomes an advantage.
Tindangle Protector 2 It was originally called "Apostle" and that name was more fitting as it can barely protect itself. Difficult to fully prophet from, but if you do, and if your opponent blind attacks into it; laugh. Best target for Stairs. Given the choice between Angel and Protector, always go with Protector cuz you could benefit from both.
Tindangle Jhrelth (J) 3 Playmaker, Pyramid in the rough, and overall cool thing. You will be dying for it to be in your hand, most notably during the opening play.
Akasuna the Golden Deity Asutra 2 Some run this at 1, but some don't need board presence the way we do. It provides good protection as well.
Yoa the Plague Deity Asutra 3 Used to search the Field Spell most often as we'll need it more than the traps, which find their way into my hand, one way or another.
Mikumari the Sealing Deity Asutra 2 Searches the monster lineup and is therefore, nice to have around. Recycling in the GY is very responsible of her. Thank you.
Enneacraft - Atori.MAR 2 Used namely, to put Tindangles on the field but also, Quaking Mirror Force, on a highly reactive 3k body.
Trito Enneacraft - "exapatisIA" 1 All the teeny 'crafts let you search any other 'craft if your opponent lets you have it, which is good enough for me. They'll all also let you swarm the field in different ways. This one also pops s/t.
Proto Enneacraft - "orgIA" 1 Non-targeting destruction. If your opponent uses a hand trap or whatever, search for a 'craft.
Enato Enneacraft "oknirIA" 1 GY/Banish pile negation
Ekto Enneacraft - "tromarIA" 1 Non-targeting effect negation.

I know this seems like a lot of monsters but that's because we're not running much else.

The Strength of Tindangle (Part Un): The Frequently Scoffed-at Tortoise

I have always admired play styles that let me be as annoying. "Annoyance" can come in many forms, from enabling a previously abused series of machines to turn out synchros, to suddenly making a massive machine ends the game upon its summon, to something more artful; like this.

Building walls that reconstruct themselves in all kinds of ways. Maybe more honest than stun; in that you still get to play the game. But, I'm looking to build attrition as the walls continue to shift. In the end you may still win but you'll never forget the day you got scared by a flip deck of all things.

However, given that this is a flip deck, a change in mindset becomes important, and all of that wraps around trying to survive your opponents turn. The main philosophy in Yu-Gi-Oh is a stand-off, thus the victor is the one that can serpentine well enough. So, let's do our best.

Cry "Havoc" and let Loose the Dogs of War

Dumping the fiends into the GY to be revived off Delaunay was, and is, the best possible play. This produced two problems:

  1. Getting said fiends into the GY
  2. Getting Delaunay into the GY

These problems are insurmountable in-archetype. Luckily, Tindangle is not xenophobic and extends its tendrils to all. When you read Asutra, most notably the field spell, gears once dormant begin to spin, but let's not get carried away as nothing is easy, and everything require effort and some level of forethought.

Spells: 7 Ratio: Why on earth
Ashtrashen - Gateway to the Worlds Beyond 3 You'll be using this to throw Tindangles into the GY at mach 12 to be brought back probably immediately with that copy of Delaunay you may have also sent.
Stairs of Mail 2 Best target is Protector. As for what to discard, see the "Pecking order for Sending" table below.
Enneacraft Release 2 Putting one of the small 'crafts in scale will be important to get their searches off. If your opponent opts to negate this, good. Cuz its actually kinda better in the GY. Heck, if you don't want to activate it just set it, and you can do Asutra stuff with it. Why care.
Angel of Blue Tears 1 Yeah it feels weird doesn't it. Max possible damage: 1400. If its negated; who cares. But if its not, you have yet another way to throw Delaunay into the GY. Or, you could even synchro faster. Keepin' this at 1 cuz this deck is big enough as it is.

Despite it being searchable, I have opted to run the field spell at 3 as it works to great effect to unbrick hands by way of polluting the field with demons. With the amount of traps we're running here I refuse to take chances, nor leave anything up to chance. If I'm gonna lose its because you were better, not because my deck crippled me.

