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Why you should learn poker and game theory (LONG READ)

Hello everyone! I have only been on Reddit for a few months but I learned so much from it that I figured I should try and give back to the community. English is my second language and this is the first time I ever write a full-length article, I hope you will enjoy reading it and I would be very thankful if you could provide some feedback about my writing, about the topic, or about anything else really… So here goes!
Why you should learn poker and game theory:
My story is similar to that of many: I learned about the game 10 years ago (during the golden age of online poker) when some friends of mine invited me to play a home game. Although I initially thought of poker as just another game of chance akin to playing slots or roulette in a casino, I quickly came to realize that there is a lot more to it as my more experienced friends would repeatedly get the best of me during these home games, which led me to start watching videos and reading strategy books to improve my skill… Little did I know it’d be the start of a journey that would impact many different aspects of my life way beyond the game itself, as most of the fundamental principles learned through poker can be applied to your decision-making outside of the game, especially when it comes to money management and investing. Now, let’s dive into a few of these principles:

- Risk management (i.e. Bankroll management)
When learning about how to be successful playing poker, the first big piece of advice most people come across is bankroll management or BRM. To understand BRM, you must first realize that poker has a lot of variance: you might be vastly ahead in a given hand but there is almost always a slim chance that you will lose in the end if one specific card hits. This implies that you will sometimes lose even though you were a 99% favorite, and that you will sometimes get unlucky and lose 2, 5 or maybe even 20 such encounters in a row. THIS is variance. It doesn’t mean that you played bad or that you made bad decisions, but rather that you got unlucky. Over time you will have lucky streaks and unlucky streaks, and these will average out in the long term… It’s just the way the game goes.
Now that we understand variance, let’s get back to BRM. What is it exactly? Let’s say you are the best poker player in the world but you only have 1000$ that you can EVER use to play with. Taking your whole 1000$ on one table and multiplying your stack at an exponential rate might seem like a good idea. Surely nothing can go wrong since you’re the best player in the world right? But variance can be a bitch ;) Even if you’re the best you will lose regularly and you will sometimes get unlucky, it’s just part of the game. The correct move here is to apply BRM, which means only using a small % of your available capital for each game you play in order to reduce the risk of going broke. Using only 100$ per game would already be a lot safer, but you still run the risk of going under on a streak of bad luck. If you only allocate 10$ per game you play, then it becomes virtually impossible for you to ever go broke, even on a huge streak of bad luck. Sure it’s not as exciting and you won’t be making money quite as fast as you could, but this is the way to go to make sure you don’t go broke…
This approach to risk management translates very well to investing:
- Only invest what you can afford to lose. Once the money is on the table it’s as good as gone, which is why you should only use your “spare” cash and never invest with your living expenses or worse, borrow money to invest.
- Diversify your investments. There is always a chance, however slim it might be, that you will lose most of your investment. This is why going all-in on a specific investment is generally a bad idea (this applies particularly well in the crypto space).
Proper BRM allows you to make sure that you will come out ahead in the long run if you play well, which basically comes down to making more good decisions than bad ones. But that’s assuming you don’t let emotions come in the way of your decision-making, which brings us to our next point…

- Emotional management (i.e. Handling tilt/Positive mindset)
Nobody likes losing… In the same way we enjoy winning because of the dopamine rush, we feel bad when we lose which is totally natural. Overcoming this and avoiding tilt (irrational decisions made out of angefrustration) is an essential skill for any successful poker player. You might play a sound game of poker and apply good BRM, but you will still lose if you let your emotions get the best of you.
After a loss, rather than being angry and frustrated, you should evaluate your decision-making. If your decision-making was good, you just got unlucky and you shouldn’t worry about it since you are playing for the long run (remember that variance teaches us that anything can happen in the short-term). If your decision-making was bad, you need to learn from your mistakes and move on. The key here is to always have a positive mindset: making mistakes is part of the learning process and should be seen as an occasion to improve. Being angry and ranting, on the other hand, rarely result in anything positive.
Again, this translates very well to investing:
- Don’t be impulsive, don’t let your emotions cloud your judgment. You should not FOMO because the price is pumping, nor should you sell because of FUD or price corrections. If you believe in a project, short-term price changes (did I hear someone say “variance”?) shouldn’t bother you.
- Don’t get stuck up on losses. You bought the top and it crashed immediately after? You sold the bottom right before a huge rally? Don’t let this bother you: what’s done is done and you just need to move on and make the best of your current situation.
- Have a positive mindset. Anger and frustration lead to nothing. Yes you could have bought in 2009 when you first heard about it, hindsight is always 20/20. Stay positive and keep learning/improving yourself.
The good thing about all this is that it goes way beyond poker or investing. Being aware of your emotions and how they affect you, learning how to handle losing even when you were “supposed” to win, etc… All this can tremendously help you in all aspects of life by making you less impulsive and more rational in your decision-making. Now, this leaves us with our last fundamental principle of a sound poker strategy:

- Basic stats and probabilities (i.e. Expected value/Odds)
To become an accomplished player, you will inevitably have to learn about these simple mathematical tools that poker players use all the time in their decision-making process, such as odds and expected value. To make it very simple, the expected value (EV) of any bet is (REWARD \ WinRate - RISK), meaning that if you can bet 1000$ with a chance to win 10k$ half of the time, your EV is *(10000\0.5)-1000 = +4000$**. Obviously these are great odds to take as long as you have enough capital to overcome variance. But things would be very different if the odds of winning were only 5% as your EV would then be negative *(10000\0.05)-1000 = -500$.*** Now this is clearly a bet you should not take…
Now that you know probabilities, statistics and game theory are useful decision-making tools in poker, guess what? They are also extremely useful in investing! Even better, the study of game theory with problems such as the “Byzantine generals” or the “Three prisoners” has been, along with cryptography, the foundation on which blockchain technology was built, enabling the trustless and decentralized services that are about to revolutionize our world…
Assuming this was enough to pique your interest and make you want to dig deeper, I’ll just add that just like the other topics we discussed and as you might have guessed, this translates very well to investing and also to pretty much anything in your life:
- Learn how to break down complex situations. Logical thinking paired with a statistical approach will help you break down any complex problem into several easier problems, making the whole thing a lot easier to approach/comprehend.
- Base your decisions on a methodical and rational approach. List every possible outcome along with its associated upside/downside, estimate the probability of each outcome to occur and make the best decision based on the information available.
My point here is that risk management, emotional management and statistics/game theory are all awesome tools that you should definitely add to your arsenal. Not only will it improve your money-management and investing, it will also be beneficial to your decision-making and to your life in general. Of course poker is not the only way to learn about these, but I personally found it to be the best practice ground to refine and improve them, which is why I strongly encourage you all to try it out and study the game.
I hope you enjoyed the article, and I wish you all a happy 2021 bull run! May we all come closer to retirement and financial independence!

TL;DR: more than a game, poker is a school of thought. It teaches you to be reasonable, to assess the risk of every single choice you make, to overcome you emotions, to play the long game rather than the short game, to make informed decisions, etc… This has made me a lot wiser in every aspect of my life, which is why I strongly encourage to try it out and read about poker strategy.
submitted by RaBaTaJ_ to CryptoCurrency [link] [comments]

