Mittwoch, 23. November 2016

Vegan Ramen!

Hello Ladies and Gentlemen, yet another time!

Yesterday - after successfully finishing an exam - I decided to tackle something I've wanted to try making ever since it was brough to my attention by the anime "Naruto": Ramen! Ever since I heard of the dish I felt like I would love it... and I was right!

The recipe I used is from the website "minimalistbaker.com" (LINK) with a few little changes:
  • I used canola (?) oil instead of grape seed oil
  • I didn't use any mushrooms
  • I used roasted peanut oil instead of sesame oil
  • I used soy sauce wherever there's a mention of tamari sauce
  • I left out the bok choy and only made glazed carrots
Other than those things I stuck to the recipe and it turned out perfect so I really can recommend it. Here are some pictures for you to enjoy.


See y'all 'round!

Montag, 6. Juni 2016

Breaking News - 3 out of 5 finish race!

Hello Ladies and Gentlemen, yet another time!

Three people finished yesterdays LeafGreen Randomizer Race: 

I came in first at ~22:00 (we started at 17:05). The double team of Gardevoir and Latios was too much for the Elite 4 to handle... (combined with my "flawless" execution ofc)


My sister came in second after having a really bad start with Brock. All that training did come in handy though as Houndoom rekt his way through the Elite 4 with ease.



And Martin didn't give up either and finished a good third with his Octillery, which was essentially his starter-pokemon. If he hadn't taken the detour of training a Dratini my first place could've been in serious danger though...


Patrick and Raffael unfortunately went MIA.

See y'all 'round!

(Stream video coming s00nTM)

Samstag, 2. April 2016

Deckspotlight #7: Rakdos the Defiler

Hello Ladies and Gentlemen, yet another time!

Easter break is over and so is the content pause. So here we go with another Deckspotlight! And not only is this deck reeeeally interesting deckbuilding-wise, it's also my current favourite deck to play just because it's both fun and challenging to play correctly.

Rakdos the Defiler

Ever since I got into EDH I pondered with the idea of building a deck around this guy. And if it wasn't for the existence of instant speed removal I'd have built this deck a looooong time ago. For at least a year I wanted to make this deck a reality, thinking about how to make his trigger hurt me as little as possible, protect Rakdos as efficiently as possible, etc. etc. but never ever did I find anything that made me want to build this deck for real.

I kind of forgot about Rakdos for a while and built a bunch of other decks. Then, one day, I decided to buy a MTGO-account to draft a bit... which worked out so-so. Nonetheless I had some tickets left on the account so I built some low-budget EDH decks to goof around with. And that is when I realized that this was the opportunity to test Version One Rakdos in "real combat".

You can kind of tell how "testing" went, since I am now a fervent believer in "the ways of the cult".


Chapter 0 - The demonic theory

As I mentioned already, Rakdos can really mess up your game if you run into spot-removal. So there are a few things to keep in mind when playing this deck since deckbuilding just can't make up for that risk... You'll have to pilot your way through it.

How do you play around removal?

The nice thing is, in case you're actually playing a game where people try to win, attacking Player A with your general will only draw removal from Player A since why should anyone want Player A to NOT sacrifice half his permanents. While that won't mitigate the fact that you'll also have to sacrifice a lot of permanents, it will at least help get through the attack since attacking people that have tapped out puts you at very little risk.

How do you get the most out of your general?

The most important aspect I've discovered is that everybody should have the same picture of you: You're insane, you don't care about winning or loosing, you'll fuck up anyone's day if you get a reason even if you take a huge blow in the process. Statements like "If I get Rakdos to trigger on someone I consider this a won match on my part" etc. are your bread and butter.

That said there are two types of "Rakdi-in-play".

When you go for the first type, you're looking for blood. Your hand is able to operate one or two turns on low mana or you have a good recovery strategy involving card draw, additional lands in hand or even Crucible of Worlds. It's not really recommendable to go for an attack with your general if you don't have a plan for what happens afterwards.

The second type is a purely political Rakdos that will just sit there and look scary. Who would be stupid enough to attack into a 7/6 flying blocker that will obliterate your board on the backswing?!
Sometimes, when you're under too much pressure and need a few turns of breathing room, playing Rakdos and having him sit around is all you need to do to get those turns.


Chapter 1 - The architecture of my madness

Basically the deck consists of three types of cards: The insane haymakers of pure madness, cards to help me operate at low mana and utility cards that glue everything together. And when I'm talking haymakers I mean HAYMAKERS,...


...things that warp the game and make everyone "enjoy" the match. The funny thing is that since I tried to make the deck able to operate on very minimal ressources due to its commander each of these cards usually hits me less than everyone else... so they're actually somewhat good in the deck.

Actual synergies with Rakdos are rare but still there exist some...


... just in case someone asks "Do you even have a plan with that deck?!" But let's be honest here, the deck doesn't have a plan, doesn't need a plan and never had a plan.

Operating at low mana is also imporant...


Luckily when building the deck the color-distribution turned out heavy black. This allows me to run rituals like Dark Ritual or even Lake of the Dead to give me a boost in mana when I need it. But why trade cards for fastmana? After the first hit with Rakdos a single Ritual usually supplies me with enough mana to operate normally for an additional turn, helping me have somewhat of a board presence before Rakdos eats all my lands.
Reanimation effects are also a way to "cheat" on manacosts and especially in a deck like this where you want to be running such high impact cards, cheating them in with Reanimate and the likes is just awesome in case you're on 3 lands again on turn 10.


