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submitted by CasinoCanada22 to u/CasinoCanada22 [link] [comments]

I built a decent Gaming PC for $206 using used parts from my local area...

***WOW this post really blew up. I'm really grateful for all the great comments and awards. Thank you everyone. This was my second PC but I have been really getting more into the budget build route and so I'm glad other people are into that! Happy deal hunting :)
DISCLAIMER: I sourced these used components over the last few weeks in my local area (SF Bay CA). Where I live, there's a pretty good selection of used PC parts so your mileage will vary depending on where you live. But I just wanted to put it out there that many of you can definitely build a decent gaming PC for $200-400 if you are willing to spend the time to hunt for deals in your local area, especially if you live in/near a metropolitan area.
pics
Parts List
CPU: Intel Xeon e5 2620 v3 6 core/12 thread - $16 eBay
Motherboard: Asus Sabertooth X99 - $85 Craigslist
CPU Cooler: CoolerMaster Hyper 212 - $20 OfferUp
Memory: Corsair Vengeance 16GB DDR4 2400 MHz (CPU reads a max of 1866) - $40 OfferUp
Storage: WD 640GB HDD 7200 rpm - $10 Craigslist
GPU: EVGA GTX 960 SC 4GB (I actually bought 2 at once for $75 on Facebook Marketplace, sold one on eBay for $100 essentially GIVING me $15 (after eBay/PayPal fees) and a free GPU)
Case: Phanteks prebuild case w/ 3 RGB Apevia fans - $30 Craigslist
PSU: Corsair CX600 - $20 Facebook Marketplace
Total (including the $15 I gained from selling the extra GPU): $206
I can happily play CS:GO, Apex Legends, Fortnite, GTA V and many other games at 1080p at medium settings or better and get 60+ fps. With a better GPU and a little more money, you wouldn't have any issues getting much higher FPS.
So let's break down these components a little bit more and talk about which deals will be harder to replicate if you plan on doing something like this.
Firstly, the CPU is actually the easiest part to attain on this list. These can regularly be had for $20 off eBay. This particular X99 motherboard is VERY NICE for $85 (I actually got it for $70 but paid $15 for the OEM IO shield off eBay because it didn't come with one). It's a quality mobo with 8 slots for RAM so upgrading RAM on this will be as easy as buying another kit of the same capacity and as time goes by and RAM gets cheaper, you could just keep doing that if you wanted without having to get rid of your previous RAM. But finding this exact motherboard for the price may be difficult.
Luckily there are X99 motherboards being made out of China right now using recycled chipsets for about $60-120 depending on the particular models (available from AliExpress). Some of these motherboards are actually pretty good quality, but definitely do your research first. I recommend checking out Miyconst on YouTube. This Xeon/X99 setup is pretty popular in Russia and Brazil because of hardware prices and availability so this is a Russian Ukrainian guy who reviews all of these Chinese motherboards in great detail.
The CPU cooler will be easy to find for about that price. Even new, the Hyper 212 is only $35 but if you buy used just make sure you get the LGA2011-3 hardware necessary for securing it to the motherboard. $40 for 16GB of DDR4 is a good deal but I've seen this same deal pop up a few times but more often at $50. Finding used but working 500-1000GB HDD's for $10-20 is quite easy but I recommend only using this as a storage for games and re-downloadable files. I planned on having a m.2 SSD in this rig but accidentally bought a SATA m.2 drive instead of NVMe (SATA m.2 not supported by this motherboard) so I will still need to upgrade that. But any SSD for your OS and important files will do and you can find these for around $30-40 for a 256 GB SSD new, maybe $10-20 more for an NVMe.
The GPU of course is where the real bargain hunt will be. In 2021, GPU's are super overpriced but I had seen another 960 4GB for $40 in my area after purchasing 2 of them for $75 total, so getting one around $40-60 is definitely possible. This is where I'd upgrade first (after an SSD). Other higher performing options would be the R9 390 8GB (recently purchased one for $80 and another for $100), the RX 580 8GB (recently purchased one for $125 but seen them locally for $150) or even a 1080 (purchased one for $200 but have seen them go for $260 locally). Really, any decent GPU you can find for around $50-200 would be great with this build. I recommend referring to this Tom's Hardware List to see where GPU's rank overall when you're shopping for a used GPU. This part will be where you'll spend most of your time hunting, but those elusive GPU deals are out there!
This case was a good find but I had also received a FREE CoolerMaster ATX case not too long ago, with 3 140mm fans included, in great condition. People often give away or sell their cases for cheap because they take up a lot of space. Look for one with fans included and even better if it comes with screws/standoffs.
Finding a 500-700W PSU for $20-40 is not difficult but this is a component that many people would just prefer to buy new and I don't blame them. At least by 80+ Bronze if you go used. But honestly, I think I'd rather buy a used PSU from a reputable brand than a cheap, new PSU from some brand I never heard of.
Overall, this was a fun build to make and I love reducing e-waste so buying used is good for me. I highly recommend though that you have all the appropriate screws/hardware when buying used parts so ask about that stuff when you purchase something and if it's not included, buy that replacement hardware online before you start your build because it's frustrating to start putting your PC together and then realize you don't have enough screws, etc. It's a little more of a hassle but you can save a lot of money!
Feel free to ask any questions, this is only my second PC build (just started last month but have been diving DEEP into PC building rabbit holes online). But I hate when people on this sub instantly shoot people down asking about $200-400 PC's saying it's not possible. IT IS POSSIBLE, but you have to get creative and it also helps to live in certain areas I won't deny that.
submitted by Mattdehaven to buildapc [link] [comments]

/r/RedDeadOnline Simple Questions & FAQ Thread.