Tactical Nuclear Warheads and You: A Neheb, The Eternal Decklist/Primer

Hey you. Yeah, you. You tired of playing the same Golos deck, playing two lands a turn, drawing into your combo pieces, and winning while the entire table finishes War and Peace on their phones? You bored with your Sultai landfall deck, where you play solitaire for three hours? Board police getting too much to bear?
Well, let me introduce you to your new best friend: [[Neheb, the Eternal]].
Now, if you've never seen Neheb before, I know what you're thinking. "Wow, that card looks absolutely absurd", and buddy, you're right. Neheb decks aren't as much EDH decks as they are high-score attempts, seeing how much damage they can dish out in a single turn. Damage doublers, triplers, pingers that only go face, and enough X spells to make Zaxara cry in a little Sultai corner.
You want infinite combats? Neheb. You want to [[Comet Storm]] for 80? Neheb. You want to burn that lifegain deck right back to the pit it crawled out of? YOU WANT TO PUT THE FEAR OF GOD INTO ANYONE WHO DARES CONTINUE TO LIVE? N E H E B.
STEP ONE: RAMP
While Neheb himself is both a beeftank of a man and creates mana like he's eighty mountains strapped to a rocket sled, Neheb works best when he's out, and five mana isn't exactly cheap. So, what do we need? The standard rocks and ramp, like [[Sol Ring]], [[Wayfarer's Bauble]], [[Mind Stone]], [[Arcane Signet]], [[Ruby Medallion]], you get it. We do, however, run a few interesting ramp cards.
[[Cryptolith Fragment]] comes in tapped, sure, but once we have our big Lazotep Lasher out, we can tap it for one mana in the main phase, and three (3!) mana in the 2nd main phase. The good news is that if it transformed, something has gone horribly wrong, so we're not even gonna talk about the back. If it does flip, though, nine mana in the 2nd main isn't bad at all.
[[Everflowing Chalice]] isn't a rock, it's a bank. If you have a ton of mana floating in the second main, and you will, Everflowing Chalice is a way to keep some of it and use it on turns going forward. You can replace this with [[Horizon Stone]], I guess, but Everflowing is just a bit faster, and remember: Horizon Stone is based on Kruphix, and he's Simic, and we blow Simic players into small chunks. Oh, also, we have better Horizon Stone.
THAT'S RIGHT WE HAVE [[Leyline Tyrant]] BABY. You want to float mana? Leyline Tyrant. You want an evasive beater? Leyline Tyrant. You want protection from removal in the form of Leyline Tyrant choosing violence and blowing up someone's face? Ley. Line. Tyrant.
You want mana? You want it NOW? Cool. We got [[Seething Song]] and [[Jeska's Will]] for all your mana needs. Turn 2 Neheb is always a bucket of fun. Black can keep [[Dark Ritual]], I bet they're casting single target removal with it, what a bunch of nerds.
Our mana doubler is [[Extraplanar Lens]] and [[Snow-Covered Mountains]]. We want mana. Not them. If they have snow-covered mountains, blow them up first. Cowards.
[[Chandra, Torch of Defiance]] has two +1 abilities: gain red red, or deal two damage to each opponent, draw a card, and get six red mana. She's here for her good +1.
Now that we have our mana online, let's talk about our two plans: Nukes and Dukes.
STEP TWO: DUKES
PART ONE: BOXING GLOVES
Neheb is a commander that likes to attack. Once he's out, we're going to want to have him swing probably ever turn, because even if he's blocked he goes right over the top. The issue, however, is that while he has 6 toughness, that's not a lot going into the late game. So, we've got some boxing gloves for our beeftank.
[[Darksteel Plate]] lets us not really worry about Neheb. Slap some darksteel on that lazotep and watch the haymakers fly.
[[Sword of War and Peace]] and [[Sword of Sinew and Steel]] give him protection from white and black, and also importantly, RED. We can use our X spells that also hit creatures with impunity once we give Neheb one of his twin blades.
[[Shadowspear]] gives Neheb trample, which lets him smack harder, and also, for two mana, you can remove indestructible and hexproof from an opponent's permanents. A glorious piece of tech. The lifelink can be nice, but it's, there to punch through. Speaking of punching through
[[Embercleave]] needs no introduction. If you're turning something sideways, Embercleave is always a great way to make sure it damn well hurts.
[[Swiftfoot Boots]] makes killing Neheb harder, and anything that makes Neheb stickier is good in my books. Haste is also an absolute plus. We don't have [[Lightning Greaves]] because we want to give Neheb more equipment than just lightning greaves, and shroud makes that harder than it needs to be.
PART TWO: SIDEWAYS CREATURES
If we're swinging more than once a turn, and we WILL be swinging more than once a turn, we want to swing with things that create effects that benefit from multiple combats. Enter our beaters:
[[Tectonic Giant]] swings once and deals three damage to everyone, or impulse draws. You swing multiple times with him and with Neheb in play, and boy howdy did you just draw and make a ton of mana. An absolute unit of a card.
[[Etali, Primal Storm]] is four free draws per swing. You swing multiple times with Stompy McCardsteal, and you've basically cast Villainous Wealth in red.
[[Neheb, Dreadhorde Champion]] is both real and not impulse draw and mana ramp. Swing, dump bad cards, get mana, repeat. EZ Clap.
PART THREE: TECHNICAL KNOCKOUT
[[World at War]] and [[Savage Beating]] gives us extra combats, with World At War having rebound to guarantee us extra combat the next turn and Savage Beating giving us double strike to combat trick like an absolute madman if we need to really add insult to injury.
[[Aggrivated Assault]] takes a small amount to explain. So, if we swing with Neheb, and he's unblocked, we get four mana. Tap a mountain, five mana, get an extra combat, swing with Neheb, go to the next main phase, EIGHT MANA, because Neheb cares about total damage of the turn, and checks every post-combat main phase, not your first one. That's right. We go infinite. Blow up the world, send out Neheb, and swing for infinite gaining infinite mana.
Also do not shout the names of the cards in this section because most of them are absolutely crimes and your pod will call the cops to stop you from beating their life totals into the dirt.
STEP THREE: NUKES
PART ONE: PRIMING FOR FISSION
Before we can bow up the world, we need to prime ourselves for it. To do this, we need to damage our opponents, and get our damage increasing abilities online.
[[Acidic Soil]] and [[Price of Progress]] are pretty much free damage. That guy who spent all game mana fixing? Yeah, he's getting shot for 16. The Golos deck? 30. Acidic Soil is there because it also counts basics, so the budget player who thought he was safe can get slapped for daring to play Magic as well.
[[Chandra's Ignition]] is 5 red mana for 12 red mana if you hit Neheb with it. It also board wipes. Slap it on Etali if you have protection for Neheb, and watch the world go down in fire.
[[Flame Rift]], [[Slagstorm]], and [[Fiery Confluence]] hit our opponents for dirt cheap costs. Three mana to get nine mana? two mana and four life for 12 mana? Treasonous Ogre is crying, he's been unemployed. Fiery Confluence is also a board wipe and a removal spell, which is super neato, as we're a mono-colored deck, so our toolbox isn't super diverse.
[[Combustible Gearhulk]] says "Give me draw or give me mana''. It's our Fact or Fiction, and much like Fact or Fiction, there are only bad answers. With an average CMC of 3, we're going to either draw three or get our mana back when someone takes 6 damage.
[[Pyrohemia]] says "pay one red mana: Gain three red mana". It's literally just Dark Ritual that is also removal. If you can't see why that's good I have no idea what you're doing in a red burn deck explanation.
[[Heartless Hidetsugu]] deals damage to each opponent equal to half their life total, rounded down. Deals damage. This isn't loss of life, this isn't 'becomes', Hidetsugu takes their life totals outside with a baseball bat and teaches it to fear the color red. Shadowspear on him makes you gain all the life they lost. If you have a damage doubler out, Hidetsugu says "Tap this creature, Win the Game." If he taps, and Neheb is out, one X spell almost guarantees a player death.
PART TWO: ROCKET FUEL
[[Torbran, Thane of Red Fell]] is not a damage doubler, but it does make our smaller pingers like Flame Rift, Fiery Confluence, and Pyrohemia absolutely backbreaking. Think of him as the initial charge.
[[Insult // Injury]] often time reads "Pay 3 mana: Your next spell kills a player". Injury is nice, but we're really here for the cheap damage double and to stop any damage prevention shenanigans. We're casting Insult when we know we can go off.
[[Fiery Emancipation]] Is here because, honestly, we make so much mana we'd be stupid not to run it. Six mana to triple damage when we make dozens of mana a turn is an incredible deal, and because it's one-sided, we don't have to worry about people killing us immediately with their tiny creatures. [[Furnace of Rath]] is two mana cheaper, yes, but importantly it doubles instead of triples, and also, uh, it doubles on US. We're trying not to self-destruct.
PART FOUR: DETONATION
[[Rolling Earthquake]] hits everything without horsemanship, so it hits everything. It's strictly better than Earthquake, because if we're casting an X spell, 80% of the time we're casting it because either A) We're about to lose or B) We're about to win.
[[Molten Disaster]] has split second, which makes it uncounterable, unreturnable, and uninteractable. It's our "YOU DARE PLAY BLUE?!" card.
[[Jaya's Immolating Inferno]] targets up to three targets. You will have three opponents in your pod. The math works.
[[Comet Storm]] is flexible, in that if you've already blown someone to kingdom come, it costs one less mana! So that's nice! It's also great target removal, and great with our newest card...
[[Toralf, God of Fury]]. Oh yeah. In this deck, a deck where we overkill everything, Toralf becomes an absolute monster. Earthquake everyone, and have the excess damage dealt to their creatures finish them off. The flip side of the card also goes mana-positive with Neheb, if we really need to get there and are just out of reach. This is a card this deck loves like your opponents love not being blown off the face of the earth by fireballs.
PART FIVE: CLUSTER MUNITIONS
[[Primal Amulet]] lets us copy our damage when it flips, and makes our damage spells cheaper before it does. It's easy to see why it's an all-star here.
[[Reverberate]] lets us copy something. Sometimes it'll be the counter that's trying to stop Jaya's Immolating Inferno. Sometimes it'll be the Immolating Inferno itself.
[[Reiterate]] is a multi-use reverberate, and we have the mana to use it.
STEP 4: THE REST OF THE DECK ThisIsn'tAStepButShhhhhh
HASTE
We want to give our creatures haste. [[Generator Servant]], [[Purphoros, Bronze-Blooded]], we can wheel away an [[Anger]] with ease, and [[Ogre Battledriver]] gives us a bit of oomph when our creatures enter the battlefield. Purphoros also functions as a sneak attack for when we want a creature to attack, but we don't have the mana to get it out.
DRAW
Look. We're in mono red, which means we have... one tutor that's halfway decent for our plan, and that's [[Gamble]]. We need draw. We're running a lot of it. [[Valakut Awakening]], [[Reforge the Soul]], [[Molten Psyche]], [[Magus of the Wheel]], [[Commune with Lava]], [[Cathartic Reunion]], [[Faithless Looting]] whatever we need to draw a whole ton, we have.
The real all-star draw card is [[Knollspine Dragon]]. Draw equal to damage to target opponent? In a burn deck? In a burn deck where our burn makes mana? Oh baby you best believe that when you slam this puppy down people are going to quake in their boots. From the dragon. And maybe from the Rolling Earthquake. Or the Molten Disaster. Whatever.
REMOVAL
We're not running much actual removal, because, well, A: Mono Red, and B: We're a player removal deck. If you want board control, or if you want a deck that doesn't feel like piloting a crashing roller coaster that is currently on fire, go play [[Zada, Hedron Grinder]]. We're here for the boom boom.
[[Vandalblast]] and [[Shattering Spree]] let us remove pesky artifacts, [[Blasphemous act]] removes board states for dirt cheap, and [[Chaos Warp]] lets us deal with one of anything.
[[Deflecting Swat]] is for anyone trying to touch our Lazotep Loverboy or for stack interaction when our [[Pyroblast]] fails to stop a counter.
LANDS
[[Nykthos, Shrine to Nyx]] is pure gas, [[Ancient Tomb]] gets Neheb out fast, and [[Rogue's passage]] gets us through chump blockers and deathtouchers if we need to swing with Neheb. Other than that, it's mountains, a [[Myriad Landscape]], and a [[Smoldering Crater]] to remind our opponents of the fate that awaits them and also some draw if we need it.
SIDEBOARD
For some, four X spells isn't enough. [[Fall of the Titans]] and [[Earthquake]] are easy to slot in, and for those who want more combat, [[Fury of the Horde]] is easy enough to get. [[Mana Geyser]] is great against landfall decks, [[Red Elemental Blast]] is good if your meta includes people who try to stop you from throwing the sun at them (Cowards.). If you want more draw, [[Apex of Power]] is a free draw 10 spell, and [[Dragon Mage]] is a [[Wheel of Fortune]] on a stick. Well, Magus of the Wheel is Wheel of Fortune on a stick ALRIGHT YOU GET IT.
UPGRADES
The easiest upgrade path for this deck is fast mana. [[Mana Crypt]], [[Grim Monolith]], [[Mana Vault]], [[Jeweled Lotus]] the faster you can pump out Neheb the better. They're not on this list because they're pretty goddamn expensive, and if you turn two Neheb people are going to focus you into the absolute dirt. [[Doubling Cube]] is neat, but honestly, it's just a but overkill.
Otherwise, upgrades include [[Wheel of Fortune]], your favorite Eldrazi Titan as a big ol' beater if you like the multiple combats, [[Sword of Fire and Ice]] is just the best damn sword we can get, and I'd say get [[Gauntlet of Might]] but for many people that card costs more than rent for the month, so just skip it.
GAMEPLAN
Step 1) Cast Neheb as fast as possible.
Step 2) Deal symmetrical damage, swing in.
Step 3) Go infinite with Aggressive Assault or cast a spell where X is, like, six trillion.
We're not interested in things like "Midrange" or "Control". No. We're Neheb. We're here to get high scores on the "How much damage can I make without going infinite" leaderboards. This is not a deck that does anything besides slam into people. It explodes. It goes absolutely haywire, totally off the rails, you'll need a calculator to check your mana.
This deck exists for one reason and one reason only: This deck is for Burn Timmies. Is it competitive? Eh. Does it win a lot? Eh. Does the fear in the eyes of your opponents make this deck worth it? Yes.
For your consideration, Nuclear Neheb: https://www.archidekt.com/decks/1072303#NUCLEAR_NEHEB
submitted by TheChowderhead to EDH [link] [comments]

[Discussion] Kaldheim Historic Overview & Top 10 Most Impactful Cards

Howdy folks! Zaalo here. I wanted to put a list together of what I think will be the most impactful cards in Historic as well as discuss the strategies that get better and some fringe/new decks that may get enabled. I’m really excited for the set and think the card flexibility of the MDFC Gods will allow for exciting games with multiple lines of play and a varied meta game, the likes of which we haven’t seen in Historic. There is also some mainboard Uro hate that slots perfectly into both popular existing archetypes and exciting new ones. Being impactful doesn’t necessarily equate to power. I considered the following criteria when evaluating these cards for Historic:
-How often it will see play. If it slots into multiple archetypes, I tended to rate it higher
-Whether or not it enables a new archetype and/or causes a fringe deck to become Tier 1-3
-How it interacts with the meta; if an archetype or card will have a heavy warping effect on the meta
-Flexibility & raw power
Lets jump in!
Honorable Mentions: Pathway Lands/Snow Basics
Smoother land bases for Simic, Azorius, Rakdos, and Golgari. 'Nuff said. While I don’t think we’ll see snow decks running rampant, there’ll be a few good ones in the meta, even if they only end up seeing fringe play. There is one snow deck that I expect to be VERY good.

10) [[Niko Aris]]

Tempo decks are coming back! All of Niko's abilities are solid. Their first -1 will have more relevant targets than people realize, and it'll be very easy to pop off a shard or get some other card draw to take out a creature. [[Paradoxical Outcome]] hasn't really seen any play since the release of Kaladesh Remastered, but I think Niko could make that happen. I like the idea of running [[Authority of the Consuls]] on 1, controlling the early game with [[Seal Away]] and [[Baffling End]], getting down Niko, and then casting Paradoxical Outcome to get your early removal and Niko back, wiping their board next turn. I think Niko will be much better in Pioneer where you can T3feri, Spell Queller, Niko durdle to lock your opponent out. Still, I think this does enough, pairs well with Kaya, and has lots of building potential to make some waves in new Azorius/Esper tempo archetypes. Of note: one thing that makes this card a huge liability is that it is the only Planeswalker with a triggered ability, which means your opponent can destroy it before you get to activate them. Additionally it can get blown out if you pop a shard to kill an x/3 or x/4, and then get targeted by removal before you can activate.

9) [[Cosima, God of the Voyage//The Omenkeel]]

This is one of the more difficult cards in the set to evaluate, but I think it will end up being really strong in addition to its flexibility. Firstly, the stats on this are good; having a 2/4 body on 3 can stall a good amount of decks, and a 3/3 is a clock against control decks. You're reliably going to be able to hit land with your Omenkeel attacks, and even when you don't, you've taken away their spells. Vehicles line up really well in the format already, since they dodge removal, and can leave you a blocker even if your other creature gets removed. The best ability here is clearly being able to exile Cosima and use her as an engine to go toe to toe in the long game. Like Niko, I think this card's natural home is a tempo deck where you've got powerful ETB creatures, but probably most naturally fits into Simic where you're ramping anyway.

