Well, we made it to blursed images
2021.10.22 18:31 OggyTheKing Well, we made it to blursed images
2021.10.22 18:31 MisschicASMR London At Night + Whispered Poetry Reading [ASMR] [Sleep] [Relaxing] [City Sounds] [Walking Tour]
2021.10.22 18:31 netotz The effects of Calea zacatechichi
So I got an extract of Calea zacatechichi last month, the dreams herb. I've been wanting to get it for more than 2 years so I was excited when it finally arrived.
I've been taking 4 drops before sleeping almost every night. At first I noticed some differences in the quality of my dreams, but nothing too lucid. Also I have to admit I've been distracted about doing proper RC and being aware, but I write down almost every dream, not too much details.
But in the past week I had some of my craziest dreams ever. It was Tuesday. On weekdays I go to bed early, at 10 or 11 pm, but last Wednesday (the next day) was a day off, so I slept at 2 am. I took the drops and went to bed, I was feeling really tired at that moment.
I fell asleep quickly. The dreams I had were super vivid and very random but at the same time full of significance from my own life experiences. They were multiple long, intense dreams. When I woke up I was shocked because of how intense they felt. I thought I slept for hours, but when I check the phone the hour was 2:45 am... I had a lot of super intense dreams in only 45 minutes! That shocked me even more. I think that happened because I entered REM stage immediately, given that my body is used to go to bed early.
In one of the dreams, I was in the woods shaking a tree, but the whole Earth except for the tree was shaking instead lmao
I've been taking the drops since then too but haven't had a similar experience. I'll try to take them before entering a REM stage by waking up in the middle of the night. As I said, those dreams were really vivid, it's definitely a good chance for an actual lucid dream.
Have you had Calea zacatechichi?
submitted by netotz to LucidDreaming [link] [comments]
2021.10.22 18:31 SimplyAero Knuckle's thumbstick is treates as if I was touching it constantly in some games
Today I was playing VRChat and I noticed that my thumb was always bent, in loading screens the dot that appears on the touchpad when the thumbstick is being held was present, is there anything I can do to fix it or do I have to send an RMA request?
submitted by SimplyAero to ValveIndex [link] [comments]
2021.10.22 18:31 pickaxer FT: Shiny Zacian & Zamazenta Code LF: Shiny Locked mons
I have an extra shiny doggos code and I'm looking for shiny locked mons. No galar birds, No Deoxys, No Victim, No shaymin, No arceus, No darkrai. All the other ones should be fine.
submitted by pickaxer to PokemonHome [link] [comments]
2021.10.22 18:31 DungeonPals "Dungeon Pals" (Bant Dungeons) Guide
Hey, everybody! This is a deck I put together this season with the goal of reaching Mythic while doing something fun and goofy. I decided that I wanted to build a deck that featured all four of the characters shown in Ellywick Tumblestrum's D&D party in the AFR set. These characters are [[Nadaar, Selfless Paladin]], [[Varis, Silverymoon Ranger]], [[Hama Pashar, Ruin Seeker]], and [[Ellywick Tumblestrum]] herself. Obviously, this combination of cards implies a Bant-coloured deck with a dungeons theme. Here's the full list:
Creatures: (27, Technically 24) 3x [[Luminarch Aspirant]] 4x [[Yuan-Ti Malison]] 4x [[Intrepid Outlander]] 3x [[Ranger Class]] 4x [[Brutal Cathar // Moonrage Brute]] 4x [[Nadaar, Selfless Paladin]] 3x [[Varis, Silverymoon Ranger]] 2x [[Hama Pashar, Ruin Seeker]]
Other Spells: (8) 1x [[Fateful Absence]] 1x [[Disdainful Stroke]] 3x [[Decisive Denial]] 3x [[Ellywick Tumblestrum]]
Lands: (25) 1x [[Plains]] 1x [[Island]] 4x [[Forest]] 3x [[Deserted Beach]] 2x [[Hengegate Pathway // Mistgate Pathway]] 4x [[Branchloft Pathway // Boulderloft Pathway]] 3x [[Overgrown Farmland]] 4x [[Barkchannel Pathway // Tidechannel Pathway]] 3x [[Quandrix Campus]]
Sideboard: (15) 4x [[Portable Hole]] 1x [[Fateful Absence]] 2x [[Disdainful Stroke]] 4x [[Malevolent Hermit]] 4x [[Elite Spellbinder]]
Wildcard Count: (69 + 6 Basic Lands) 6x Common 13x Uncommon 47x Rare 3x Mythic