/RedDeadOnline Simple Questions & FAQ Thread.

If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
We'll reward members who help most often with a special flair / badge to use on the sub!
We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.

PC / Next-Gen / Stand-alone Questions

Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters to a different platform, e.g Xbox to PC. The game is cross-gen however, so if you play PS4 you can continue on PS5.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.

Red Dead Online: General Questions

Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges as well as 15 role daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.1 Gold per completed challenge plus a bonus if you complete all 7 regular challenges.
After completing at least 1 challenge per day for 7 days, you then earn a little more gold per challenge each week before your daily challenge streak resets after 28 days.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 role daily challenges. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.

Red Dead Online: Other Questions

Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp and warning you of camp raids when you unlock the perk. Not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.

Red Dead Online: Roles

Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.

Bounty Hunter Role

Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
There are 10 legendary bounties that can be access as part of the Bounty Hunter role and 3 that can be accessed (when they've all released) by purchasing the Prestigious Bounty Hunter upgrade.

Trader Role

Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).

Collector Role

Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.

Moonshiner Role:

Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".
Will be expanded upon soon...

Naturalist Role

Will be updated soon...

Useful Red Dead Online Resources

This thread will be posted at 6am UTC every Monday. We'll aim to update & add any additional questions in time for the new thread being posted each week.
submitted by RedDeadMods to RedDeadOnline [link] [comments]

/r/RedDeadOnline Simple Questions & FAQ Thread.

/RedDeadOnline Simple Questions & FAQ Thread.

If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
We'll reward members who help most often with a special flair / badge to use on the sub!
We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.

PC / Next-Gen / Stand-alone Questions

Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters to a different platform, e.g Xbox to PC. The game is cross-gen however, so if you play PS4 you can continue on PS5.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.

Red Dead Online: General Questions

Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges as well as 15 role daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.1 Gold per completed challenge plus a bonus if you complete all 7 regular challenges.
After completing at least 1 challenge per day for 7 days, you then earn a little more gold per challenge each week before your daily challenge streak resets after 28 days.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 role daily challenges. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.

Red Dead Online: Other Questions

Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp and warning you of camp raids when you unlock the perk. Not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.

Red Dead Online: Roles

Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.

Bounty Hunter Role

Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
There are 10 legendary bounties that can be access as part of the Bounty Hunter role and 3 that can be accessed (when they've all released) by purchasing the Prestigious Bounty Hunter upgrade.

Trader Role

Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).

Collector Role

Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.

Moonshiner Role:

Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".
Will be expanded upon soon...

Naturalist Role

Will be updated soon...

Useful Red Dead Online Resources

This thread will be posted at 6am UTC every Monday. We'll aim to update & add any additional questions in time for the new thread being posted each week.
submitted by RedDeadMods to RedDeadOnline [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]