8) [[Reidane, God of the Worthy//Valkmira, Protector’s Shield]]

Wizards did a brilliant job on the design of this card. I can’t think of a more flexible hate card in the history of Magic. The problem I see with it is that it’s not doing work a lot of the time. In the current meta, it’s only punishing 25-30% of decks, with Goblins, Sacrifice, Control, and Paradox Engine being the most commonly played strategies that it nerfs. That would probably relegate it to SB play, right? Probably, but the reason the design of this card is so great is because it serves to balance the meta game should particular strategies become popular; this card allows for a constantly shifting meta since it can become a frightening mainboard threat against some dominant and powerful strategies.
Some things to keep in mind that are keeping my expectations tempered:
-I can’t see this being played mainboard in non-aggressive strategies. A 2/3 isn’t what you want in a control deck. I’m not sure what a W/X midrange deck looks like in Historic, but maybe it would have a natural home in Orzhov Angels if that becomes a thing. Right now it only slots into G/W CoCo, and once Kaldheim gets released, I think a white weenies deck is viable.
-it begs you to hit it on curve. The tax on 4 CMC is the most relevant ability.
-Valkmira's target taxing effect will likely be largely irrelevant...the taxing effect doesn’t come down til T4 (or maybe T3 in CoCo). If you get it down on three it could do some work, but is taking a turn off for a marginal tax that your opponent can play around a good play? Probably not. And by T4 the effect is largely obsolete.
-the snow mana clause will likely be largely irrelevant. The Historic builds that will make use of snow are: Sultai/DimiTemuSimic, which will often already be online or have access to removal by the time Reidane gets down; Mono U Tempo is probably going to be the best snow deck and can easily counter or bounce her. The other potentially viable snow strategies are likely to be fringe: Mono B/Dimir Zombies and Big Red - both of which have some great support cards and ARE prone to getting punished by her snow hate ability.

7) [[Usher of the Fallen]]

WOTC has nerfed 1-drops the last few years, so seeing an above rate creature with upside that slots perfectly into White Weenies makes me think we’ll be seeing a lot of this card in any aggressive, go-wide strategy. Also, the Spirit and Warrior types matters and may enable some tribal or party decks down the line. We’ll see how far these strategies go in the format, but this lil guy can at least bring them to the brink.

6) [[Tergrid, God of Fright//Tergrid's Lantern]]

This card is insanely powerful AND synergistic. The problem is that it costs 5 mana, so in order for it see play and not get blown out, you need to have free sacrifice and/or discard outlets (and ideally away to ramp into it). Rakdos builds will likely fall by the wayside, and give way to Jund Food and Jund Sacrifice, which will reliably be able to cast this and [[Immusturm Predator]]. These decks will be way more powered than the Rakdos builds and likely just as consistent. Tergrid breaks mirror matches wildly in your favor, punishing your opponent's game plan. Another place this could see play is Discard decks...[[Skull Raid]] is exactly what those decks were craving and I think we'll see Tier 3 [[Tinybones, Trinket Thief]] builds that use this as a payoff. Doom Foretold decks could also

5) [[Birgi, God of Tales//Harnfel, Horn of Abundance]]

Could we finally see a good storm deck in Historic? There’s already some decent burn decks that use Thermo-Alchemist — if they splash blue for Curiosity, that could be a house. It seems decent in Mono R without having to go all-in on cantrips. And those aren’t the only archetypes this could see play. Rakdos Midrange will love this card. If this survives T3, they’re able to have much more productive T4’s than they otherwise would — often times they’ll have to choose between dropping a Chandra, Torch of Defiance and having it die the next turn, or using a Fatal Push and falling behind on tempo. This allows those decks to double spell, stabilize the board (kill 2 creatures) AND have a Chandra, Torch of Defiance in play, ready to tick up. The back side will be amazing and help close out games in which it’s stabilized but doesn’t have any answers in hand. Graveyard decks can also maybe make use of this to; being able to multi-spell in the decks is really good. I’m thinking of dropping something like a Venture Deeper (Merfolk Secretkeeper) and Unburial Rites in the same turn. I think this will be a heavily played 2-3 of in a variety of decks.

4) [[Mystic Reflection]]

this is my favorite card in the set, and hell, probably my favorite blue spell ever printed. This does so much:
-turns an upcoming Elder Giant into a dork that can’t Escape its new destiny
-is an effective conditional counter spell against planeswalkers
-can upgrade your creatures/downgrade your opponent’s; this has all sorts of fun build around implications and can flip tempo on its head (I’m most excited to brew a donate style tempo Role Reversal deck in Pioneer with Firedrinker Satyr, Faerie Impostor, Bonecrusher Giant, Brazen Borrower, etc.)
-is an instant-kill combo piece (this + Terror of the Peaks + double token generation = 20 to the face)
-is affordably costed and can become even cheaper to set up your combo turns
Where it’ll see play:
u/x Combo Decks - the current Lukka deck is not good, but I think with the addition of Mystic Reflection, we’ll be seeing this all over Historic (and Standard)
Mono-U Tempo - functioning as a more flexible counterspell that can transform your weenies into beaters and your opponent’s beaters into 1/1’s that they won’t have much use for
Azorius Control/Esper Tempo - I think the control decks will want to move toward a more creature-laden tempo-oriented build. Mainboarding Skyclave Apparition is really good and being able to get them and other strong ETB back to your hand with Niko and Kaya can help you maintain control of the game.

3) [[Ascendant Spirit]]

I’ve spent too much time on Reddit trying to get people to see the light on this card
This is exactly what Mono U Tempo in Historic was missing. Having a mana sink on turns where you don't counter a spell or flash something in is really huge for that deck. It doesn't immediately pair well immediately with Curious Obsession, but it doesn’t need to since you’re still running your other evasive creature suite. This also allows you to lower the curve of the build.
Now let’s in to play pattern — if you play it out T1, your T2 you have the option to either cast a flashy boi, counter their spell, bluff a spell, play a non-flash flyer (likely the weakest option in most scenarios), or pump this. If you’re playing against Valki or another incredibly strong 2 drop, you can keep that mana open to counter it. If you’re playing against aggro you can leave it open to bluff blocking their T1 threat with a 2/3. If you’re playing against control or removal, you can drop an additional creature and bluff [[Spell Pierce]]. Now let’s look at what happens when you draw this card T3 (or later). Play it on 3 with two mana open, leaving up mana for a counter spell. If you don’t counter anything, you invest the mana to make it a 2/3. Your next turn: you can make it a [[Tempest Djinn]] on their turn (or yours if you really want to push through damage). So you’re turning this into a creature that’s going to have about the same stats as TJ most of the time and allowing yourself to stay on game plan by leaving up mana to counter problematic cards and win gain incremental value.
I've seen some people talking about this in Spirits or multi-color builds, but I'm skeptical that you could make the land base reliable enough to take advantage of the mana sink.

2) [[Doomskar]]

I think this just straight up replaces Wrath of God in control. Being able to cast this on T3 is a huge upgrade and gives the deck a fighting chance against aggressive decks, where it has been struggling lately. It also grants you a certain amount of bluff equity since most control decks will want to run [[Behold the Multiverse]] in conjunction. Being able to hold it up if your opponent doesn’t commit to the board and you have other answers in hand further lends to its flexibility. Having a solid control deck in the meta is a strong check on the other decks in the format.

1) [[Valki, God of Lies//Tibalt, Cosmic Impostor]]

I was initially pretty disappointed in the card. I thought it would have pretty narrow building restrictions because I believed that any deck that wants this has to care about casting the Tibalt side reliably (this still may be true). As a result, I had thought that Jund and ramp strategies were the only options. I’ve since come around and think that it’s completely busted and will see a lot of play in several archetypes. Here’s my overview on the card:
Unlike most legends, he’s rarely dead in multiples since you can have Valki permanently copy their creature and then drop another Valki.
While copying an Uro on T3 is great, how about casting Tibalt on T3?! [[Release to the Wind]] builds seem very real to me in both Historic and Pioneer, and will only continue to get more great targets with the MDFC’s abound in upcoming sets through the year. Adventure cards play really nicely with RttW as well and I could see a new type of Reanimator build with Merfolk SecretkeepeStitcher’s Supplier. Doom Foretold decks may also want to splash red for Tibalt/RttW. The best Grixis decks that include him, I think will want to focus on cheating him out rather than controlling the early game to cast him late. I believe that the best decks that make use of him will be the ones that try and ramp or cheat him into play as opposed to more classic control strategies.
There are so many ways to cheat Valki into play from your graveyard- Lurrus, Call of the Death-Dweller, Inscription of Ruin, Elspeth Conquer’s Death, Claim//Fame. It’ll be interesting to see how effective a reanimator deck is, and with all the GY fillers/and way to recur creatures, I think we’ll get a few decks with intersecting archetypes.
Play patterns: I think most people are a little too high on the Valki side. Playing this on T2 is what you want to be doing against a lot of decks. It’s too fragile to just about any removal spell and paying 2 just to see your opponent’s hand and draw out a removal spell doesn’t seem great. It seems much better as a midgame card, where you can activate the ability the same turn it comes down. The play pattern will likely change depending what you’re playing against, but I predict that more often than not, playing Valki on curve isn’t what you want to be doing.
I think Tibalt will boost the popularity of these fringe Jund Midrange, Grixis Control, and possiblyRakdos Midrange, and will likely give birth to a “Release the Adventures Reanimator” deck pairing Release to the Wind with DFCs.
Other Cards Worth Mentioning

[[In Search of Greatness]]

I was initially a sour-sport to the players who were bullish on this card. And while it’s been incredibly overrated, mostly because people seem to miss that the free cast only counts other permanents (so you can’t play a free 3-drop on T3), this does have some powerful implications, albeit incredibly narrow.
In order to effectively build-around it, you need to:
-have ways to keep refilling your hand and/or tutor cards; the enchantment asks A LOT to go off. Not only do you need to curve out and keep your permanents on the battlefield, but you have to have the right card in hand at the right time AND an additional good spell in hand to gain a tempo advantage.
-only play high CMC creatures (if at all); as payoffs. Taking a turn off to play ISOG and then curving into a three-drop creature only to have it die before your upkeep means you’ve probably already lost. To avoid this, I’d only be playing enchantments (which dodge most removal spells) and spells at the 1-4 CMC slots.
Thus, the only place I think this could see play is in Abzan, Bant, and 4-Color Doom Foretold decks or Selesneya Prison decks. It’s far more likely to succeed in a Doom Foretold deck, since there’s good card draw options in Omen of the Sea, though having access to Idyllic Tutor to get the Solemnity + Nine Lives lock online is pretty janky and if you HAD to play a 3-drop creature, Setessan Champion does what you want it to do. That said, I still think this card asks too much, and that it’ll be bad if you don’t play it early.

[[Skull Raid]]

This card is a major role-player that the Tinybones discard strategies were desperately missing. When testing Mono B, Dimir, and Grixis discard decks post-Jumpstart, I was usually losing because I wasn’t drawing enough discard when I needed it, had dead discard spells in hand, or was not able to draw into my finishers fast enough for my opponent to stabilize. This card is so flexible and plays great on curve. Foretelling this on 2 into Waste Not and Thoughtseize T3, and having a flexible spell on 4 can destroy a lot of more powered decks. Tergid is also a solid top-end for the deck. I think in order for this to be a tier deck, it’ll need a symmetrical draw effect that doesn’t punish or tax you too badly.

[[Immersturm Predator]]

A resilient flyer and free sac outlet that breaks the mirror match in your favor and snipes Elder Giants from GY's will definitely see play and keep sac decks in the top tier. Jund Food/Sacrifice will be the go-to builds.