I really enjoy variety in my decks. This might be ironic given I play AG but it's nonetheless correct. Variety keeps a deck fresh. So, I wanted to try to have various ways to get the same sort of work done.

A potential way forward looks like this:

  1. If you have Asutra chicanery to do, do so now
    1. Failure to do that now will render your Asutra chicanery useless due to how the 'crafts work
    2. Also if your opponent wants to blow resources on something risk free for you, this becomes nice bait
  2. Summon as many monsters as you can, face-down. Be that with 'crafts or by Tindangles' own power (Tindangles should always come first) ^(The formula is:) ^(T / A + (E * T) = S)
    1. That being said if you decide to, you can set the entire field (including Asutra monsters) and then add Asutra traps to your hand for setting, if you cared to. Pecking order: Insect, Domain, Roar
  3. Field spell, target at least two cards if possible, but not the whole field as we want something for the opponent to punch, and the Asutra traps are not reactive enough on their own to rely on wholly.
    1. The best things to leave on field would be any MAR, as well as Dholes\Trinity. Hound is "nicer to have".

In the end, Tindangle needed a place to ride, not training wheels.

The Strength of Tindangle (Part Deux): We Love Green, Don't we Folks?

Stop me if you've heard this one before: Tindangle is competent. The problem, was they couldn't do much more on their own. Sure, they had some level of staying power but ultimately your opponent could quash your efforts with ease because Tindangle is too slow (nature of the beast) and too honest.

If you want to stay alive, you're gonna want to know your best asset, and that's Jhrelth. It can, on its own, get you mostly jumpstarted. However, one way to handle affairs does not need to be the only way to handle said affairs. You'll likely want more, and others; as while your monsters are searchable, its quite slow going, and nothing really solves all your problems for you, the way the majority of meta (or even rogue) decks do.

Nonetheless, if you get Jhrelth, the following, basic flow, is possible:

  • J procs in hand:
Pecking order for sending: Target (location): Why we're sending it:
1a. Intruder (Opening hand) If you send Intruder immediately it'll be live for when you set J. Its simply good form.
1b. Delaunay You want your playmaker where it can be to make plays.
2a. Intruder (in deck) It'll be live following its placement there, so if you have other plans, it'll come in clutch
2b. Dholes (if GY is populated) Revival is pretty nice
3. Any other Tindangle Speaks for itself
4. 'crafts Desperation play, should be used only in extreme circumstances
  • In this example I had Intruder, so I sent it
  • J effect in hand, send Delaunay
  • J summons itself in face down defense
  • Intruder proccs in GY, summoning itself

You could do this anytime. So as long as there's a monster zone available, and something to discard, this is open to you.

Cards whose Color is Debated Amongst Scholars

Traps: 9 Ratio: Yeah you read that right
Tindangle Delaunay 3 If you're gonna build walls you'll need mortar or all you got is a pile of bricks.
Asutra Insect Poison 2 Offers recovery for your demons which makes it the most useful
Asutra Cursed Roar 2 Targeting destruction is fine
Asutra Divine Domain 2 It does strike me as odd that this thing will negate but not destroy. Its limitation is a bit funky too; one wonders why knowing there will be no answer.

The only real point I wish to bring up is how optional the traps' effects are. You get to synchro immediately if you care to, but, you get to decide if you even care. ^(I cannot begin to explain to you how badly I wanna put Quariongandrax in this thing and you're so lucky my willpower is holding out)

Surviving the first turn

Ultimately all anyone is trying to do, is live to see tomorrow. For Tindangle the proof is not in the pudding but how that pudding lasts the next day: it's all about timing. Tindangle offers nice interruption if set up correctly and asks only for 4 cards to be in the GY at once.

Building a wall is good but its better to know what you're going to do with it, before you build it, and what its going to be made out of. Dholes, Hound, and Trinity, can let you survive for longer than you might expect. You may still die in the turn to come but if you able to be reactive enough to survive the initial thrust; you enter the grind game. Where you start to prosper.