[Standard] Jeskai Showdown of the Skalds

Welcome to Jeskai Skalds. This is an assertive midrange deck focused on capitalizing on the incredibly powerful saga: Showdown of the Skalds. The deck's primary plan is to apply early pressure and interaction while setting up for devastating combo-like turns with the second and third lore counters.
Performance:
I have currently piloted the deck to mythic #341 with a 74% win rate over 61 matches of BO3. It has felt like it has almost no weak matchups outside of maybe Rakdos yoink and sac decks. It performs well against pretty much every version of Yorion. It is strong against Gruul adventures with the caveat that they tend to run away with the game if you can't interact with their brushfire elementals. Strong against rogues. It is a coin flip in the mirror against other Showdown of the Skald decks like Naya and straight Boros. This is a link to the deck's stats on untapped.
https://mtga.untapped.gg/profile/a2ec539b-105a-41a7-afea-f5273673359a/FVYGQCXSBREEDAMC2GXDT462M4/deck/839a8223-ecc2-4a49-b5b2-673ecc0b55cb?gameType=constructed&constructedType=ranked
The Deck:
https://scryfall.com/@TheOinkinatodecks/964164e5-025a-467f-a760-98b64d210ac5
4 Giant Killer
4 Sprite Dragon
4 Hengegate Pathway
4 Riverglide Pathway
4 Robber of the Rich
2 Mountain
3 Shepherd of the Flock
4 Crash Through
3 Temple of Enlightenment
2 Plains
4 Raugrin Triome
4 Needleverge Pathway
4 Showdown of the Skalds
4 Shock
1 Temple of Epiphany
4 Bonecrusher Giant
3 Skyclave Apparition
2 Fight as One
// Sideboard
3 Glass Casket
2 The Royal Scions
3 Disdainful Stroke
3 Drannith Magistrate
3 Ox of Agonas
1 Skyclave Apparition
Showdown of the Skalds
Showdown is the impetus for the deck. The card is of course incredibly strong by itself with any deck plan. However, there are a couple of ways to take its effects and turn them up to ten. This deck is looking to really capitalize on the second two lore counters through haste creatures & cheap spells.
The Haste Threats
Haste creatures in combination with showdown allow the deck to spend a lot less time on set up turns. It can allow the deck to generate game ending threats from an empty board which is especially important given the high quality of interaction and sweepers present in the format.
Robber of the Rich is the weaker of the two hasters. However, it still applies pressure if left unchecked so it tends to be a strong early play to eat up interaction from the opponent.
Sprite Dragon is where the money is at. It is the reason we are playing blue at all. The combination of its own counter ability and the Skalds trigger to add counters causes it to become an absolutely dominant threat. Sprite Dragons are often in the 5/5 to 10/10 range in this deck and can frequently kill in one to two hits.
Cheap Spells
The deck is playing more "low impact" spells than your average deck in standard. We are playing 4 Shocks, 4 Crash Throughs, and 2 Fight as One. The shocks are very rarely played now due to Bone Crusher Giant. These cheap spells, while not impressive on there, own synergize well with both Sprite Dragon and Showdown they allow us to almost always convert every card exiled with Showdown into actual cards and multiple counters when Sprite Dragon is on the board. Lets look at each choice:
Shock is by far the best instant/sorcery at one mana available in our colors. It actually gain a lot of equity because of Bone Crusher Giant. People are used to stomp replacing it so they rarely play around one red mana left up. In addition when you play 4 Shock and Four stomp you have a potential 16 points of burn in your deck which is no joke when you see so many cards from Showdown
Crash Through is the choice based on its ability to can trip. The deck would play Opt, but it puts too many restrictions on the mana base. There is some minor upside with the trample as creatures can get massive in this deck.
There are also two Fight as Ones in the deck as I have found the effect to be particularly potent at protecting Sprite Dragon. In addition the deck has a good spread of non-human and humans so it often finds both targets.
Adventures
We are still playing with Throne of Eldraine so we of course have access to the busted adventure creatures. They are additionally strong in this deck as they give you two spells to trigger Showdown. It also means that we get to play a creature weighted deck that still has 25 non-creature spells in it for Sprite Dragon.
Bone Crusher Giant I have already mentioned a couple of times but it is of course insane. At this point it doesn't need to be explained but, suffice it to say, this card completely slaps.
Giant Killer plays incredibly well in the deck as its creature half is reasonable and cheap which works with Skalds very well. In addition Chop Down is incredibly strong in the meta right now. Every red deck has at minimum four Bone Crusher Giants, every green deck is full of targets, and thanks to Yorion pretty much every blue and/or white deck has a playset of 4/5 fliers running around.
Shepherd of the Flock is the final adventure creature we play. It is played over Brazen Borrower both due to its superior synergy and the fact that it stresses the mana base less. Shepherd on the front side is an acceptable body that can deal damage and trade up with a few creatures. The real money is the additional spell which triggers Sprite Dragon, protects your threats, and most importantly can re-buy Showdown of the Skalds.
Skyclave Apparition is here as the deck's universal answer to most of the threats in Standard. It is an include on raw power and it of course doesn't hurt that it provides a body for Showdown counters.
The Mana Base & How to Deploy it
We are primarily a Boros deck. The only blue card in the main deck is Sprite Dragon. When deploying mana the deck wants to assemble in order of these priorities: one source of each color, two white for Skyclave Apparition, a weighting of lands toward red for combo/burn turns. This seems contradictory but it is pretty easy to assemble thanks to the Triome present in our colors. The rest of the mana base is composed of all of the available pathways and then a mix of temples that have blue and one of the other two colors. This allows the deck to get the one source of blue online while also progressing to steps two and three of the mana priorities.
Sideboard
Drannith Magistrate primarily hits four things: Adventure, Escape, Foretell, and Showdown of the Scald/Robber of the Rich type effects. If your opponent deck has 8 or more cards in these categories it can be a strong board in as it is a low effort way to pressure their resources. This is a good board in against Gruul Adventures, Izzet Flash, Rakdos Midrange, and Naya Adventures.
Glass Casket answers powerful three drops and creatures with three toughness that our main board shock effects can't hit. This is a good board in against Mono Green Variants, Gruul and Naya Adventures, Rogues, and White based aggro decks with Hallowblades.
Skyclave Apparition answers similar issues as Glass Casket while also being able to interact with certain flavors of Yorion profitably.
Disdainful Stroke is incredibly efficient at protecting you the turn before you are looking to have an insane skald turn. It can also buy an additional turn against a haymakers out of control and Yorion decks. This a good board in against pretty much every build of control and Yorion. It is also good against Izzet flash and strong on the draw against Gruul based decks to snag Questing Beast, Great Henge, and Vivien.
The Royal Scions converts your cheap creatures into scary threats while quickly building to an ultimate that tends to do about 7 damage to the face. Good against decks without many creatures and strong at snowballing while on the play. A good board in against Yorion, Control decks, and ramp decks.
Ox of Agonas is primarily targeted hate for rogues while it is mostly for the one matchup it improves the matchup so dramatically that it is worth the sideboard slots. It also can be boarded in as a one of in matchups against non-white decks that interact enough to fill your graveyard quickly.
Thanks for reading. Feel free to shoot me any thoughts or questions. This deck has been an absolute blast and I am legitimately curious if it will end up seeing more play. If I had to guess the advantage gained by adding blue might not be strong enough. I haven't played a straight Boros build yet to know for sure.
submitted by TheOinkinator to spikes [link] [comments]

/r/RedDeadOnline Simple Questions & FAQ Thread.

/RedDeadOnline Simple Questions & FAQ Thread.