[[Old-Growth Troll]]

There's no denying this card's power and it will definitely see play in the Mono G stompy (and possibly even G/b decks). The problem is that those decks are already really crowded at the 3-drop slot, so while slightly upgrading the deck, it doesn't really do anything to break new territory.
Tribes
It's hard to say how well tribes will fare in Historic, since we haven't really seen how well the new tribal payoffs play. Most of the decks don't seem to have enough support or be powerful enough to make the cut in Historic. Here's my breakdown of the Kaldheim tribes and their potential impact on Historic:
Elves: [[Elvish Warmaster]] seems underpowered - it fights for a slot with [[Dwynen's Elite]], but has no immediate impact. I could see the decks including 1-2 still, but its hardly an all-in card. [[Tyvar Kell]] is a sideboard card that can help play the long game against Midrange and Control. [[Realmwalker]] is crazy good ([[Experimental Frenzy]] on a stick) and what I like best for this deck. It'll be meta dependent, whether it's a mainboard or sideboard card, but if the deck sees any significant tier play, it will be because of this card. Golgari elves doesn't seem to make sense in Historic, since there's not any really payoff for doing so, and Mono G may also be able to make use of snow cards. Overall, I'm not all that impressed with the deck, but could see it bumping up to T3 on the back of Realmwalker.
Giants: I could maybe see an Izzet or Grixis Giant control deck being a thing. You don't need that many Giants in your deck for it to tick, but I think there's better and stronger things to be doing in the format, and a lot of the Giant payoffs you'd be in for are just prone to getting turned off before you get the benefit. Probably fringe play, but nothing special here.
Angels: Of all the tribes, I think Angels got the most best cards, but not synergistic for an Angel-tribal deck. That said, I think there are enough lifegain pieces for a Tier 2 or 3 deck to be viable. It would likely be very different than the [[Soul Warden]]/[[Heliod, Sun-Crowned]] decks floating around. The curve plays really strongly here with [[Speaker of the Heavens]] and [[Bishop of the Wings]] with [[Resplendent Marshal]], Reidane, and [[Righteous Valkyrie]] all viable options on turn 3. These decks will also have access to two really good anti-control cards in [[Glorious Protector]] and to a lesser degree Redaine, who can delay their board wipes. If any of the tribal decks get there, I think this will be the one.
Zombies: [[Narfi, Betrayer King]] is Death Baron’s best buddy: a lord that’s great fodder for [[Cryptbreaker]] and ETBs at instant speed. This is so powerful. Zombies may very well make some waves in Historic in a Mono B or Dimir build. There's still a few pieces missing for this to be a top tier deck, but I think it could see some play and will eventually get there (WOTC, I think Gravecrawler is acceptable for Historic Masters 4). The deck wants an additional discard outlet, another good 1 and/or 2 drop zombie, and could’ve benefited from an additional cheap snow card. The downsides of a Mono B vs a Dimir build is up for debate: on the one hand, Mono B has a consistent snow mana base so you can reliably cast him from the GY but get punished if you get him stuck in hand; on the other Dimir has more building options and a way to hard cast him (not what you want to be doing) but an unreliable snow base for recursion. If I were going to build this deck, I'd start with Mono B, but I'm likely going to wait until we get the things I mentioned.
Berserkers: While [[The Bloodsky Massacre]] is one of the best sagas on its face, there just isn't enough tribal support for Historic. In Standard and Pioneer though...
Warriors: There's some good Warriors in the set, but nothing strong enough that I'd choose it over another aggressive strategy.
Changelings: These are roleplayers to make other tribal strategies work. Not happening.
Dwarves: Magda's day in the sun will come, but there isn't enough support for her yet. I think she's the card to watch in anticipation of the D&D set.
Trolls: LOL...nope
Sagas
The Sagas are interesting in that the Uncommon cycle is likely to see more play than the rares. I think in general, most of the sagas won’t see play except occasionally in fringe archetypes. The only ones I think will see play in any tier decks are:
[[King Narfi’s Betrayal]] - This is a great enabler for graveyard strategies and feeds into your game plan right away as opposed to [[Battle for Bretagard]], for example. It’s second and third modes are also extremely powerful for three mana, and still does a lot of work if you only get one creature or PW out of the deal. Yes, it's slow, but it does everything a Reanimator deck wants to do for only 3 mana.
[[Showdown of the Skalds]] - Could very likely be a two of in the top end of some aggressive Boros strategies. I haven’t seen any decklists that would suggest a tier player here, but there may be enough in this set for some party decks to thrive…a Naya CoCo deck similar to the G/W lists we’ve seen could also makes use of a card draw beefer-upper like this.
[[The Trickster-God’s Heist]] - Switcheroo is a unique effect, and this is a great tempo flip in [[Doom Foretold]] lists against midrange decks that could also break the mirror; I’m here for swapping a [[Treacherous Blessing]] for an [[Elspeth Conquers Death]].
[[Arni Slays the Troll]] - I don’t see too many Gruul lists running [[Domri’s Ambush]] anymore, but depending on how the meta shakes out, this could be successful in a hyper-aggressive, weenie/mono R dominated format (which I think we’re unlike to see).
[[Kardur’s Vicious Return]] - This is likely too slow for the sacrifice decks, but with discard decks getting an upgrade in [[Skull Raid]] and Tegrid, I think this slots in wonderfully. Sacrificing a [[Burglar Rat]] to stabilize the board and then further fuel your game plan in the coming turns is solid.
A Beloved Archetype Gets Tools
Big Red snow gets a lot of things to bump this archetype up! Unfortunately, as long as Aether Gust is in the format, I don’t think this deck has a real shot. That said, it gets a lot of great cards that will almost certainly get better with the D&D set this fall. [[Goldspan Dragon]] is probably on par with [[Glorybringer]]; and in some situations, ramping will be the stronger option. [[Toralf, God of Fury]] can upgrade your board wipes out of the SB. [[Tundra Fumarole]] allows for some tempo blowouts, especially when paired with Chandras. [[Frost Bite]] is an amazing piece of early removal to help you control the early game before you go off. [[Birgi, God of Tales//Harnfel, Horn of Abundance]] is very powerful in helping you go off with two big spells in the same turn and get you a card advantage engine in the late game. It also has access to Demon Bolt (which is probably worse than Redcap Melee out of the SB). Magda is very good too, but doesn’t have enough support yet.
Sign-Off
While Kaldheim took a fairly big power dip overall compared to recent sets, I think there are some brilliantly designed/flexible cards that will give birth to a diverse and powerful metagame.
I also predict that Uro will NOT be banned, and think that may even be the right call (I hate the card as much as the next player). This set offers powerful maindeck answers that are part of your game plan in Valki, Mystic Reflection, and Immersturm Predator.
Let me know what y’all think! Did I overlook a card? Am I overrating certain strategies? What do your top 10 lists look like for the format?
submitted by BourgeoisMystics to spikes [link] [comments]

[Mobile Gaming] How the Nyan Cat led to the death knell for a popular mobile game- the downfall of RWBY Amity Arena.

Note: Many of the links are to the Amity Arena Library, a website devoted to the game which includes tracking the history of it through patchnotes and a running history of what cards entered and left the meta. Their website was a valuable resource for this post.
Mobile gaming has taken off like a wildfire since the advent of the smartphone boosted the average processing power a phone could carry. Initially it took the form of crossing over older, more easily runnable games onto the mobile market to... mixed success, but in recent years we've seen both the West and East use mobile gaming to replace the old fashioned movie tie in game. It's easily accessable, has a much wider reach than consoles or PC, you can take it on the go and standards are inherently lower for mobile games than they are a full 60 dollar game.
Since the 2010s, mobile gaming has shifted to what's called the "Freemium" module. The game itself is free to download and start playing, but is insideously designed with obnoxious paywalls or artificial limiters put in place to limit how much you can play each day. If the game is part of a pre-existing franchise, additional money can be made through a premium currency or a chance to obtain high-powered units by rolling a slot machine random chance mechanic. And thus, gacha gaming was born. This sub has had several threads in the past on high profile gacha games, such as the monolithic Fate Grand/Order, Pokemon Go or Genshin Impact. One of the more popular things to roll for in gachas as a consequence is wallpapers for your homescreen, especially for high-grade units as they're usually animated to move a little bit on the homescreen. Today we're looking a low to mid-tier gacha game that rose and fell with the advent of one catgirl. Let's talk RWBY.
RWBY is an online web anime made by Rooster Teeth focusing on four prospective monster hunters who get embroiled in a world-spanning shadow war. It's of debatable quality in matters of animation, combat, voice acting, story, worldbuilding, romance, and it's kind of a little racist if I'm being honest, but one of the major positives of RWBY is that the series tends to have good character design. Series creator Monty Oum set in the guidelines for the show while making it that most if not every design should be made to be cosplay friendly, hence why most of the outfits have things most costume designers haven't heard of like... pockets. And Rooster Teeth, above all else, likes making money. So they know people like RWBY's character designs, enough so that in 2017 plans were made to release a gacha game themed around RWBY called Amity Arena, which would be developed by Korean company NHN Entertainment.
Amity Arena is a PvP tower defense game. Each player controls two turrets and a tower and has three minutes to use units themed from the show to destroy the other player's structures. Whoever took out more wins, destroying a tower is an instant victory. When the game launched, it had three tiers for units- Common (generally held for mooks or low-tier characters in the show), Rare (roughly protagonist-level or elite mooks go here) and Epic (High tier characters usually with an active ability that did lots of damage or stopped enemies in their tracks). The game launched in October 2018 to generally positive reviews from both mobile game players and RWBY fans alike. Fans were happy to get a lot of new official art for the characters in the game and the base gameplay loop was fun. Criticism at the time was largely themed around the lack of content besides PVP matches and some issues with the meta but overall, the launch went well. Each month, the developers would add new units, including popular characters like Neopolitian, Cinder Fall, Zwei the dog, and more.
But everything changed with February 20th 2019, which introduced Neon Katt, the titular catgirl (RWBY characters are themed around fairytales, except for Neon, who is themed around Nyan Cat, and her partner Flynt Coal, who is themed off a potentially racist joke made by Rooster Teeth).
Neon is a character from RWBY Volume 3 who's part of a team that RWBY face during a tournament arc. Her partner, Flynt Coal, was part of the game at launch, and Neon would join him a few months later. Neon in the show is a cocky fighter who taunts the heroes and zips around on rollarskates, which in-game is represented by Neon skating towards the nearest enemy structure to her and hitting it, while all units within a radius of Neon are taunted and provoked into attacking her above all other targets unless they-selves are coded to hit structures. On its own, not a bad idea for a unit, but Neon came with four big caveats:
From the word go, Neon is an unpopular unit; she's clearly overbalanced and elements such as the Disco Bear glitch have players thinking she'll have to get knocked down in a nerf- she'll either be made slower, more expensive, or able to die pre-hitting a structure, right?
Neon doesn't show up in the next patch. Instead, before she's fixed, an entire new class of units called Legendaries are introduced, and this is where the game goes full gacha. Legendaries were meant to represent the highest tier characters in the game, the ones who were either the most popular characters or the highest-tier fighters in the show. Or in some cases, the popular ships such as combo cards for White Rose (Ruby/Weiss), Bumblebee (Blake/Yang) and Flower Power (Ren/Nora). Legendaries, representing their value, were impossibly rare and had an infinitely small chance of actually appearing (The most reliable method was to buy the premium chests and hope you'd roll a Legendary, which often cost tons of money), and if you did get one, there was no way to guess which Legendary you'd actually get. Some such as White Rose and Adam were high tier units, others like Hazel or Checkmate were... kinda broken at launch. The playerbase isn't happy at this, especially as free to play players are left out in the cold and reliant on the game giving them high tier units effectively out of pity.
Neon would get a small nerf in the April patch which lessened her taunt range and killed the Disco Bear meta, but her invincibility would be left untouched, even as players submitted feedback regarding how to make it more efficient. The official Amity Arena discord has a weekly feedback section on Tuesdays where players could submit up to four suggestions on how to nerf/buff units and general requests for quality of life such as "Can this character get a new skin from this part of the show," or "Can we have an option to lower music volume that's not just muting all music?" (they never did add that second request) Neon would then remain in this state until the November patch, despite constant weekly requests for a Neon rework, and all it would do is make Neon functionally mortal, in that she had a flat shield bar of 20 that would be lowered by one for each attack before the next hit would kill her. Neon could now die... but your chances of actually doing enough damage to stop her were slim, and regardless, you were now at a serious Aura defecit.
It took seven months for this one unit to get a substantial nerf, all while the game added new units every week and the number of units being affected by patches each month began to gradually sink. To round up some of the major issues people had with Amity that developed throughout 2019 alongside Neon's general existance making life hell:
Unfortunately, the Novemember patch did little to stop the problems with Neon, and a new problem would rear its head for Christmas: Jinn. This unit embodied many of the problems players had: She was a Legendary so it would be hard for free players to get her, and only added to the sheer number of Legendaries that were out there. She was another structure card, and she was horrifically broken. Stopping time for seven seconds in an area around any friendly units, Jinn broke the game overnight, with players horrified at how little playtesting she'd clearly had. Most chip units now couldn't damage structures as Jinn simply could stop time and freeze the turret for the duration of the attack. And to make matters worse? She cost two Aura, meaning it was very easy to cycle a deck and start Jinn spamming.
And yet at two aura she was still one of the only cost-efficient Neon counters... until they patched her to be worth three Aura instead. Talking of the feline menace, January saw Neon get a HP nerf that set her shield at 14. Finally, Neon could be realistically be taken out, still at an Aura defecit but at least it can be countered and now they just have to raise her Aura- why are you buffing her game?
Less than a month later, Neon got, of all things, a buff. Her HP shield was set at 20, and her attacks now did double damage. This is around the point where a lot of players begin to suspect the developers aren't listening to feedback and more long-term players dip out or drop the game. Neon got touched one more time in April, which slowed her down (which itself was a problem as Neon's lessened speed on spawn simply made her better at generating aggro), she dealt 10% less damage and made it somewhat easier to hit her enough to kill her, but a new problem was on the horizon. Because Neon was now no longer the game's White Whale for patches.
Meet the White Fang Gunner Barracks. Added in September 2019, the Barracks fell under many player's radar simply because they were horrifically undertuned. Their gimmick was that every few seconds, a White Fang Gunner would spawn, with three spawning on death. In April, as Neon got her last appearance in the patches, the Barracks got a huge buff and became the centerpiece of the meta; they now spawned two Gunners, which made them immensely valuable for just five Aura. You could overwhelm many anti-swarm units before they had a chance, and shred your way through turrets.
The Barracks would then go six months before this overtuning was rectified, barring one nerf in August that lowered their health to try and stem the tide of units. To sum up every other thing that went wrong during the year meta-wise:
As OctobeNovember comes in, the players are getting more and more furious. The weekly feedback includes a near constant demand for an acknowledgement from the developers given how often it feels like the feedback is being ignored. The social media team get caught several times hyping up how the coming patch would address player concerns, only for said patch to lack those units. The meta has been locked down to the Xiong Family, Flynt, Launcher Nora, Spider-Mines and the hell-cat herself in Neon. Everyone runs at least one of these, people run meta decks not because they want to, but because it's the only way to have a chance of victory.
And then in December, things implode. The patch for the month was set to launch on December 10th with the monthly event missions. But when the clock rolls around, the event missions (which usually take about two weeks to do if you're doing as many as you can a day)... has a six day timer. And the update doesn't come out. The art team doesn't release new unit art. The shop has no special timed bundles. There's no patch notes. And then the Twitter team who've been hard carrying the game through... actually talking to the players and acknowledging the grievances they have... admitted that they don't know what's going on either. The best guess is that the devs have come down with Covid, but no statements to confirm or deny this leave it as guesswork. The timer eventually got reset and people could do the event, but then on Christmas itself, another issue.
Ruby has appeared in the plaza on Halloween (her canonical birthday) and Christmas, and if you go talk to her you get free stuff. But on Christmas people, people discovered that Ruby was talking as if you'd already talked to her. Because they hadn't updated Ruby yet for 2020. She still thought it was 2019 so if you'd talked to her then for goodies, she had none now. They patched it eventually but a lot of people didn't see this fix before the timer ran out to get the free stuff.
Some have resorted to memes to cope with the fact that the game just seems to have died out of the blue. Others have been trying to desperately rally the players and find a way to save it. Some resorted to friendly mockery of the whales who'd spent thousands on a game that seems to be dying (seriously though gacha games need to curb this shit but they won't because whales are godsends for their bank balances).
If the game doesn't get an update in January then two months without new content will mark the end, and the already significant playercount drops will only increase. And it's hard to say if any one thing could have turned Amity Arena's fate around beyond just "Have a better balancing team who can respond better to feedback." Neon began the time of death, but by the time December rolled around the meta was in a horrifically toxic place where if you wanted to make any progession, you had to get down and dirty with the pigs. The team just constantly failed to balance problem units outside of their emergency hotfixes of Jinn, and more often then not they went after units and buffed or nerfed them at random going off playcounts to determine what needed fixing instead of the actual written feedback they were getting. It's clear from the references to the show and some of the attempts to reach out to the community that at least one person in the team genuinely wanted to make the good appealing to RWBY fans, but somewhere during the game's lifespan, they lost their way. Less focus needed to be put on how to milk the players, and instead focusing on making a game sustainable and enjoyable enough to warrant the cosmetics and emotes. The game's failure ultimately isn't on the playerbase. It's on the people who were actually making the game who chose to slack off because they thought it acceptable to do so.
Thanks for reading.
EDIT: HOT OFF THE PRESSES, I JUMPED THE GUN
Had I waited one more day, my story would have had a far more sudden ending, as the game just announced its shutdown for January.
RIP.
submitted by GoneRampant1 to HobbyDrama [link] [comments]