In general, this deck wants to set up its board with a few creatures, and then loop through [[Lost Mine Of Phandelver]] for repeatable value. Usually, this means taking the left route (Goblin Lair -> Storeroom), as the rewards are more permanent, but sometimes the right route (Mine Tunnels -> Fungi Cavern) is better — especially if the treasure token allows you to cast a critical spell earlier. On the topic of dungeons, I've found that you rarely want to enter [[Tomb Of Annihilation]], unless doing so allows you to end the game on the spot. [[Dungeon Of The Mad Mage]] is an interesting option, but in my experience, it's too slow to be viable in any game where victory is not already likely.
With that out of the way, let's talk about specific card choices:
- [[Yuan-Ti Malison]] and [[Intrepid Outlander]] are our venturing 2-drops of choice. Of the two, the Malison is probably the better card, as it can venture more consistently, and pressure players or planeswalkers even from across a cluttered board. The Outlander, however, is the better defensive creature, and may be a more reliable opening play if you're anticipating needing to block or play around early removal spells.
- [[Luminarch Aspirant]] and [[Ranger Class]] are here to support the deck, and are fantastic cards in general. Many of our creatures are improved significantly with the addition of +1/+1 counters, and the Aspirant can sometimes win games on her own if the opponent is unable to remove her quickly. The Aspirant has the best chance of surviving against White and Green creature decks, while Ranger Class is usually better against Blue, Black, and Red control decks, with its final mode being a great source of value due to our deck running 24 creature spells.
- [[Nadaar, Selfless Paladin]] is probably the best venturing card available, and we're running a full playset here. While I wouldn't normally run four copies of a legendary creature, Nadaar is less problematic that way because you can usually "cash in" your first Nadaar before playing your second copy. Often, the opponent will simply remove Nadaar as soon as he hits the board, and many other times, they'll happily trade decent creatures with him in combat, not knowing that you actually want to play another one afterward.
- [[Varis, Silverymoon Ranger]] is another premium venturing creature, and an excellent compliment to Nadaar. While Varis is probably not as good as Nadaar in general, similar to the Outlander he's usually the better defensive creature. The ability to venture without entering combat is very nice, and getting free 2/2 wolves will often allow you to outpace the opponent. I'll usually try to play Varis on Turn 3 if I'm on the play, especially if the opponent only has 1 mana available — this is where Ward 1 is most useful.
- [[Hama Pashar, Ruin Seeker]] is our last "venturing" creature, although she cannot technically enter dungeons on her own. On an empty board, Hama is probably the weakest play in the deck — on a cluttered board, she might be the best! Doubling venture effects is a remarkably strong ability, and with proper support, even midrange decks can struggle to keep pace with the value Hama provides. In general, I try not to play Hama unless I know that I can get at least one venture trigger off in the same turn. Because she requires so much support, however, I've decided to only run 2 copies of her in the deck.
- [[Brutal Cathar // Moonrage Brute]] is the last supporting creature in the maindeck, and is it ever a useful one! The current metagame has caused most aggro decks to run rather small removal packages in an effort to beat down control decks more consistently. This is the kind of environment where a card like Brutal Cathar can be downright unfair against creature decks — often exiling creatures permanently, and sometimes exiling multiple creatures in the same match. To make matters even better, high-value tokens like [[Wrenn And Seven]]'s Treefolk are very common at the moment, making the Cathar an unusually stable removal option. I'm usually hesitant to play the Cathar early in the game, preferring instead to bait out removal with my other creatures, but against certain aggro opponents, playing the Cathar on-curve is often the moment where the game's tempo swings in my favour. Obviously, this card is less-than-stellar against control decks, however.