If your question isn't answered below, leave a comment and a community member will try to help!
If there are any frequently asked questions missing, then please comment with that question & what the answer is. Please also feel free to improve on any of the answers below.
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We'll be redirecting all simple/one liner questions to this thread in the hopes of reducing spam/repeat posts. Please report any you see under Rule 6, commonly posted question.

PC / Next-Gen / Stand-alone Questions

Q) If I buy on Rockstar Launcher, can I play with friends on Steam?
Yes, you can play with friends on PC regardless of what store they bought it from. Even Steam GTA, uses Rockstar to launch the game.
Q) Can we transfer our characters from PS4 and Xbox One to PC?
No, you cannot transfer characters to a different platform, e.g Xbox to PC. The game is cross-gen however, so if you play PS4 you can continue on PS5.
Q) If I buy a next-gen console, can I play with friends on old-gen consoles?
Yes! The game is backwards compatible on console, so you can play with friends on PS4/PS5 or XB1/XBX
Q) If I already own Red Dead Redemption 2, do I need to buy Red Dead Online again when it goes standalone?
No! Red Dead Online is still part of the RDR2 game.

Red Dead Online: General Questions

Q) What are the currencies in Red Dead Online?
Cash, the main currency in RDO that is earned through almost every activity.
Gold Bars, the premium currency in RDO that can be purchased using real money. You earn a small amount of gold for completing activities online.
Role Tokens, earned by levelling up in each role, used to unlock abilities & items for the five current roles.
Q) What is the Outlaw pass?
The Outlaw Pass is an in-game purchase using the premium Gold currency that allows you to earn items/rewards as you level up.
Outlaw Pass are only available for a limited time and once they finish, you can't access them again.
Q) What are Daily Challenges?
Every day at 6am UTC, you are given a new list of 7 daily challenges as well as 15 role daily challenges. They can range from hunting specific animals or finding certain herbs, to completing PVP/Freeroam events.
Initially, you earn 0.1 Gold per completed challenge plus a bonus if you complete all 7 regular challenges.
After completing at least 1 challenge per day for 7 days, you then earn a little more gold per challenge each week before your daily challenge streak resets after 28 days.
Your daily challenge streak will then reset, and you start the process again.
In addition to this, there are also 3 daily challenges for each role available and you can do a max of 9 role daily challenges. Daily challenges for roles will also differ depending on your rank within each role.
Q) What are Free-roam events (role/normal)
Every 45 minutes, you'll receive an invite to a free-roam event. Free-roam events can be activities such as fishing, horse racing, archery competitions, or PVP. You earn XP + cash for completing.
There are also role specific events that happen every 90 minutes, you need to be ranked up and enrolled in each role before you'll see invites for these activities.
You can see the schedule for free-roam & role events here
Q) What are ability cards?
Abilities in Red Dead Online are assigned to a character through Ability Cards. These are divided into two different types. Dead Eye cards that grant abilities only active during Dead Eye, while Passive cards add abilities that are always active, no matter what you do. Passive abilities are further divided into several different categories.
In Red Dead Online, it's not possible to assign all of the available abilities to the character, as there are only 4 slots available. One slot is used for a single Dead Eye card, while the remaining three slots are used for Passive abilities. Source.
Q) What are the playing styles online?
Defensive: Players in Defensive mode will be indicated by a shield icon, will take reduced damage from enemy players, cannot be lassoed, melee attacked, executed or targeted with auto-aim. Defensive players will also be excluded from being targeted in PvP-related missions such as Player Assassination. Those who attack Defensive players receive hefty penalties via the Hostility system, while players who initiate conflict while in Defensive mode will be instantly pulled out of Defensive mode and also receive similar Hostility penalties.
Offensive: The Offensive playing style is set as the default and is how most players traditionally interact in Free Roam – free to engage in hostile contact with other players if you are prepared to accept the potential consequences.

Red Dead Online: Other Questions

Q) How do I dual wield?
At rank 25, you can buy an off-hand holster which allows you to equip a second handgun.
Q) How do I change appearance
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to Online Options > Scroll down to Change Appearance
Q) How do I setup camp
Press Left on the D Pad (Keyboard TBC) to bring the Online menu up > Scroll down to camp options > Choose location for camp
Camps can be used to access wardrobes, collect items you've ordered via the catalog, craft & cook and fast travel if upgraded.
A small camp is suitable for 1-4 posse members and costs $1 per in game day. A large camp is suitable for 1-7 posse members and costs $2 per in game day.
Q) Where is the gun locker?
You unlock it through the trader role, then purchase it at Wilderness Outfitters in camp, and then it appears at your specific tent in camp.
Q) How do I buy a dog?
At your camp, head to Cripps and access Wilderness Outfitters, from there you can select the dog option.
Q) What can dogs be used for?
Looking cool at your camp and warning you of camp raids when you unlock the perk. Not really much else. (They're not companions like Dogmeat from Fallout 4)
Q) I saw an item, but can't find it on PC or Xbox One.
Some items are exclusive to PS4, so you may see things promoted by Rockstar that aren't yet available on your platform or it may be from an old Outlaw Pass.
Q) What is the best Horse
This post should help.
Q) What are the best Weapons
Captain Balrick's arsenal should help you decide
Q) What is the best ability card loadout
This post in the /RedDeadOnline mega-guide should help.
Q) What is the best way to make money/gold
This post should help.
Q) Where are the treasure maps located?
You can find them all here.