[God Field] How the Game Works for EN Bros

About God Field

So recently I noticed that 5th gen, Pekora and Matsuri have started streaming/playing the game God Field. Suisei & Shion also joined in to play on Pekora's stream. Pekora also mentioned potentially doing a tournament for the game (not confirmed yet though). It seems like we might continue to see more streams of this game within Hololive.
However, I haven't seen anyone TLing any stream clips, which is a shame since it's a very funny game, made even more entertaining when Hololive members are playing it! I suspect it's because the game isn't well known to the overseas audience, so I decided to make this guide for TLers and EN fans who are interested but don't understand the game. I've provided examples from Hololive streams so that you can practice following along.
If you don't know anything about God Field, in short, it's a party card game. You could say it's like the Mario Kart of card games, and by that I mean it's a mixture of skill and unfair RNG mechanics and lucky card draws. The game also has the weird ability to make players start role playing, somehow due to its weird "God" theming and its unusual card and status names. You'll see players start to say silly things as they attack each other cards like "Goodbye Sword" or inflict weird status effects like "Fog". But these aspects are what creates very hilarious interactions and dialogue between the players, some of which I'll include at the end of this guide as a bonus.
You can also play the game for free here, but there's no tutorial, so I recommend reading this guide as you go.

Basics

The goal is to get your opponent's HP to 0. There are two main card types, attack (攻) cards and defence (守) cards. During your turn, you use attack cards to attack an opponent. The opponent can use defence cards to defend against it. 1ATK is equal to 1DEF.
EX: Suisei attacks Pekora with the 14 ATK "Violent Flail" (a very fitting card for her). Pekora defends with "Iron Armor", a 5DEF card, so she takes 9 damage. (https://youtu.be/LugGHWGuVIc?t=3161)
When defending, you can stack as many defence cards as you want at once. But for attacking, it's a bit different. You can only use 1 attack card normally, but you can combine "combo attack" cards to make a stronger attack. You can tell if it's a combo attack card if it has a "+" in its damage, for example "+3 攻" or "+3 ATK". Note that combo attack cards don't have to be used in a combo, they can also be used as standalone attacks.
EX: Polka attacks Lamy with a monstrous 10+13+10 card combo, a total of 33 damage. Lamy defends with a 1, 3, and 9 DEF combo, a total of 13 DEF, so she takes 20 damage. (https://youtu.be/LugGHWGuVIc?t=3314)

Elements

Some cards are color-coded, meaning they have an element. Elemental attacks can only be blocked with an elemental defence of a certain element. Fire & water (red & blue) counter each other, and stone & wood (grey & orange) counter each other. Elemental attacks are very hard to deal with, because you often won't have the specific elemental defence needed in your hand. Elemental cards themselves are also more uncommon than non-elemental cards. Note that you can use elemental defence cards to defend against non-elemental attacks too.
EX: Lamy attacks Botan with "Fire Crossbow", a +4 ATK fire card. Note that she used a combo card by itself instead of making a combo, which was actually a good play, because it preserved the card's element, making it so that Botan needed water element defence to defend it. Of course, Botan didn't have it, so *she took 4 damage. (https://youtu.be/LugGHWGuVIc?t=2603)
*This is a funny moment during a 3v3 team game of "Botan/Polka/Suisei" vs "Pekora/Nene/Lamy", where Botan says she'll "be a wall" for her teammates, and proceeds to get brutally focus-fired by the opposing team. More on why that happens later.
Actually, there are two more elements that behave quite differently: light (yellow) and dark (purple). Light cannot be blocked, and can substitute as Fire/WateStone/Wood for both attacks and defence. So it's like a wildcard element, as well as being virtually undefendable (a few cards can block it). Dark can be blocked by anything, even by non-elemental defence, but it kills the opponent if even 1 damage goes through. As you can imagine, both of these elements are very scary to deal with.
EX1: Shion attacks Pekora with "Justice Lance", a 5 ATK light card. Note that none of Pekora's defence cards are lit up, showing that they can't be selected, because again, light element attacks are unblockable. (https://youtu.be/LugGHWGuVIc?t=5623)
EX2: Botan attacks Nene with "Killer Fork", a 5 ATK dark card. Nene didn't have any defence cards, so she died despite having 24HP due to the dark element's instant kill effect. Note that Botan likely knew she had no defence cards, because in the early rounds of this 3v3 team game, Team Suisei/Botan/Polka all attacked Nene, causing her to use her up defence cards early on. (https://youtu.be/LugGHWGuVIc?t=2977)
You might be thinking that if you combine something like +10 ATK cards with a 5 ATK dark element card, you have the recipe for an OP combo. But actually, stacking attack cards of different elements will cause the entire attack to become non elemental, so you'll lose the "dark instant-kill" effect. However, there are combo cards which are elemental, so if you're lucky enough to get a +5 ATK dark element, you can combine it with a 5 ATK dark element to create a very lethal dark element attack.

Tip for Following Along as a Viewer

It can be hard to add up all the cards and consider the elements for a given interaction, especially when the players play very fast. Some cards are also both attack and defence cards, meaning they have an ATK and DEF value, making it extra hard to understand if you don't know the kanji. So as a tip, the game itself will show the total ATK, total DEF, and elements of a given interaction. It's shown below each of the two "card columns" of the field.
And as mentioned before, usable cards will light up in your hand, so you can tell if the streamer was forced to take an attack because they had no cards to play, or if they took it in purpose to save their cards for later.
EX1: Polka attacks with a 9ATK card and +10 Light ATK *card. Remember that non elemental and light don't combine, so it's actually just a non elemental attack altogether. Note the "19 攻" near the bottom left, showing the total attack, and the fact that it's black means that it's non elemental. On Nene's side, it shows a black "15 守" , meaning the total defence is 15, and is also non elemental. (https://youtu.be/LugGHWGuVIc?t=2679)
*The light card Polka used is called "Meteor", hence why Polka says Suisei's catchphrase in reference to it.
EX2: Lamy attacks Botan with 3 wood ATK and +1 light ATK. Since light substitutes as wood, you can see in the bottom-left that it becomes an orange "+4 攻", or in other woods, a 4 damage wood attack. Once again, Botan is unable to defend, since elemental defence is very rare. (https://youtu.be/LugGHWGuVIc?t=2926)

AoE Attacks

Some attacks have a "%" in their damage, for example "50% 9ATK". What this means is that they have a % chance of hitting each opponent with that much damage. So with "50% 9ATK", if you're in a 8 player free for all, you can think of it as flipping a coin for each of your 7 opponents, and if it lands on heads, they get hit by 9ATK. Depending on luck, the attack can either hit everyone, miss everyone, or do some mix of hitting/missing. AoE attacks are all elemental by design as well, making them extra annoying.
EX: Polka attacks Pekora/Nene/Lamy with "Rain Deity's Sword", a 50% 9ATK water card. And to her luck, it successfully hits all three of them. (https://youtu.be/LugGHWGuVIc?t=2771)

Spells

Spells work basically like how they do in RPGs; they cost MP, and they can be used infinitely. You'll notice after a player uses them the first time, that the card stays in the bottom right of the player's hand. It's sort of like they "learned" the spell. Most spells are simply elemental attacks that cost MP, but there are some other unique effects they can do as well. In general, spells are much stronger than regular attack cards in this game, since they're essentially infinitely reusable elemental attacks. But they're usually hard to use since MP is a somewhat uncommon resource, and spells themselves are uncommon as well.
EX: Pekora vs Shion. Pekora has a measly 2HP, and Shion uses the spell "Ice", a 4ATK water spell that costs 2MP, to finish her off. Luckily, Pekora draws "Moonlight Shield" just in time, which reflect spells, and manages to survive. But if you recall, spells are reusable, so Shion just uses "Ice" the next turn. Miraculously, Pekora draws "Moonlight Sword", which also can reflect spells, and survives yet another turn. Finally, for a third time, Shion casts "Ice", but this time Pekora is all out of luck. (https://youtu.be/LugGHWGuVIc?t=5637)
Spells actually have an interesting side effect. Because of how card draw works (you replenish the same amount of cards that you use), when using a spell, it counts as if you "used it" even though it remained in your hand. So your hand size will increase by 1 every time you use it, meaning it gives +1 card advantage. So if you have a cheap cost spell, you can cast it many times over the course of a game to continuously increase your hand size - and thus create a massive card advantage over your opponent. If you've played card games before, you'll realize that this is a very powerful effect.
EX: Pekora attacks Shion with a 6 ATK wood spell. Watch Pekora's hand in the bottom-left, and notice that she gains a card slot in her hand when she uses the spell. Also note that her hand is much bigger than the default hand size, as she's already used the spell a bunch before. (https://youtu.be/LugGHWGuVIc?t=5152)