- [[Ellywick Tumblestrum]] is the final source of venture triggers for "Dungeon Pals", and is also the flagship card for the deck. Frankly, Ellywick is not as strong as many other 4-drop planeswalkers have been in the past, and therefore you need to get a little lucky for the card to feel worthwhile. That being said, Ellywick absolutely does have the potential to win games. I prefer to play Ellywick on empty boards (usually against control decks), or on boards where I already have a decent set of defending creatures in place. In these situations, Ellywick is free to generate value each turn, tearing through dungeons or finding you extra creatures to tip the game in your favour. Her -2 ability is surprisingly good, and this deck is designed to empower it — with 24 creatures mainboard, of which 9 are legendary (which provide a +3 Life buffer that is very useful against aggressive opponents). Being able to dig for Cathars can be a lifesaver in tight matches, and grabbing Nadaar is rarely a bad play. Although Ellywick cannot affect the board directly, I've found that venturing into the Fungi Cavern is an unexpected (and underrated) way to protect her. Given how situational she is, running 3 copies of Ellywick may be excessive, but like Nadaar, you can usually "cash in" extras to avoid the issues with her being legendary — just -2 aggressively, and let your opponent spend resources finishing her off.
- Aside from the Cathars, [[Fateful Absence]], [[Decisive Denial]], and [[Disdainful Stroke]] are our primary means of interacting with the opponent. Absence is probably White's most reliable removal spell at the moment, and careful use of it (especially at instant speed) can help get around the card disadvantage inherent to the spell. For its part, Denial is a versatile workhorse of a card, and one of my favourites in the entire deck. Because "Dungeon Pals" is a non-meta creature-based deck, I've found that my opponents rarely expect me to be running countermagic. Being able to protect key creatures from spot removal is incredibly useful, and countering an opponent's boardwipe will often win you the game on the spot. Denial's fight mode is also useful, but I find that I often have to put a few +1/+1 counters on my creatures before fighting is a realistic option. We're running a single mainboard copy of Stroke, largely because it's better than Denial against mana-rich control decks, and being able to also hit cards like [[Goldspan Dragon]] and [[Lier, Disciple Of The Drowned]] puts the card over the top in that matchup.
This brings us to the sideboard. Put simply, [[Portable Hole]]
is there to help us fight aggro decks, [[Malevolent Hermit]]
, [[Elite Spellbinder]]
, and the extra copies of [[Disdainful Stroke]]
are there to help us fight control decks, and the spare [[Fateful Absence]]
helps us with both. I'll go into more detail about matchups and sideboarding below. Common Matchups
- Izzet Control (With & Without Goldspan): As far as I can tell, this is currently the most popular archetype in Mythic at the moment. This is a tough matchup because the opponent is happy to interact with us on most turns, instead of waiting to catch us with a single big spell. If the opponent does use a board wipe, it's something like [[Cinderclasm]] or [[Crush The Weak]], that hits us before before we can have countermagic ready. This is easily the worst Game 1 matchup for "Dungeon Pals", because we rarely have the opportunity to build our board, and we don't have the advantage of inevitability, either. Our goal after sideboarding is to become more of a tempo deck, hitting early and often, while keeping the opponent on the back foot with things like the Hermit, Spellbinder, and our other countermagic. For us, the primary difference between Izzet Control decks with and without [[Goldspan Dragon]] is that the Cathars are a little better against Goldspans, and Ellywick is a little worse against them. In either case, you're really hoping to counter those with Stroke anyway.