Red Dead Online: Roles

Q) Can I have more than 1 role active?
Yes! You can play in all roles concurrently.

Bounty Hunter Role

Q) What is the Bounty Hunter role?
Get started as a Bounty Hunter when you meet the Legendary Bounty Hunter in Rhodes and purchase the Bounty Hunter License. The standard cost is 15 Gold Bars.
Licensed Bounty Hunters can pick up work by visiting bounty boards located near law offices, post offices and train stations across the states. There is no shortage of criminals to be dealt with and the targets range in difficulty, from lone low-level petty thieves to notorious outlaws with armed protection details and a watchful eye. Taking on an armed gang or bringing multiple targets to justice is made easier with the help of a Posse, who will all earn a cut of the final bounty. And keep in mind, bringing in targets alive will yield a greater reward.
Reaching Bounty Hunter Rank 12 will open up the opportunity to take down other players with high bounties of $20 or more. Bounty Hunters will be notified through an invite about the opportunity to hunt down the wanted player when they’re nearby in a structured pursuit. The wanted player must escape (or surrender) within the allotted time and if captured, they’ll also have opportunities to escape and flee. If the Bounty Hunter brings the target in alive, they’ll receive an award while the criminal serves time.
Q) What are legendary bounties?
Legendary bounties are high-tier bounties, they usually involve a mini-story/cut scene. They're also much tougher than a regular bounty.
There are 10 legendary bounties that can be access as part of the Bounty Hunter role and 3 that can be accessed (when they've all released) by purchasing the Prestigious Bounty Hunter upgrade.

Trader Role

Q) What is the Trader role?
our trusted camp companion, Cripps, has long dreamed of starting a trading outpost and you’re going to help him make it happen - by becoming a partner in the fledgling Cripps Trading Company. Combining Cripps’ lifetime of working with animal materials and your skills at hunting and frontier security, you’ll have the perfect ingredients to develop a thriving business.
Once you agree to help Cripps, you can start turning your camp into a business by sourcing items for Cripps to convert into sellable goods. An investment of 15 Gold Bars to purchase a Butcher’s Table will get your business up and running.
Once you’re operational, you’ll provide Cripps with Materials through hunting animals – pristine pelts and carcasses will provide better yields. You’ll also take on Resupply Missions to acquire additional necessities through less than savory tactics. Once supplied, Cripps will begin turning the materials into sellable goods, which can then be sent out on low-risk local deliveries for payment or across greater distances for a premium.
Improve your hunting yields with a Hunting Wagon for larger hauls or upgrade your Delivery Wagons for larger sales. As business flourishes and your presence becomes known in the market, your competition may grow jealous of your success, so keep an eye out for raids on your camp. As your trade grows, you might consider purchasing a camp dog from Wilderness Outfitters. Not only are dogs great camp companions for all players, but a Trader of sufficient rank can teach their dog to warn of incoming attacks.
Q) Can I skip the medium wagon?
No, you need to buy the medium wagon, then the large wagon.
Q) What can I sell to Cripps?
You can sell carcasses & small animals (e.g squirrels). Along with some animal parts, e.g feathers.
Cripps does not accept meat, fish or skinned carcasses.
Q) How long does it take Cripps to make goods after resupplying?
Cripps requires materials and supplies to produce goods. You give him materials by donating carcasses and pelts. He uses two units of materials to produce one good. You either buy supplies or obtain them through resupply missions. Either way, that gives enough supplies to produce 25 goods. As long as both materials and supplies are available, Cripps produces 1 good every 2 minutes (1 in-game hour).

Collector Role

Q) What is the Collector role?
Seek out the mysterious travelling saleswoman Madam Nazar to acquire the Collector’s Bag and get started on the path of the Collector. It will cost 15 Gold Bars for access to collecting and selling rare items.
With Madam Nazar’s help, you will be able to explore the world finding valuable treasures, whether they’re discarded Tarot cards in abandoned camps, buried treasures unearthed with your trusty shovel, hidden family heirlooms and more.
Collect individual pieces and sell them off directly to Madam Nazar or collect entire sets for even more valuable sales. As you progress, you’ll unlock enhanced searching skills; more useful tools like a metal detector; benefits like increased carrying capacities; the ability for your horse to directly pluck and pass herbs to you while mounted, and more.
Q) Where is Madam Nazar?
Madam Nazar can be located by completing a map/collection for her. Her location is posted daily on /RedDeadDailies - She changes location at 6am UTC time each day.
You can also find her using https://madamnazar.io/
Q) Who is Madam Nazar?
Madam Nazar is the Collector role vendor, you can obtain maps, cosmetics & other items such as the shovel from her.
Q) Why is Madam Nazar?
...
Q) Where do you buy a shovel?
From Madam Nazar, it costs $350. If you need help finding her, check /RedDeadDailies
Q) Where do you buy a metal detector?
From Madam Nazar, it unlocks at level 5 and costs $700. If you need help finding her, check /RedDeadDailies
Q) Can you sell collector items individually or does it need to be a full set?
Yes, however you get far less money than you would if you sold a full collection
Q) Can you only have one collector map active?
Yes, if you try to open a second map, it may auto-close and almost looks like a bug, however, you should only try and activate one at any given time.