Statuses

There are very non-traditional status effects in this game, so I'll explain each one:
Fog: The background becomes blue, and various things become blocked with a blue fill. You can't see what cards other players play, unless they're attacking you. You also can't see anyone's HP/MP/Money, besides your own, and you cannot select who you target when you attack.
EX: Shion uses the "Fog" spell on Pekora. Pekora actually has a consumable that can cure it called "Heart Shell", which can cure all statuses, so she uses it. But "Heart Shell" is single-use, and if you recall, spells are infinite use, so Shion just casts "Fog" again right after, since the MP cost is low. The interaction itself is funny, with Shion constantly teasing her about "absolutely wanting Pekora to not be able to see~" (https://youtu.be/LugGHWGuVIc?t=5547)
Dream: All cards you draw have a 50% of being "disguised" - meaning they can actually be a different card then what it visually appears as. It'll reveal what the card really is when you use it. A "disguised" card will have a misty filter on it. Note that cards can't turn into cards of another type - meaning you can't defend with a defence card, but then it turns into an attack/spell/consumable card with 0 DEF. It'll always turn into another defence card. And if it's an elemental defence card, it'll turn into an elemental defence card of the same element. This makes it so that you can't play a "wrong" or "invalid" card as a result of dream.
EX: In a close game of Pekora vs Matsuri, where both players have 7HP left, Matsuri attacks Pekora with a 11ATK combo. Pekora's only defence card is a potentially fake "Flame Boots", a 3DEF card, so she thinks she will lose, especially since elemental cards tend to have low DEF, so even if it's fake, it'll still probably turn into another weak card. However, it's actually revealed to be "Flame Armor", a 12DEF card, so she survives with excitement. (Volume Warning https://youtu.be/LugGHWGuVIc?t=4706)
Flash: You can only use up to 1 defence card when defending.
EX: Polka hits Botan with *"Horror Wheel", a +11 ATK card. Botan counters with "Uranus Ring", which inflicts flash to whoever damaged her, so Polka gets the "Flash" status. Then, Lamy attacks the "Flashed" Polka with the 9 ATK "Power Halberd", which is difficult to defend since she can only play 1 defence card. To top it off, Polka's under "Dream" as well, meaning she doesn't know if her 1 defence card will be good enough, since it may change into another, weaker card. This interaction shows a special yellow text (まぶしい) that translates to "bright". So while getting hit, Polka says "It's bright! What's with this brightness?" (https://youtu.be/22rt5Xnte6k?t=1043)
*You might be wondering why Polka used a combo attack on its own, since unlike in the previous similar example with Lamy, it's non-elemental, so it should be better to combine it with another attack. It's because she was new to the game - Nene actually starts explaining it to her about "+" and "combo" cards during that timestamp after she plays it.
Dark Cloud: If you're hit with a % attack, it has a 100% chance of hitting.
EX: Shion hits Pekora with "Flare Axe", a 50% 10ATK fire card. Pekora is already under Dark Cloud, so she gets hit. This interaction shows a special purple text (不可避) which translates to "inevitable", as in it's inevitable the hit will land. (https://youtu.be/LugGHWGuVIc?t=5967)
Cold->Fever->Hell->Heaven: These disease statuses give -1/-2/-5/+5 HP per turn. They're related in that diseases can get "worse" at a 5% chance each turn, or when you catch another disease. When a disease becomes worse, it turns into the "next stage" disease. Meaning cold turns into fever, which turns into hell, which turns into heaven, and after heaven, you'll simply die.
Heaven is quite odd since unlike the other diseases, it gives you HP per turn rather than dealing damage per turn. But instead you have a 5% chance of dying at the end of your turn. So it can create some thrilling situations where a player is nearly unkillable because of the +5HP per turn, but also can die at any moment if their luck turns bad.
EX: Lamy uses "Heaven Herb" on herself, which gives +20 MP, but also puts herself under "heaven". Note the +5HP that appears after as a result of "heaven". Polka questions the play at first, since heaven is very dangerous so you'd rather give it to someone else, but then she realizes you can cure it later. So Lamy used it as a desperate way to heal herself, as her HP was running low. (https://youtu.be/LugGHWGuVIc?t=3144)

Common Keywords

There are some common card effects that are important to know.
Bounce Attack/Spell - Redirects an attack/spell to anyone in the game, even to the person who bounced it! A quirk of this mechanic is that the attack/spell will become unblockable if you bounce it and it redirects to yourself.
EX: During a team battle, Polka uses the light element spell "Meteor" on Lamy. Normally, light is unblockable - but Lamy plays "Sky Helm" which bounces spells. It then bounces to... (https://youtu.be/LugGHWGuVIc?t=3010) Polka's ally Botan, causing Polka's attack to kill her own teammate, who only had 7HP, and no way to counter light element.
Reflect Attack/Spell - Reflects the attack/spell back to the attackecaster. Fairly self explanatory, but it's good to be aware of, as it's the common cause of funny moments, along with "Bounce".
EX: Pekora vs Shion. Pekora has only 7HP and is on her last legs, while Shion has 22HP. Shion plays "Ice Age", a 75% 30ATK water spell. Shion thinks she just won, as it's nearly impossible to deal with 30 water damage. But... (https://youtu.be/LugGHWGuVIc?t=5268) Pekora uses "Moonlight Sword", which is an attack card that can also be used as a defence card to reflect spells, and makes a comeback.
Cast Spell w/o Cost: You can combine a card with this effect to cast a spell for free. This is why you'll see players occasionally cast a spell without enough MP, and combine it with a seemingly unrelated armoweapon.
EX: Polka casts the spell "Meteor" which costs 7MP on Lamy, but she only has 1MP. She then combines it with the consumable card "Spiritual Doll", which allows a spell to be casted with no cost. (https://youtu.be/LugGHWGuVIc?t=3074)
Block Attack/Spell - It allows you to fully block certain kinds of attacks, regardless of how high the damage is.
Counterattack - A defensive keyword that activates upon receiving damage. You'll see counterattack on a set of cards known as "Elemental Planet Rings", like the "Uranus Ring" mentioned before. They all have very different effects. Some effects scale based on how much damage you took, meaning you might intentionally take more damage to boost the effect. A common mistake is to use defensive cards with a counterattack card, because it may weaken the special effect.
EX: Pekora vs Shion. Shion counters Pekora's 11ATK "Gravity Mace" with "Saturn Ring", which counterattacks with double the received damage, as stone element. So Pekora was countered with 22 stone ATK. If Shion instead tried to fully block the attack while using Saturn Ring, it would've dealt no damage. (https://youtu.be/LugGHWGuVIc?t=6025)
Inflict "X Status" on Damage - If the attack deals at least 1 damage, it'll also inflict a status.
EX: During the 5th Gen FFA, Lamy attacks Polka with "Bogus Spear", which has "inflict Dream on hit". Polka gets scared, saying "I have to completely defend this!". Earlier in the stream, nearly everyone had spent a long time under the effects of "Dream", so she was afraid of experiencing it again. It's a very scary status to be afflicted with. (https://youtu.be/22rt5Xnte6k?t=4301)

Consumables

These are mostly cards that simply heal HP, MP, or cure statuses. Though there are actually some with much more wild effects, like the "Heaven Herb" mentioned previously. An interesting part about these cards is that you can use them on someone else, so for example you can heal allies in team matches. One more notable feature is that they're in a separate category from attacks or spells, and this game only has blocking cards that work against attacks and spells. As a result, there is no way to block consumable cards.
EX: Continuing from a previous example, Pekora uses "Heart Shell" to cure her teammate Lamy's "Heaven". She was afraid that Lamy would die from heaven, leaving her in a 1v2 situation, so she waited a few turns for it to heal her, then cured her. (https://youtu.be/LugGHWGuVIc?t=3237)

Money

You may have noticed that both players and cards have "¥" on them. "¥", or money, is used for three specific cards: "buy", "sell", and "exchange". These cards are fairly common, have very unique effects, and can be OP when used right, so I'll explain them thoroughly.
Buy: target a player, then the game chooses a random card from their hand. You then have the option of buying that card from them. The real power of this card comes from its glitchy side effect - similar to spells, after buying a card, it actually increases the buyer's hand size by 1. But unlike spells, it also decreases the seller's hand size by 1, meaning this gives a +2 card advantage. You might notice a player's hand size becoming extremely small or big, as a result of multiple uses of this card. Needless to say, this card is extremely powerful.
EX: Pekora gets lucky and manages to buy Shion's "Real Ghost Sword", a 12ATK lifesteal card. This effect is very powerful and essentially means the card has 24ATK in terms of value. (https://youtu.be/LugGHWGuVIc?t=5331)
Sell: choose one of the cards in your hand, and target a player to forcefully sell it to. It has the same side effect as "buy" cards, meaning you lose 1 hand size for using it, and the opponent gains 1 hand size. So at first it seems like a terrible card since it has -2 card advantage, but it actually has its uses. For example, what happens if you sell a $30 card to someone with $0 money? The victim is forced to buy the card no matter what. If they're too poor, they pay in MP instead. If they have insufficient MP, then they pay in HP. So they can actually die from being too poor to buy a card. So when used on a poor player, this card actually becomes an unblockable MP drain, and/or an unblockable attack.
EX: Suisei says "Peko-chan, Peko-chan, looks like you don't have any money right now" and then sells her an expensive Heart Shell. To add insult to injury, she already has two Heart Shells, and because she has no money, she lost 15MP instead, which she crucially needed because she has 3 useful spells in her hand. (https://youtu.be/LugGHWGuVIc?t=3217)
Exchange: allows you to freely exchange your HP, MP, and money at a 1:1:1 ratio. This card is pretty straight forward, and doesn't have any crazy side effects like the others. The thing to note is that there are very few ways to gain HP/MP/money in this game, so this card is one of the most versatile cards in the game and combos well with all HP/MP/money cards.
EX: Shion vs Pekora. Shion has been using the spell "Treasure", which costs 5MP but gives 10$, to reach a total of $60. And as her HP runs low, she uses "exchange" to turn 60$ into 40HP and 20MP. As a result of this, while taking Pekora's attacks, she was able to fully heal herself, and leave herself with 20MP for a strong spell later, all the while increasing her hand size by a lot due to spamming the spell "Treasure". (https://youtu.be/LugGHWGuVIc?t=5798)
These cards all belong to the "trade" category, so like "consumables", they aren't considered an "attack/spell", so they cannot be blocked.
Note that money is not used to play cards, this value is strictly only for buying and selling. Cards don't have any cost to play them (except MP for spell cards).

Guardians

Certain cards will allow players to summon elemental guardians, which have a 25% chance of casting cards after every opponent's turn. The cards they cast depend on their element, the dark guardian for example will randomly choose between 5 dark element cards. Also, guardians don't need MP to cast spells. Guardians have a 10% of disappearing when the player they belong to gets hit. There's also a money guardian and a healing guardian, which are less deadly since they don't attack, but still are quite annoying if left alone for too long.
In general, guardians are a huge threat, as it's impossible to keep up with the amount of elemental defence cards needed to block their elemental attacks. The value they generate over time is so threatening that players in a team or FFA game will often start focus firing you for having one.
EX1: Pekora uses "Guardian Sealed Jar" on her teammate Lamy, to give her a guardian. She gets the darkness guardian, which has the potential to win the game on its own by constantly sending out dark element attacks. However, its threat causes Lamy to get *brutally targeted by Team Suisei & Polka, and eventually the guardian falls (Summoning https://youtu.be/LugGHWGuVIc?t=3042) (Disappears https://youtu.be/LugGHWGuVIc?t=3115)
*If you remember, Lamy had to use "Heaven Herb" on herself before due to her HP getting low. This was from the same game and happens right after this. So her HP was getting low because of the guardian her ally Pekora gave her.
EX2: Remember the Botan moment from before, where she says "I'll be a wall for everyone!" in a 3v3 game? The reason she said this was actually because she played "Guardian Sealed Jar" before, and thus you can see she has a guardian icon next to her on the top right. So she was playfully speaking to the fact that she drew the opposing team's aggro. And indeed, she ends up taking the brunt of the opposing team's attacks and dies first for her team. (https://youtu.be/LugGHWGuVIc?t=2603)

Apocalypse

There's an optional setting in the game where when a certain number of turns pass, the apocalypse starts. When this happens, the background changes, and there's a high chance of drawing "devil" cards, which have various effects, most notable of which is just straight up receiving unblockable damage. It's basically a "hurry-up" mode - a way to stop games from being too long. Another fun interaction is that since devils count as cards, you can actually: draw a devil, take damage, devil gets discarded/used so you draw another card, you draw ANOTHER devil, take damage, and repeat. So you can simply die from endless devil damage, all from one card draw!
Pekora/Matsuri/Polka didn't use the setting, so there are no examples of it. But I explained it in case one of them uses it in the future.