- MonoGreen Aggro: This is one of the better matchups for "Dungeon Pals" at the moment, at least in my own environment. This is an aggressive deck, but not as quick as MonoWhite Aggro, and most of the variants that I encountered seemed to be running a playset of [[Blizzard Brawl]] as their sole means of interaction. I've found that the board tends to stall a little bit in this matchup, which is usually great news, because I'm able to use Malisons, Cathars, Varis, and Ellywick to generate value on the board, while the opponent tries to beat through my wall of chumps. As long as they don't get the nut draw of [[Esika's Chariot]] into [[Wrenn And Seven]], things are usually pretty manageable, and our countermagic helps a lot in keeping it that way. After sideboarding, we stabilize the matchup further by bringing in some more removal spells in place of our Outlanders, which underperform a bit here due to the size of the opponents creatures.
- MonoWhite Aggro: This is a tougher matchup than MonoGreen Aggro, but it's also not hopeless, either. Our deck doesn't run any 1-drop creatures, and they run many, so we inevitably take some damage in the first few turns of the match. Fortunately, the variants that I've encountered mostly seem use a small removal package to interact, and otherwise have to ignore us, so the Cathar is almost as good here as it is against MonoGreen. We're forced to take a defensive approach against this deck, which means trading creatures often, and using our interaction to remove key parts of the opponent's board. I've found that if I can survive the earlygame against MonoWhite, then I can often outgrind them later on with dungeons while they're forced to topdeck. Similar to sideboarding against MonoGreen, we want to bring in extra removal against this archetype — the difference is that to do so, we're cutting a couple of Malisons, Ellywicks, and the mainboard copy of Stroke (which does absolutely nothing in this matchup).
- Black-Based Tapout Control: Where did these decks go? I ran into a lot of Black-based control decks on my way to Mythic, and then very few of them afterward. I assume this means that the archetype just can't compete as well in the Mythic environment, which is a shame, because this is probably our best matchup. The variants that I faced seemed mostly content to allow me to develop my board while they played small value creatures like [[Shambling Ghast]] and [[Eyetwitch]]. For the most part, these control decks run surprisingly little spot removal, preferring instead to create huge blowouts with board wipes like [[Blood On The Snow]], [[Meathook Massacre]], and [[Shadows' Verdict]]. This is where countermagic is at its very best, and I found that I was able to win most games against this archetype, provided that I was able to find at least one copy of Denial or Stroke. Unsurprisingly, we want to bring in ALL of our countermagic and tempo creatures when we sideboard against these decks — exchanging our removal and a couple of creatures to do so is more than worthwhile.
|Opponent's Deck ||Sideboarding (On The Play) ||Sideboarding (On The Draw) |
|Izzet Control (Goldspan) ||+1 Fateful Absence, +2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -2 Brutal Cathar, -2 Hama Pashar, -2 Decisive Denial, -2 Ellywick Tumblestrum ||+1 Fateful Absence, +2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -1 Brutal Cathar, -2 Hama Pashar, -2 Decisive Denial, -2 Ellywick Tumblestrum, -1 Forest |
|Izzet Control (No Goldspan) ||+1 Fateful Absence, +2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -4 Brutal Cathar, -2 Hama Pashar, -2 Decisive Denial ||+1 Fateful Absence, +2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -4 Brutal Cathar, -2 Hama Pashar, -1 Decisive Denial, -1 Forest |
|MonoGreen Aggro ||+4 Portable Hole, +1 Fateful Absence, -4 Intrepid Outlander, -1 Ellywick Tumblestrum ||+4 Portable Hole, +1 Fateful Absence, -4 Intrepid Outlander, -1 Forest |
|MonoWhite Aggro ||+4 Portable Hole, +1 Fateful Absence, -1 Disdainful Stroke, -2 Yuan-Ti Malison, -2 Ellywick Tumblestrum ||+4 Portable Hole, +1 Fateful Absence, -1 Disdainful Stroke, -2 Yuan-Ti Malison, -1 Ellywick Tumblestrum, -1 Forest |
|Black-Based Tapout Control ||+2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -4 Brutal Cathar, -2 Hama Pashar, -1 Fateful Absence ||+2 Disdainful Stroke, +4 Malevolent Hermit, +4 Elite Spellbinder, -3 Luminarch Aspirant, -4 Brutal Cathar, -1 Hama Pashar, -1 Fateful Absence, -1 Forest |
And that's it! I understand that this is a very long post, but I wanted to do my best to be comprehensive and encourage a good conversation, as this deck has been a bit of a passion project for me. Are there any changes that you would recommend I make to the deck? Is there anything else you'd like to know about it? Have you built similar decks yourselves? I'd love to know. Thanks for reading!