Moonshiner Role:

Q) I already met Maggie but I didn't buy a shack, now I can't find how to buy the shack?
In the options menu (left on the D-pad, or L on PC), select "Camp & Properties" → "Moonshine Shack" → "Shack Location".
Will be expanded upon soon...

Naturalist Role

Will be updated soon...

Useful Red Dead Online Resources

This thread will be posted at 6am UTC every Monday. We'll aim to update & add any additional questions in time for the new thread being posted each week.
submitted by RedDeadMods to RedDeadOnline [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]

[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]

Character Scramble Season 14 Signups

Signups are now closed! Click here to go to Tribunal.

If you haven't already, please fill out this form to finish signing up for Season 14. If you don't fill out the form, you won't be counted!

The Character Scramble is a writing prompt tournament where people compete to write the best story they can. At the beginning, everyone submits characters that meet specified guidelines. Then, the submitted characters are randomized and distributed evenly to all participants.
After each participant receives their team, the participants are slotted into a single-elimination bracket. Writing prompts are assigned and participants write a story that features their team fighting against their opponent's team. Afterward, everyone votes for whichever story they prefer, and the participant of each match with the most votes moves on to the next round. The pattern continues until only one participant remains: the new Character Scramble champion!
The champion chooses the theme, tier, and rules of the next Character Scramble. They also receive a temporary custom flair as their reward.
Click here to join the email list. If you join the email list, you'll receive an email for every Scramble post that is made.
Join the official Discord channel if you want to be part of a large, vibrant community of Scramble participants, or if you just want a quick analysis of your characters and tips for competing. The majority of Scramble discussion takes place on the Discord and we also make announcements and post links there first, so it's the best way to keep up to date on what's going on in Scramble.

Frequently Asked Questions

Character Submission List

Basic Rules / Scramble Process

  • Sign-ups will be from Friday, January 8 to Friday, January 29.
    • PLEASE NOTE: Signups will close at 7pm PST on January 29, and Tribunal will go up. Anyone who isn’t done when Tribunal goes up will have their incomplete submissions removed or will be DQed if they don’t have enough submissions after removal. GET YOUR STUFF DONE WELL BEFORE THE DEADLINE!
  • Each user who wishes to participate must submit THREE (3) characters that adhere to the rules listed in the Submission Rules section.
  • Users may also submit up to TWO (2) back-up characters that adhere to the same set of rules.
    • Users must specify in the submission that the character is a back-up.
    • If a main submission is deemed out-of-tier in Tribunal, the submission will be replaced by an entry from the back-up pool.
  • Users must also submit ONE (1) Devil Fruit as specified in the FAQ and may submit an additional backup Devil Fruit if they so desire.
  • Each character must be submitted in their own parent comment in this thread. Don't reply to your own submission comment with another submission; make a separate comment thread for each individual submission.
  • After you complete your submission posts for all of your main submissions and any back-up submissions, fill out and submit the submission form linked at the very top of this post.
    • If you need to make a change, just resubmit the submission form with the same name and new info. We'll use whichever version is newest.
    • DO NOT resubmit after Tribunal; we'll account for any Tribunal changes to rosters.
  • After Sign-ups is the Tribunal, a community-regulated place for users to point out characters they feel are over- or underpowered.
  • After Tribunal, the characters are scrambled so that every participant receives three characters.
    • In Season 14, each participant is guaranteed to receive one of their own submissions, but they will not receive more than one.
    • Participants also have the option to opt out of NSFW submissions and veto ONE submission out of the list of total submissions. (Users cannot veto their own submission.)
    • Links to a form for opt-out and veto will be provided after Tribunal ends and before the scrambling happens.
  • Every round, a prompt is posted. Players are expected to write about how their characters would defeat their opponents based on the prompt.
  • At the end of the round, the thread is locked and the voting thread is posted. Voting is done using Google forms.
    • Voting is mandatory; failing to vote in any round will result in disqualification.
    • If you cannot vote due to time constraints, message u/FreestyleKneepad and we can work around that.
  • After results are posted, the brackets are updated and the next round begins.

Theme & Tier / Submission Rules

The theme of Scramble 14 is One Piece, based on the manga/anime series about the Golden Age of Piracy. Your team will set sail on a globe-spanning adventure, from island to island, searching for the greatest treasure of all time. For more info, check out the Hype Post.
The tier benchmark for this season is Luke Cage (616), using a modified RT we have built specifically for this season's tier.Your submissions must score between a Likely and an Unlikely Victory versus Luke. For more information about what that means, check the FAQ.
The tier benchmark for Devil Fruit submissions is the following: Scramble Luke Cage (as defined above) with the abilities granted by your Devil Fruit must be able to achieve a Draw or Likely Victory against Scramble Luke Cage with the Punch-Punch Fruit, meaning he can launch fist-sized shockwaves at bullet speed that are equal in power to his own punches. For more details on the Devil Fruit submission process, check the FAQ.
You get ONE (1) major change for any character submissions and NO major changes for Devil Fruit submissions. However, we’ll allow you to remove a bunch of out-of-tier powers from a Devil Fruit submission without counting so many changes as a major change like we typically would, so don’t worry about that. Refer to the FAQ for more info.
  • If you aren’t competing and only submitting backups, you may submit 3 backup characters and 2 backup Devil Fruits. You must do the writing prompt for all character submissions.