To prosper the best, you'll need a bigger gun; and I historically suck at picking mine. This is no different.

Extra Deck: 15 Ratio: I tried ok? I really did.
Borrelguard Dragon 1 Mops up materials, mostly. Can then be used to bring a material back to continue to snowball or, to continue the torment, whatever your pleasure.
Black Luster Solider - Solider of Chaos 1 Nearly comes risk free considering you can make him with the monsters your traps can become
Subterror Behemoth Fiendess 1 She's been a staple for years and remains that way, as a tool you can reach for as needed.
S:P Little Knight 1 You can turn one of the traps into an effect monster by way of Linkuriboh. Under that method you could get rid of a material for the moment.
Qliphort Genius 1 Targeted effect negation is fine. It is very unlikely that you'll be able to pendulum summon here but, due to Machinex I cannot exactly deny you that pleasure. By all means: search your other copy of MAR.
Ripple Bird 1 Failing that you can use the traps to make something that'll really stall the opponent out. Sure they can pop him, but they'd have to pop him.
K9-X "Werewolf" 1 If you get both of your whales on the field, or if you want to do something else with Susanoo, make a big wolf. Attack with 3300 and then, the rolling threat of resource denial. If it manages to survive you can lump it into a link later.
D/D/D - Stone King Darius 1 Off Delaunay you can make him happen pretty easily and then some big guy can show up and crush him beneath a stone chair.
D/D/D Deviser King Deus Machinex 1 If you make him and put him into the pendulum zone, you could also scale a 'craft. From that moment on, until your opponent does something, you could pendulum summon the entire archetype.
Shamanite Shamanknight 1 Off Delaunay again, you could, instead, create something capable of snatching said Delaunay back... to reuse it immedately. Which you could do so as long as your ED zones remain empty.
Asutraya Mikumari no Mikoto 2 The most regrettable thing about her effect lineup is the trap she sets cannot be activated the then she sets it. That being said, if your GY is lined with Asutra traps, and if your opponent keeps making moves, you can continue to set their traps ad infinitum. This stands to be funnier in successive waves.
Asutraja Susanoo 2 The resident deity of storms decided Grasscutter was too gauche and picked up a Kanabo. Strictly, Mikoto doesn't care where the traps are so, feel free to rid yourself of as much of the opposition as you can. Then, target your favorite trap (singular), and set it. This way Susanoo can stick around for more fun.
Linkuriboh 1 A way to turn a normal trap monster into an effect monster. You could then tribute another trap monster to resummon him again.

The Strength of Tindangle (Part Trois): There is No Bottom. Not Unless we Make It.

Let us not look the gift Hound in whatever passes for a mouth: you are going to lose in ways you'll see coming for miles. This thing perishes in flames to potentially most forms of interaction despite my best attempts to bake-in protections. We know, and we don't care. We're flying by the seat of our pants already; a safe landing is miracle on its own.

This is the best way to run Tindangle as far as I'm concerned. But that doesn't make it perfect. My ED could be potentially the most flawed ED under the sun but I stand behind all my other choices. Unless something radically changes the way I could play Tindangle forever, this will not be revisited. I hope I did it justice.

If additional Asutra cards come out after this is published, and I feel they're worth including, this list will just be edited to add them... or any other alterations... if I remember.

Some will read the word "casual" and presume that I'll end their bloodline if they mention hand traps. This is incorrect. I prefer to have a concept ready before looking at ways to shave it down. Thus, this build is "all gas" for now. It may remain that way, we'll see. I am taking all tips.

As always I do not want your discord server. I wrote this all out on the open Internet for a reason.

u/Azteckh — 4 months ago
▲ 3 r/yugioh

Predaplant is going to be getting some pretty interesting cards in BLZD and I'm kinda interested in seeing what their current vibe is, with these new toys.

What are you using them in/with? Or, is everyone just running them pure at this point?

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u/Azteckh — 6 months ago