Playing The Game

Within the RNG, the game has some interesting mechanics and strategy, which I've tried my best to cover. But if you want to understand the streams fully, I ultimately recommend playing the game yourself, as there's many unique card effects that I haven't covered. In addition to effects, knowing the card names and draw rarity adds much needed context to what the players are saying. There are times when players will play multiple powerful rare cards in a row, which adds to the hilarity.
The game is free and playable on browser and mobile. There's a "bible" on the top-right where you can check card effects and rarities, and modes where you can play vs AI, with friends, or with strangers. This game is very fun with friends, but is boring alone IMO. However, there's no tutorial, and the UI is confusing, so you should familiarize yourself with the game first before introducing it to friends.
It also has a NND style chat, so if you're wondering about the floating text that sometimes appears, it's the hololive members typing it.
The game uses odd "God"-themed terms for things, which I avoided using in the guide to prevent confusion. But you'll need to know them to play the game, and the players themselves make references to it, so here's a chart:
God Field's Terms Regular Game Terms
Artifact Card
Curse Status
Miracle Spell
Sundry Consumable
Ascension Death
Seizure Death by Heaven
Forgive Allow (allow an action to happen without playing any cards in response)
Pray Pass (if you have no attack cards, pass and draw a card)
Bible Glossary / Card Library
Gift Rate Draw Chance
Phenomena Global Effect
Prophet Player
Hidden Melee Private Lobby
Again, one of the charms of the game is how it makes the players "role-play" as they attack each other with unethical cards combos and statuses, so I'm hoping that whoever TLs any clips can capture the nuance and wordplay well. Thanks for reading!

Bonus: Stream Highlights

submitted by catsobi to Hololive [link] [comments]

Huge Benny's Post Season Mock Draft (3.0) with Trades

Trades

  1. DEN gives 1.9, 3.71, and 2022 1st to ATL for 1.4, 5.132
  2. MIA gives 2.36 and 3.82 to NO for 1.28
  3. NYJ gives 1.23, 3.87, and 5.130 to AZ for 1.16
  4. TB gives 2.61, 3.93, and 2022 6th to IND for 2.54 and 5.149