Additionally, please adhere to the following guidelines:

  • Characters must be in tier.
  • Characters must be researchable.
    • The show, video game, movie, or other media from which your character originates must be accessible in some way, ideally online.
    • Your character must have a functional Respect Thread, so that people can understand your character's stats and abilities at a glance. It is preferable that your character's Respect Thread is hosted on the Respect Threads subreddit, but CharacteTeam of the Week posts or any real repository of cited feats are acceptable.
    • If your character does not have a Respect Thread of any kind, please at the minimum include a Mini-RT in the sign-up post with at least five combat-related feats that completely cover the character's stats and abilities.
    • VSBattlesWiki pages or similar sources are not acceptable Respect Threads.
  • You cannot submit characters that you have created, helped to create, or in any way developed.
    • If the GMs believe you have asked someone else to submit a character you created, we might ban that as well.
  • You cannot submit a character with feats based on a previous Scramble story. This rule prevents Scramble writers from tailoring characters to be submitted to future tiers.
  • You cannot submit controversial real life figures. No Trump, no Putin, no Kanye, none of that. The GMs reserve the right to decide what qualifies as "controversial."
  • While you can submit characters from NSFW series with risqué material (such as an ecchi anime), you cannot submit characters from actual pornography.
  • The GMs reserve the right to veto specific submissions under the "Dude, come on" reasoning. This clause may sound extremely abusable, but honestly we'll only use it for submissions we feel violate the spirit of the above guidelines or are otherwise deemed unusable, like "disaster movie lava" or "a swarm of bees with the consciousness of Steve Buscemi."
  • Characters from ongoing series remain at the balance level from when they were submitted.
    • If you get Goku on your team and Goku unlocks Super Saiyan Ultra Mega Deluxe with Curly Fries in the anime after the Scramble season starts, you don't get to add that power to your character. This rule applies to new feats, new weapons, new powers, and so on.
Not exactly rules, but some suggestions:
  • Because you are guaranteed to receive one of your own submissions at random, submit characters you actually want to write yourself.
    • Ask yourself: Will your hilarious meme submission idea actually be hilarious over the course of an entire writing contest, or will the joke get old immediately?
    • If you're only submitting a character because the act of submitting them is funny, don't submit them.
    • Along these lines, while some less controversial personalities like Jerma or Adam Sandler might be submittable, we’d just like to mention that these typically aren’t well-received submissions, as they tend to require deep-diving a Youtuber’s video library or actor’s interviews and movies, which balloons research by a lot.
  • If you don't have any ideas for submissions, it's recommended that you try submitting one of the many back-ups we're likely to have.
  • Sometimes people like different things, and that's okay. Don't hate on a submission just because you personally don't like the character or the series. And on the other end, you don't have to withdraw a submission just because someone else doesn't like them.
  • You are allowed to make changes to a character for the purpose of making sure they're in tier or otherwise clarifying what gear they have available.
    • There are limits to the number and magnitude of changes you can make; check the FAQ for more information.
    • In general, avoid submissions with changes that radically change the character, such as "Ferris Bueller with Iron Man's armor" or "Goku with the stats of Captain America."
  • Duplicate submissions aren't prohibited, but try to avoid submitting the fifth Spider-Man submission this Scramble. Check to see if someone else has already submitted your character before you.
  • Listen to feedback. You don't have to follow it, but if a lot of people are saying the same thing, at least humor the idea that they have a point.

Submission Forms

To submit a character, fill out the following form in a comment to this thread. Include either the writing or non-writing prompt. As long as all of the below information is included, you can reformat your submission post however you want for maximum aesthetic.
All three of your main submissions MUST use the writing prompt to count. Back-up submissions may use the non-writing prompt.
If you're not competing and only submitting one or more back-ups, you must use the writing prompt.
The form has changed since last Scramble, so be sure to actually read it.

Character Submissions

Name: The character's name.
Series: The name of the piece of media your character is from. You can add specifications necessary.
Biography: A quick summary of your character. Who are they? What can they do? Where are they from? What are they like? It doesn't need to be a novel, but a good paragraph of information is appreciated.
Research: A link to your RT or RT-substitute, as well as any other links that might help someone understand your character quickly. You may also suggest how much of the series someone needs to read/watch to get a good idea of the character.
Justification: Briefly outline why you think your character is in tier, and where in the tier they fall (Unlikely Victory, Draw, or Likely Victory—See the FAQ for more information). The non-writing prompt already covers some of this information, but to expedite the Tribunal process, at least give a sentence or two.
Motivation: Why has your character set sail for adventure? What great desire calls them to the sea and beyond? This is where you describe what your character is fighting for. Are they a pirate seeking might, fame, or riches? Do they have a deeper desire they seek to fulfill somewhere out there in the world? Perhaps, they don’t call themselves a pirate at all. Basically, why are they here?
Major Changes: Check the FAQ for what to put here. You only get one!
Minor Changes: Check the FAQ for what to put here. You get as many of these as you need, but don't go overboard.