submitted by DungeonPals
to MagicArena [link] [comments]
2021.10.22 18:31 Elion21 GENIAL!!! A propósito... LET'S GO BRANDON!!!!
2021.10.22 18:31 Nice-Reserve8197 Ronnie Rotten
2021.10.22 18:31 realraptorjesus101 Metroid Dread Review after having finally completed the game
This is going to be a long post so strap yourselves in.
I want to start with the things I did not like about this game because like any game, this one is not perfect.
- Insanely large map- maybe it was just me, but this map felt WAYYY bigger than it needed to be. I recall feeling a similar way about samus returns so maybe it is just the way mercury steam likes to format their games but I remember just being completely overwhelmed and there were several times where I found myself being forced to take a very roundabout way to get to one part of an area that I did not have access too. In general it was not too bad just a bit big and overwhelming.
- Unmemorable music- There are a few area themes that I liked (Burenia for instance just feels like a fusion song) but many of the other areas tracks are just a bit too atmospheric that they almost feel like white noise. I could not hum a single one of the boss fight tracks except maybe the chozo warrior fight song but even then that one is not the best.
Yeah that's about it lmao, now its time for the good.
- The best boss fights in the series- Wow. Just Wow. Every single one of these boss fights is unique, fun, and most importantly balls to the wall difficult. I think my personal favorite was Experiment Z 57 (i hate that name lol). I loved that this massive creature was teased so early into the game and was then revealed to be a boss. Such an awesome piece of attention to detail by mercury steam. Kraid also had a great fight. Though, I was a bit unsatisfied as to how he was alive? He was not an X so I guess we have to assume there was another Kraid, one that was taken by the pirates and the other stolen by the evil Chozo who lived in ZDR. But anyways, the fights are all incredibly unique and fun. Even the mini bosses are a nice surprise.
- EMMI sections- I have not felt such a level of fear playing a game as I did entering the EMMI sections. The sound design is excellent and by making the EMMI encounters basically insta-kills, it really adds to the fear factor. As well as the satisfaction in actually killing them. But fuck you Wave Beam EMMI. Going through your area without the gravity suit should be against the Geneva Convention.
- Story- Mercury Steam really delivered on a story that rivals Fusion as the best in the series so far. Metroid has never really been a series that focused too much on the plot (other m withstanding). Fusion, prime 2, and 3 are really the only games with any level of dialogue and/character exposition. This game hits that nail right on the head. "Adam's" lines are just enough to give the player enough information about what is currently happening as well as any future updates to further continue the adventure (just like in Fusion). And speaking of "Adam" what a fucking plot twist am I right??? The fact that Raven Beak was using us the whole time is just pure genius on multiple levels. We were like pigs to the slaughter, beefing ourselves up so that our metroid dna could fully reveal itself. It feels kind of like the ending of Undertale, where Sans tells you how many people you have killed on your adventure. In a Metroid game, it was always understood that powering up is good. In this game, the story flips that idea on its head. Speaking of, Samus is now a metroid??? Makes sense given she had the dna put into her and talk about a cool new form and power. I really hope the sequel implements the "metroid" suit as a regular power up. Overpowered? Yes. Badass as hell? also yes. My only real concern is that this game does not really leave open much more for a sequel. No teaser at the end of the credits but I imagine this new "Metroid Samus" saga is far from over. Perhaps the next game will focus on the Galactic Federation going after Samus? Who knows but if they get the same team of writers for that story I am sure it will be quite good.
