So about that system... (Book 6)

That system filled with a bunch of giant ships with huge power sources. That's the decommissioned digitals right? Like huge ships with almost no space to have physical people walking around in. All just sleeping. I don't know what they did to them, but what feels like a graveyard of ships a lot more powerful than Bob seems pretty ominous. What do you bobs think it is?

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u/NickRick — 11 days ago

A wild guess on the ending

I was thinking about the berries, and the Carryx's pheromones. And Dafyd's role going forward. He is already trying to Mimic the body language of the Carryx, and think like one. He's also having dreams about becoming one, and the origin myth has a part like that. He knows that he can't end the threat by killing one sovereign, but he needs to have a replacement or kill them all at once. I think his solution is either to use the berries, or gene editing to give off sovereign pheromones, and control the empire that way, or use the gene editing to become one more physically. or it's going to be the embryo/kid they are focusing on has that edited into their genome when they cloned them.

Any thoughts?

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u/NickRick — 1 month ago
▲ 12 r/mtgcube

Show me the best cubes!

My group needs a couple new cubes. We have a powered vintage cube, and update of the caleb G synergy cube, a common/uncommon tribal cube, and a legacy cube. so any cubes that are fun and not those i would love to see a list. specifically i would love some artifact based cubes, but also open to theme/synergy cubes.

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u/NickRick — 2 months ago
▲ 6 r/Pauper

UB Artifact Midrange

here's the deck incase that's all your here for :https://moxfield.com/decks/N3IvEnhOhEiDEUZUTiLUPQ

Preface

So this is an aggressive creature list that has enough draw and recursion to flood the board. I've been working on something similar to it for years and years. it started by being mono u and using things like ideas unbound, but while it had amazing draws it was clunky and didn't work out. then they printed some broken black artifacts like blood fountain and refurbish familiar and the deck got a lot better.

Overview

the main deck has little to no interaction to make it as fast as it can be, and then we can side into specific but powerful answers to what our opponent does. in general it tries to get on the offensive and make the opponent invest in reacting to us rather than playing their prefered plan. I've found it can out grind UR terror type decks and run them out of removal. it's bigger and faster than most aggro decks with gearseeker serpent and enforcer coming down somewhat consistently by turn 3 and very easily by turn 4. vs decks that make one big creature it can go wide, and with the amount of cards it draws and springleaf drum i've activated the unblockable on gearseeker serpent quite a bit. it struggles against jund type decks and elves when they slow us down early then make a big flying blocker with Nyxborn Hydra. Monster tron likewise can fight back with a lot of beefy reach and life gain to stabilize. vs madness it generally does pretty well with bigger or evasive threats. also decks with deathtouch crypt rats do a number on it.

Main Deck

well and fountain give us a lot of turn one plays, can be useful for reverse engineer in the mid game, and give us two cards in the late game. frogmite and refurbished familiar get out Springleaf's active on turn 2 which can lead to explosive turn 2's or 3's. monitor, enforcer and gearseeker are the big threats that deal the most damage. chromatic star is a concession to the rough manabase, but it helps churn through the deck. spellbomb is kind of just hiding a SB card in the main deck, but it can cycle and it comes up useful more often than the other cards in the sb. reverse engineer is a little hard to cast at times, but drawing three for 2 is strong enough i haven't found a better card. thought cast is great, as always in a deck like this. the main deck is basically just threats, mana and card advantage. the lands feel kinda forced. maybe you could play around with darksteel, mistvaults, and some basics.

Side Board

the side board has annul for other artifact decks, and boggles/heroic. editc is also there for boggles, heroic, ub delver, and more creature light jund type decks. grim bauble is for mono red. hydro blast as well. nihil for spy and other graveyard heavy decks. drown in sorrow is there for elves, mono u aggro and other go wide decks.

Play patterns

in general you want to find a hand that has 2 lands, 1-2 cheap artifacts, and some creatures. anything with witching well, fountain, or thoughtcast can usually make you keep a little wider of a range of hands. mulliganing aggressively is important because you need early pressure and it has enough card draw it can get back the card disadvantage. in general you are trying to apply pressure, and then keep it up with card draw and fountain to return the threats they have killed. you can go wide, you can go over with familiar and monitor, or you can go through with enforcer and gearseeker. you prefer to end games early but you can keep it going to mid or late games as you grind them down with thoughtcast, witching well, reverse engineer, blood fountain and familiar.

ending thoughts

This deck isn't T1, but it's got game and i think with a pilot who has experience it is solidly in T2. i think there is a better list with some minor tweaking, but i have not found it yet. i think in the main chromatic star, spellbomb, and reverse engineer are all the biggest targets to remove, and the side board feels clunky. i suspect it's better to just focus on your field by finding the best silver bullets in blue black or colorless to battle with it. I don't think this deck wants to sideboard out more than 4-6 cards at most, and usually im clipping a spellbomb, few stars, fountains, a well, or reverse engineers depending on the matchup. i would love some suggestions for improvements and for you guys to take it for a spin and let me know how it goes. Good luck!

u/NickRick — 5 months ago