Devil Fruit Submissions

Devil Fruit Name: The name of your fruit. Typical naming scheme is a repeating phrase (1-2 syllables) and then “Fruit” or “no mi”, depending on whether you're naming it in English or Japanese. Zoan-type fruits may have a broader classification, then have “Model: [Species]” at the end. Examples: Gum Gum Fruit, Mera Mera no mi, Ushi Ushi no mi, Model: Giraffe.
Devil Fruit Type: Paramecia? Logia? Zoan? Refer to the FAQ for an explanation of each. The actual function of the fruit only changes if you pick Zoan, which comes with specific parameters as well.
Character Name: The name of the character these powers are derived from.
Series: The name of the media this character is from. You can add specifications as necessary.
Description: What abilities does this Devil Fruit give? Outline them here. If this is a Zoan type, describe what is unique about this new form.
Research: A link to your RT or RT-substitute, as well as any other links that might help someone understand these powers quickly. Please specify which sections of the RT are being drawn from, and if it is not clear, please organize the feats in a comment below. You may also suggest how much of the series someone needs to read/watch to get a good idea of the powers, or what parts they can specifically watch.
Minor Changes: Check the FAQ for what to put here. You get as many of these as you need, but don't go overboard. Remember, you get NO major changes!
Analysis Versus Punch-Punch Luke Cage: What advantages does your fruit offer that can turn the tides in their favour? How does the tiersetting battle play out? What strategies can be used by someone with this fruit in battle? Delve into multiple outcomes, and different ways the powers can be applied. This section should be used as a space to demonstrate what your Devil Fruit can do in a combat setting.
Other Uses: There’s a lot more to life than just fighting. In the broader scope, how might this ability be used while not directly in combat? Perhaps it’s good for espionage, or surveillance, or maybe it’s just useful to turn into a dragon every once in a while. Be creative!
Best Case Scenario: What kind of character would benefit most by getting the powers of this fruit? Would it best benefit a tough bruiser with no ranged attacks of their own, or a flimsy spellcaster who could use the help protecting themselves? This might be helpful for the recipient to decide who to give the fruit to.

Prompts

All of your main character submissions MUST use the writing prompt to count. Back-up submissions may use the non-writing prompt. If you're not competing and only submitting a back-up, you must use the writing prompt.

Character Writing Prompt

Your character’s journey has begun, but there’s a slight issue with this whole thing: Navigation is really hard. Thus, they find themselves stopped in the quaint village of Orange Town, and in order to safely get anywhere else, they’ll need some help.
Luckily for them, if they can find a Log Pose, they won’t have to worry about this issue ever again! These babies make navigation a breeze by just pointing in the direction of nearby islands. How convenient! The only issue is that the only Log Pose on this island is in the possession of a fearsome pirate, and he doesn’t plan on giving it up without a fight.
Your character comes face-to-face with Captain Luke Cage, who’s just like Luke Cage but a pirate and mean and his feats are REALLY specific for some reason. If they want this Log Pose, they’re not going to be able to get it without a fight. Whether they lay down the challenge themselves or Cage decides he wants to make an example out of them, eventually the area clears out of any bystanders. You square off, and it’s time for the showdown.
After finally achieving their victory, your character is free to take the Log Pose for themselves and set off once again. Onwards, to another adventure!
Prompt Rules:
  • I’m Gonna Be King Of The Pirates!: There is no bad ending to this tale. For the purposes of Scramble, your story should always have your team or characters on the winning side. Let your story show how your victory is achieved! Even if the chances are slim to none, demonstrate how your crew is able to come out on top.
  • Cage Match With Captain Luke Cage (Cage Not Included): This fight is going to happen. Your character can’t talk their way out of it, or hightail it out of there before anything even goes down. No matter what your character is feeling about this whole thing, they better put up their dukes, or they’re gonna get rocked right into next Scramble. And they might not even be in tier for that one!
  • Luke Cage, More Like Colossus The Thing Power Man Mike Tyson of Mike Tyson Mysteries!: Maybe you wanna spice things up a little bit, hey, I feel ya. You can swap out someone for Luke Cage if you’d rather write them, but note that this change is purely cosmetic. The character will still have all of Cage’s stats and abilities.
  • Where’s Everybody Going? Bingo?: Sure, there may be other people on the island, but you’ll notice it said the area cleared out. For the purposes of tiering and simplicity, the only two around these parts are your character and ole’ Luke. Feel free to get wild; there’s no one else around to hurt.

Character Non-Writing Prompt

Analysis Versus Luke Cage: Go deeper into how your character fares against the benchmark. How their abilities match the tier's, how their stats counteract each other, specific instances that are likely to happen in a fight between them, and so on. Because this analysis serves as a replacement for a narrative, you need to communicate how your character fights (for instance, whether they rush in headlong or approach tactically and exploit weaknesses) and what that means for them fighting other characters.
Biggest Strength and Weakness: Discuss the best thing your character brings to the table in a fight (a tactical mind, unorthodox abilities, good stats, et cetera), and also what detriments or drawbacks they might have (a specific stat that's lower than the others, lack of ranged options, inability to work with others, et cetera.)
Character in Setting/with Team: Analyze the flavor of your submission. How does your character deal with other submissions? How does your character deal with the setting? Are they inclined to thrive in a world of piracy, or are their sensibilities suited to something else? How does your character deal with just being in a Scramble? Are they good at working on any kind of team, or will they just be a pain in the ass the whole way?
Role on Ship: This is just for fun, we're not separating the submissions by roles or anything, nor do you need to give a solid title or job to any character. That being said, what skills might your character bring to the table for their fellow crewmates? Are they a natural-born leader who gets the captain's hat, or do they just steer the damn boat? Are they doing that marksman thing? Maybe cooking? Perhaps even doctoring? Ya yo ya yo? You tell us.
submitted by FreestyleKneepad to whowouldwin [link] [comments]

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