Draft

Round 1 (and explanations)
  1. JAX Jaguars -- Trevor Lawrence, QB 1, Clemson
Self-explanatory
2) NYJ Jets -- Zach Wilson, QB 2, BYU
Fields and Wilson are neck and neck in terms of who deserves to be QB 2. While Fields has more upside, Wilson as more immediate impact and a more polished game. Consider this a high floor, high ceiling versus lower floor, heigher ceiling debate. And in the draft, you don't want to take a risk, especially early on. Wilson is the "safer" option, and will become a New York Jet.
3) MIA Dolphins -- DeVonta Smith, WR 1, Alabama
I agonized over this pick, because in many respects, this ought to straight up be Penei Sewell. You're not supposed to use the 3rd pick for a need based selection, but I think Miami can get away with it here. Smith's production was absurd -- so much so it landed him the Heisman. We've seen Alabama receivers dominate in the NFL, and while you select a player and not their collegiate helmet, there is a good correlation between success as a wideout in Alabama's program, and developing at the NFL level. Lastly, the Fins need playmakers. Give Austin Jackson another year to develop at LT, and use one of the many other draft picks this year to select a top lineman anyhow. Yes, its tougher to guess which linemen will be successful, but Smith feels like a guarantee to be something special with the way he gets separation despite his size.
4) DEN Broncos -- Justin Fields, QB 3, Ohio State
Whether Fields or Wilson is left on the board is irrelevant, Denver should move up and take them. Atlanta is looking to trade back with Ryan under contract through 2022, and contrary to popular belief, it is not optimal to move him just yet. The Broncos need someone not named Drew Lock slinging the football, but they don't need someone to fill in immediately. Fields can sit back, learn their playbook, and prepare for making NFL reads at NFL speeds. He will also get some phenomenal weapons with Fant, Jeudy, Hamler, and Patrick.
5) CIN Bengals -- Penei Sewell, OT 1, Oregon
Don't get me wrong, Sewell is a top 3 prospect easily enough. Teams ahead of the Bengals value the QB position a lot considering it's importance in the modern NFL, and the DeVonta Smith pick really sets the Bengals up nicely. Save Joe Burrow's career by actually protecting him. That's the gameplan for the Bengals to win and turn around their franchise. If Sewell is not here, in my opinion, you trade back and take Slater or Darrisaw.
6) PHI Eagles -- JaMarr Chase, WR 2, LSU
Yes, I know there's a Smith hype train right now. I've been on it since well before DeVonta was going to win the Heisman. And yes, I understand that Chase is the "better" prospect. But taking a year off from watchable football makes evaluating him and comparing the two receivers quite difficult. So in a sense, I have Chase dropping to WR 2. As for the Eagles... JJAW and Reagor haven't exactly blown away the competition. They still have some solid pieces, but a true WR 1 would go a long way in restoring the franchise. You can also consider corner here, but frankly, I think Chase is a better player than either Farley or Surtain.
7) DET Lions -- Micah Parsons, LB 1, Penn St.
Detroit has glaring holes on defense that absolutely need to be filled. Parsons is the type of player that can change a culture, and maybe even a franchise. He can do it all -- run stop, pass rush, pass cover. I see him taking on a Justin Simmons type role, and he might even have a similar slow start. The Lions should only consider defensive selections here with both Smith and Chase off the board.
8) CAR Panthers -- Trey Lance, QB 4, NDSU
Another top 10 caliber QB going top 10. Lance has measureables to translate successfully to the NFL level. He's a genetic specimen. I don't think he can come in and compete for a starting spot right away, but under Matt Rhule and behind Teddy Bridgewater, he can learn an offense quickly, and will likely get playing time by the second half of the season. Lance would be an investment into Carolina's future, but his upside is so incredible, its hard to justify passing on him.
9) ATL Falcons -- Caleb Farley, CB 1, Virginia Tech
I could see Farley, Surtain, or Horn, as well as Rousseau and Kwity Paye all going here at 9 to the Falcons. Personally, I see Farley as the best corner, and the corner position feels more complete than this year's edge rushers. Also, you technically, and I mean theoretically here, don't need pass rush if you can lock down the receivers. This isn't really true, but it's a nice thought with some practical applications. The short of it is, there aren't really any elite edge rushing prospects this year, but there's plenty of top end talent that can be selected later on. The Falcons have an extra Third due to their trade down, so expect them to pursue an Edge Rusher a little bit later.
10) DAL Cowboys -- Patrick Surtain II, CB 2, Alabama
The Cowboys' secondary is bad, and I think that's sugar coating it. Diggs was a nice piece last year, but this year, you need a corner who you can put on an island with a wideout. Surtain is that lockdown guy, and even if he's not, he's the closest thing this draft has to a complete CB prospect.
11) NYG Giants -- Greg Rousseau, EDGE 1, Miami (Fl)
The Giants have a few options here. Jaycee Horn comes to mind, although it's a little early for him. You can go and get Jaylen Waddle, but with Shepherd and Slayton on the team, you'd essentially have all speedy and technician type receivers. Pass rush is something the Giants sorely lack, and Rousseau is a diamond in the rough. His speed, power, and length are so much fun to watch. Rousseau is missing technique, but he did take the entire season off to improve his draft stock. We can't really say more until we see the combine, but for now, Rousseau is the top edge in this draft.
12) SF 49ers -- Jaycee Horn, CB 3, South Carolina
Remember when I said it's a little early for Horn? Well, yea, it was, by a single pick. I do think this selection is a bit of a need-based reach, however with no QB available and few other major holes on the Niners team, a need-based reach is fine in my book. The Niners are going to be losing some corners in FA and Jason Verett and Richard Sherman are only getting older. Some fresh blood needs to pump in that cornerback room, and Horn is the perfect developmental piece to learn from such established vets.
13) LAC Chargers -- Christian Darrisaw, OT 2, Virginia Tech
I wasn't too high on Darrisaw until recently when I watched his tape. I thought he seemed undersized, but he sure doesn't play like it. The Chargers ought to protect Herbert, and need help all across their O-Line. Expect Darrisaw to be the first of a few O-Line related draft picks in 2021.
14) MIN Vikings -- RaShawn Slater, OL 1, Northwestern
Slater can project to play any O-Line position in the NFL, which is why I think he'll be such a good fit for the Vikings. They have multiple gaps inside, and Slater's versatility will ease that reconstruction process. The Vikings offense is lethal when operating a full strength, so whether it's protecting Cousins or pancaking someone for Dalvin Cook, Slater should have his hands full.
15) NE Patriots -- Kyle Pitts, TE 1, Florida
Pitts deserves to be a top 10 selection. His catch radius is astounding, and he's basically an oversized, elite wide receiver. The Patriots need receivers too...badly. Instead of going with Jaylen Waddle or Rashod Bateman, I could totally see Bellichick and Co. drafting who could essentially be the next great New England tight end.
16) NYJ Jets -- Jaylen Waddle, WR 3, Alabama
The Jets have a lot of draft capital with which to rebuild their franchise, and I'm sure new Head Coach Robert Saleh wants to do exactly that. But there's only a few ways to win an NFL draft, and one of them is taking the right player at the right time to maximize your value. Waddle is better than a fringe top-16 selection, but he gets pushed down due to need and injury history. It was really nice to see him back in the title game, and that should set a positive tone heading into the draft. The Jets trade up to get an explosive weapon for Trevor Lawrence,
17) LV Raiders -- Kwity Paye, EDGE 2, Michigan
The Raiders' fatal flaw is defense. It feels like they trot out 5-6 players instead of the normal 11, and that's often reflected by the game score. The quickest way to improve a defense is through pass rush. Clelin Ferell is elite at run stopping, and Maxx Crosby is a solid player in his own right, but neither have that killer instinct to go after the QB and dismantle an entire play. Paye, on the other hand, is known for doing just that. Extra pressure will also help out the weak Raiders secondary.
18) MIA Dolphins -- Jeremiah Koramoah-Nwosu, LB 2, Notre Dame
I'm going to keep putting JOK in this same draft spot almost automatically until draft day. JOK is a fantastic run stopper who can diagnose plays like House from, well House. He works well enough in coverage as well, and I think with some Brian Flores coaching, he can shine at the next level. The Fins could use some help in the linebacker room, and JOK can elevate the entire position group if he's coached up right.
19) WAS Football Team -- Rashod Bateman, WR 4, Minnesota
If Waddle wasn't taken at 16, this pick would've been even more obvious. Get Heinicke a big receiver who can go up and get the football. That unlocks McLaurin to streak down the sidelines or run a deep slant through the middle of the field. Bateman essentially stretches the field, into wear safeties have to remain wary of both recievers, plus both of Washington's running backs who have good hands and often pop out of the backfield.
20) CHI Bears -- Liam Eichenberg, OT 3, Notre Dame
I said player, not helmet, and in Eichenberg's case, I kinda gave him points for both. Notre Dame tackles typically translate really well to the NFL, the same way Bama receivers and Iowa tight ends do. Eichenberg himself is next up in a long line of successful ND linemen, with excellent length, good hand-fighting technique, and plenty of bulk. The Bears need an anchor who can give whomever their signal caller is some extra time in the pocket. Eichengberg joins his old buddy Cole Kmet in Chicago.
21) IND Colts -- Jaelen Phillips, EDGE 3, Miami (Fl)
The second of three top Edge rushers coming from Miami finds his way onto the Indy Colts. I will admit, I am extremely biased when it comes to my Colts, and being a Miami fan, I kinda just threw a dart with this choice. But hear me out because there is some justification to the selection: First, Ballard said he will be slow and methodical when selecting a QB, that its not about getting a guy, but the right guy. The right guy won't be here at 21, and the Colts aren't moving into the top 8 this draft. Second, with Eichenberg off the table, the next best OT is Cosmi. While he fits, it feels like a reach just to get someone to fill AC's shoes. The Colts have some picks later on, and I'm confident that the middle-tiered OTs are just as suitable as Cosmi would be. Third, the Colts' biggest hole is at Edge Rusher. Turray is not the player Indy hoped he would be, Houston is aging and on the way out, and Autry is kinda meh. Ballard said it himself, Banogu needs to come online. With all those question marks, it seems to me, the best choice is taking a high upside Edge rusher. Phillips has amazing length, speed, technique, strength, you name it. I would only be skittish about his injury history, but after the season he had at Miami, he's worth the risk. A former number 1 overall recruit nationally from highschool and a Second Team All American deserves a first round selection. He has tools for days, and if he can get onto a veteran, playoff team, he just might win the DROY. The caveat is: so long as he can stay healthy.
22) TEN Titans -- Joseph Ossai, EDGE 4, Texas
Ossai is a really good player, with a few gaps in his game that he would need to patch before starting in the NFL. The Titans desperately need pass rush, especially considering how good their defensive backs look on paper. EDGE is the last key to the puzzle which would take the Titans from a perennial AFC South contender to a perennial AFC Championship contender.
23) AZ Cardinals -- Tyson Campbell, CB 4, Georgia
I'm just going to say that Campbell is longer than Stokes, more physical, and I think his build will translate to the NFL better. Campbell, to me, is the clear cut CB 4 and Arizona wants a corner in the first round. Trading back from 16 makes a lot of sense considering Campbell is certainly the beginning of the 2nd tier corners and should not go as early as 16. The Cards add an extra selection in both the third and fifth round and still get their guy.
24) PIT Steelers -- Samuel Cosmi, OT 4, Texas
If there's one thing I've learned from this sub, it is that Pittsburg's offensive line is overrated. They're about to get a physical hulk in Cosmi, who by weight alone is tough enough to push past. Cosmi will be great for buying Big Ben some extra seconds in the pocket, and could be an anchor for a decade if he plays up to his potential.
25) JAX Jaguars -- Davion Nixon, DT 1, Iowa State
Shocker to have Nixon, and not Barrmore or Tufele as my DT 1, but I really liked how athletic and natural he looked at the position. I mean, this man rumbled for a pick 6 in one of the most impressive big man touchdowns I've seen at the collegiate level. He just plays instinctively, and that always feels like what the Jags look for in a prospect. Ramsay, Henderson, Chaisson, Allen. All previous instinctive players taken by Jacksonville in recent memory, and I, for one, am a big fan.
26) CLE Browns -- Zaven Collins, LB 3, Tulsa
You can make a bunch of arguments for where the Browns should go with this pick. Safety, CB 2, inside and outside linebacker all have a case. Zaven Collins is the best safety/CB/LB available at this point in the draft, and he would be a massive upgrade over some of the current starters like B.J. Goodson and Malcolm Smith. Easy choice here, don't overthink it.
27) BAL Ravens -- Wyatt Davis, OG 1, Ohio State
So, this is a bit of a toss up, in part because I want Baltimore to take a receiver in the first round, and in part because Davis just simply should not be there at 27. He is a unit, and clearly the best guard in the draft. I penciled him in to Minnesota for my past mocks, but the rise of Rashawn Slater gave birth to Davis' plummet. He is also the second best player remaining on the draft board behind Etienne and is a clear and present need for Baltimore. Sorry Ravens fans, or you're welcome. Whichever.
28) MIA Dolphins -- Travis Etienne, RB 1, Clemson
Remember how I said Etienne was the BPA at 27? Well, that was true for a while. Running backs aren't really worth what they used to be, but a player like Etienne can absolutely change a team's landscape the same way Dalvin Cook, Todd Gurley, Derrick Henry, Alvin Kamara, and CMC did for their respective teams. Miami trades away some of it's cached draft assets to get a bluechip runner with feather-soft hands and a knack for finding open space. This is going to be a scary Dolphins team, considering they just went 10-6, and would be getting two of the very best skill position players in the draft. Something to watch out for, especially if Etienne falls this far. (Also, by moving up to 28, Miami hops the Buccaneers who would absolutely take ETN at 29).
29) TB Buccaneers -- Azeez Ojoulari, EDGE 5, Georgia
I don't really know what to say about this pick, aside from that it feels like a consolation prize. Ojoulari has some great pass rushing skills, and with Suh and JPP aging, getting a young DE seems like a smart play.
30) BUF Bills -- Christian Barrmore, DT 2, Alabama
I've been up and down with Barrmore, but after seeing his college playoff performance, I think he's the best player remaining on the draft board. I figeted with Freiermuth and Leatherwood, but ultimately settled on Barrmore because Buffalo continued to get gashed along the D-Line by opposing RBs. Basically, Barrmore is a Quinton Jefferson replacement, not that they need it.
31) KC Chiefs -- Carlos Basham Jr., EDGE 6, Wake Forest
Frank Clark has underperformed given his hefty contract, Kpassagnon has been downright bad. I understand he's a rookie and has time and room to grow, but you should never say no to healthy competition. It's also too early to draft a center, although Landon Dickerson is on my mind if I'm the Chiefs GM. Basham Jr. is a strong, technique driven player that can bully an opposing LT.
32) GB Packers -- Chris Olave, WR 5, Ohio State
This is my draft darling. I watched Olave play in both playoff games, and absolutely fell in love. I watched his highlight reel and I can't stop raving about the dude. I honestly don't know how he wins some of his matchups, he just seems to see the field differently. He just knows when to turn on/off the jets and he's the type of player I can see forming an instant connection with an elite QB. If he does go to the Packers, he will put up some crazy numbers. I'm talking thousand yard receiving, 7-10 TDs, and 70 + receptions. (That's also pending a Will Fuller signing, which would obviously hurt Olave's opportunities).
Round 2
33) JAX Jaguars -- Alex Leatherwood, OL 2, Alabama
34) NYJ Jets -- Alijah Vera-Tucker, OG 2, USC
35) ATL Falcons -- Patrick Jones II, EDGE 7, Pittsburg
36) NO Saints -- Mac Jones, QB 5, Alabama
The Saints traded down from their first round selection to the early second to nab an extra third round pick. With their new pick, they take Drew Brees' ideal successor in Mac Jones. Jones has solid arm strength, makes good reads, but runs a simple offense. He has a high football IQ, and I think he would pair really well with Slants-McGhee (Michael Thomas) and Alvin Kamara. He's more of a game manager than a win-it-yourself QB, but he can excel at management the same way Alex Smith did in SF and KC.
37) PHI Eagles -- Asante Samuel Jr., CB 6, FSU
Not a typo, Samuel is not the 5th best corner in this draft, but he will be the 5th one taken according to this mock. Something about his moxie and personality screams Philly Philly to me.
38) CIN Bengals -- Shaun Wade, CB 5, Ohio State
39) CAR Panthers -- Chazz Surratt, LB 4, North Carolina
40) DEN Broncos -- Dillon Radunz, OT 5, NDSU
41) DET Lions -- Rondale Moore, WR 6, Purdue
42) NYG Giants -- Amon-Ra St. Brown, WR 7, USC
43) SF 49ers -- Kyle Trask, QB 6, Florida
44) DAL Cowboys -- Jay Tufele, DT 2, USC
45) JAX Jaguars -- Trevor Moehrig, S 1, ATCU
46) NE Patriots -- Terrace Marshall Jr., WR 8, LSU
47) LAC Chargers -- Eric Stokes, CB 7, Georgia
48) LV Raiders -- Jevon Holland, DB 1, Oregon
I feel like I ought to explain that Holland is listed as a DB because I project him to play either corner or safety. His size is underwhelming, but his speed makes up for it to secure a day two selection. Vegas wants some versatility and flexibility, which is what gets Holland drafted over some better safeties.
49) AZ Cardinals -- Pat Freiermuth, TE 2, Penn State
50) MIA Dolphins -- Trey Smith, OG 3, Tennessee
51) WAS Football Team -- Jaylen Mayfield, OT 7, Michigan
52) CHI Bears -- Elijah Moore, WR 10, Ole Miss
Again, not a typo. I believe there is a better WR on the board, but I think the Bears rock with Moore instead, in part due to production, and in part due to rising draft stock.
53) TEN Titans -- Nick Bolton, LB 5, Missouri
54) TB Buccaneers -- Najee Harris, RB 2, Alabama
First, let me say I believe Harris is going to be the best tailback drafted. He moves like a flowing river, crashing into some opponents and bending around others. I am extremely impressed with him, and I don't think he deserves to fall this far. The thing is, a lot of teams have secure RBs at the moment, with exceptions being Miami, Arizona, New England (to an extent), Pittsburgh, Green Bay, Buffalo, and Tampa. Tampa has Jones II for another year after this one, and will start thinking about moving on. They trade up for an absolute gem in Harris, who can be their feature back behind one of the best O Lines is football right now. Tampa doesn't sacrifice too much, just their third and a future pick, and they get back a 5th this year as well. For those of you who think they give up a little too much, I plugged the values into the Johnson trade chart to be certain. Tampa loses a bit of value, but they get to catapult Pittsburgh to secure their RB of the future.
55) PIT Steelers -- Javonte Williams, RB 3, North Carolina
They settled for the next best back in Williams, who runs like a wrecking ball but still has really nice hands. Not a bad James Connor replacement at all.
56) SEA Seahawks -- Levi Onwuzurike, DT 4, Washington
This is a mix of best player available and filling in a need. Onwuzurike is heavily underrated and should be touted as an early day 2 selection. I'm not sure if this qualifies as a steal, but its definitely good value for someone who can run stuff for years to come.
57) LA Rams -- Deonte Brown, OG 4, Alabama
Brown is critically underrated. He looks like Blastoise from Pokemon, his arms are like cannons, and he's basically an impenetrable shell. I like him a lot, and I think Cam Akers and Jared Goff will too. I don't know if the Rams need a center, but Creed Humphrey could also slot in here.
58) CLE Browns -- Derion Kendrick , CB 8, Clemson
59) BAL Ravens -- Kadarius Toney, WR 9, Florida
60) NO Saints -- Elijah Molden, DB 2, Washington
See explanation for Jevon Holland
61) IND Colts -- Walker Little, OT 7, Stanford
Little reminds me of Anthony Costanzo, and he will likely be available if the Colts do trade back from 54. Little is anything but, he's actually pretty large. On top of that, he is very, very smart, and not just because he attends Stanford. If the Colts want to avoid maneuvering Quinton Nelson, this is who they should draft.
62) BUF Bills -- Spencer Brown, OT 8, Northern Illinois
63) KC Chiefs -- Landon Dickerson, C 1, Alabama
64) GB Packers -- Baron Browning, LB 6, Ohio State
Is it bad that the team I think is going to win the Superbowl also ends up with two of my favorite prospects? That's just kinda how my board fell, but I'm starting to think I need to shuffle it in case they see this.
Round 3
65) JAX Jaguars -- Brevin Jordan, TE 3, Miami (Fl)
66) NYJ Jets -- Paulson Adebo, CB 9, Stanford
67) HOU Texans -- Sage Surratt, WR 11, Wake Forest
Finally got to the Texans pick, and they take a large and in charge receiver in Surratt. It's tough to predict what the Texans will do while they sort out the whole Watson situation.
68) ATL Falcons -- Jaime Newman, QB 7, Georgia
69) CIN Bengals -- Quincy Roche, EDGE 8, Miami (Fl)
May not be the best pick in the darft, but certainly the nicest
70) PHI Eagles -- Dylan Moses, LB 7, Alabama
71) ATL Falcons -- Hamsah Nasriladeen, S 2, FSU
72) DET Lions -- Jayson Oweh, EDGE 9, Penn State
73) CAR Panthers -- Rodarius Williams, CB 10, LSU
74) WAS Football Team -- Charlie Kolar, TE 4, Iowa State
75) DAL Cowboys -- Rashad Weaver, EDGE 10, Pittsburgh
76) NYG Giants -- Josh Jobe, CB 11, Alabama
77) NE Patriots -- Forfeit
78) LAC Chargers -- Tyler Linderbaum, C 2, Iowa
Replaceable with Creed Humphrey as well
79) MIN Vikings -- Andre Cisco, S 3, Syracuse
80) AZ Cardinals -- Marvin Wilson, DT 5, FSU
81) LV Raiders -- Jabril Cox, LB 8, LSU
82) NO Saints -- Paris Ford, S 4, Pittsburgh
I know I gave them Molden earlier, but Ford is really the BPA at this spot. I also think he is criminally underrated and initialy had him as my S 1 over Moehrig. My only concern is that he had one of the best pass rushing units in the country pestering opposing QBs, so I'm not totally sure his production is 100% legitimate. Still a phenomenal player.
83) WAS Football Team -- Pete Werner, LB 9, Ohio State
84) CHI Bears -- Kenny Pickett, QB 8, Pittsburgh
85) IND Colts -- Israel Mukuamu, CB 12, South Carolina
86) TEN Titans -- Tylan Wallace, WR 12, Oklahoma State
87) AZ Cardinals -- Josh Myers, C 3, Ohio State
88) PIT Steelers -- Shakur Brown, CB 13, Michigan State
89) LAR Rams -- Daniel Faalele, OT 9, Minnesota
90) CLE Browns -- Richard LeCounte III, S 5, Georgia
91) MIN Vikings -- Jackson Carman, OT 10, Clemson
92) CLE Browns -- Aidan Hutchinson, EDGE 11, Michigan
93) IND Colts -- Kellen Mond, QB 9, Texas A&M
94) BUF Bills -- Hunter Long, TE 5, Boston College
95) KC Chiefs -- Cameron McGrone, LB 9, LSU
96) GB Packers -- Jaret Patterson, RB 4, Buffalo
Compensatory Picks
97) NE Patriots -- Sam Ehlinger, QB 10, Texas
98) LAC Chargers -- Dazz Newsome, WR 13, North Carolina
99) NO Saints -- Seth Williams, WR 14, Auburn
100) DAL Cowboys -- Ar'Darius Washington, S 6, TCU
101) TEN Titans -- Kenneth "Kenny" Gainwell, RB 5, Memphis
102) LAR Rams -- Charles Snowden III, EDGE 12, Virginia

Note: I'm posting this without proof reading, so kindly lmk if I messed something up.
submitted by HugeBenny to NFL_Draft [link] [comments]

Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
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Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
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