- Fun mechanics, old and new- I love that this game brings back the zero mission and fusion style of speed booster puzzles. When I first pulled off a ramp shinespark, I immediately screamed in excitement. Upgrades like the space jump and wall jump also have never felt so smooth. So long to somewhat clunky way of space jumping in the prime games or even some of the 2D titles, this games space jump just feels so smooth. But on top of the old mechanics getting a fresh set of paint, the new mechanics are quite great as well. I love the cross bomb, it was a subversion of how i expected to get past those long lines of pitfall blocks (I thought the spider ball would be brought back). I also really love the phase shift. Nothing is more satisfying than dodging out of the way of a chozo warriors spear by phase shifting behind him like a fucking anime protagonist. The ultra cannon for defeating the EMMI however did leave a bit to be desired. The aiming was incredibly sensitive, though it added to the tension which may have been the intention. It is also incredibly satisfying to pull off the counter against mobs and even more satisfying to run and counter to kill weaker enemies. Sliding was a nice new edition that I honestly had never even considered for a metroid game. I recall distinctly being confused during that first boss fight's final phase where you are meant to slide underneath him and dying repeatedly because I had totally forgot there was even a slide to begin with since it was so new and when I see a small opening underneath a boss, my brain just goes to morph ball.
I think I have covered pretty much everything I wanted to. Ultimately, this game is everything I could have ever wanted and then some. It is easily worth the wait and I hope Mercury Steam continues to deliver on solid metroid titles into the far future.
I give Metroid dread a 9.8/10, if its soundtrack was just a *pinch* stronger it would be perfect. As it stands, it is easily one of the best games in the series.
Thank you for coming to my TED Talk
submitted by realraptorjesus101
to Metroid [link] [comments]
2021.10.22 18:31 Flashy-Web-1120 Hello I am a sketch artist .. but before last two month I don't have work. But I have to give my room rent.. so please if you like the sketches please DM me..
2021.10.22 18:31 3ogle do you guys think sakura will die in boruto?
2021.10.22 18:31 00LiU000 Kinda proud, rushing to finish the whole Island till Halloween :)
2021.10.22 18:31 WildlyWithJoy GIFTING 🌸 Flower Pens For 💚TAPLAP’s 10 YEAR BIRTHDAY 💚 First 10 People to Comment Will Receive A Sweet Flower Pen ~ THANK YOU 💚 T A P L A P 💚
2021.10.22 18:31 bordoisse EXPERIMENT - Tracking 2019 Top Ten Cryptocurrencies – Month 33 - September Winner: Tether
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2021.10.22 18:31 Responsible-Prompt12 Posting BGS Leaks 👍
2021.10.22 18:31 themagicdancingspud AAAAA
2021.10.22 18:31 Channelbot_Reborn Last Lap Ever in the Formula Drift S15...
2021.10.22 18:31 yorio10 Darkrai on us 2473 6334 4415 and 3939 4257 8229
Show online will add 5 each
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2021.10.22 18:31 Mr-Genghis-Cohen Can I increase the size of my camera view? I can't see what I'm doing. Working in 1080x566 at 70mm.
2021.10.22 18:31 CalmOil9832 I will give out free aliexpress coupons because of cashback
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2021.10.22 18:31 Post-YouTube Video: UPDATE: The Texas School Shooting "Bullying" Narrative Is BOGUS!
2021.10.22 18:31 busbybob ACC in gamr suddenly being really bright and saturated, anyone else experienced this?
2021.10.22 18:31 6ftonalt I failed at making a thank you cake for my grandmother
2021.10.22 18:31 iuscoandrei17 Untitled
2021.10.22 18:31 cerealdolphineater Voy al Oxxo... quieren algo?
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