Chapter 2 - Engine play

What I really like about the deck is that there are a few combinations of seemingly "random" cards that will work super well together while still being very good cards on their own. That's what I usually look out for when keeping or developing a hand. If there is a tutor/carddraw spell in it that will help find the second piece once I naturally draw into the first one, the hand is pretty much perfect as long as I have enough lands.

Let's start with a more generic line and one of the really good examples of what to do with it...


Blood Speaker searching up a Demon isn't anything new buuuuut there's still a very neat interaction going on here. First of all, Malfegor is a very strong and reliable massremoval I can tutor for that will also leave behind a 6/6 Flying body. And with Blood Speaker returning to my hand I'll be able to tutor for more gas later on. But the neat thing hidden here is that I can stack the triggers the "improper" way, returning the Speaker to my hand before discarding in order to have my opponents sacrifice an additional creature. This line is especially good if I plan to cast my general the next turn since he's also a demon which will return the Blood Speaker to my hand anyway.

NOTE: Blood Speaker is probably one of the best cards in the deck so try to have one as often as possible!

Not crazy enough? How about this then?!


When Kothoped was spoiled I even wrote a post about his options as a general and how much I'd love to play Pox/Death Cloud in that deck. Here's a quote:
"Now some Pox-Math: In the average four player game, if you've cast your commander on time (turn 6) and follow it up with a Pox the next turn, your opponents will have about 6 lands on average + the occasional creature which makes for a total of 4 to 5 permanents (3-4 lands + 1 creature) sacrificed by each player. That equals to you loosing a third of your life and then an additional 12 to 15 while drawing that many cards, so if you were at 40 life you would now be at 14 ( = 40 x 0,66 - 12) or even lower. But you drew 12-15 cards so it's worth! (probably not)
Same applies to Death Cloud, even though I think it's a bit stronger just because your opponents will loose their whole hand while you just reload from the huge amount of triggers you'll get. In the above mentioned pox scenario, if you want them to discard all cards, you'll need to cast a cloud for about X = 5. With that you'll draw an amount of cards somwhere between 18 and 30 cards depending on how many creatures they had. All that will sum up for a lifeloss of 23 to 35 so even at 40 life casting a Deathcloud can be dangerous. But hey, who doesn't like to live dangerous?!"
'Nough said! #KothophedOrKohome

And for those of you who want to win sometimes (crazy people I tell you...)


Step 1: Cast Hellcarver Demon, pass the turn.
Step 2: Cast Doomsday, stack the deck with Lich and Repay in Kind in the pile.
Step 3: Attack someone who can't block with Hellcarver Demon.
Step 4: Cast Lich for free setting your life to 0, cast Repay in Kind setting everyone elses life to 0.
Step 5: ...
Step 6: They loose, you don't.

Just be careful to not have someone kill Lich with Repay in Kind on the stack... other than that you're at very low risk... except maybe you'll be left with a 5 card library if someone kills your demon... LOW RISK I SAID!


Chapter 3 - The aggressive core

Behind the insane insaneness that is this deck, I run a few cards that actually get stuff done. Surprising isn't it...


All these Demons have something in common: They're very cheap for the pressure they can put down. Yes, they have drawbacks but those are ignorable... For example what do I care for Demonic Taskmasters trigger if he's the only creature out. And believe me, if I'm just smashing face with a 4/3 without doing anything else, people will mostly ignore me, which in return will allow your Taskmaster to do 20+ damage in a single game if played early. Abyssal Persecutor is an awesome early beater without anything worth calling drawback and Bloodgift Demon even has an upside while providing considerable damage at rather cheap mana.
"But Master of the Feast provides so much free value to your opponents, that's just not worth it!" You're wrong. Compared to each other they don't pull ahead on cards since they all get the card in my upkeep. The only one that's not getting a card is me and I trade that for being able to beat them down for 5 each turn. And if anyone is trying something crazy with all the cards he got the others on the table will likely have to tools to stop him... because they have "all the cards" aswell... and while this is happening I'll happily continue to put out damage because who would kill "so much free value"?!


Chapter 4 - Gameplay

Be crazy, get crazy, do crazy things... as long as it's crazy anything goes! Oh and have fun... crazy fun of course.

Starting Hands: 3+ lands plus any cheap spell is usually an autokeep. Also there are opportunities to discard something big to handsize very early (Rakdos Carnarium, Sign in Blood) in order to Reanimate something huge. Those hands sometimes look a bit wonky but are worth a shot in some matches (if you know the enemy decks are low on interaction the first few turns).
Also 2+ Lands and a Blood Speaker is ALWAYS a keep, regardless of the other cards.

Early-Mid-Late-game: In the words of Heath Ledger... Smash them with Demons, destroy their lands, make them discard their hands and most importantly: Noone gets to have fun! All the fun to be had is the insane giggling that only a maniac can produce when he imagines casting Pox with Kothophed out.


Outro

MUST. RESIST. URGE. TO. SACRIFICE. HALF. THE. WORDS.
(Decklist link = click Rakdos the Defiler Image at the top.)

See y'all 'round!

Freitag, 18. März 2016

Creamy Zucchini-Pasta

Hello Ladies and Gentlemen, yet another time!

Little did I know that today I'd make some really awesome pasta when I got up this morning. Sometimes I just look into the fridge and try to come up with something "new and fancy" with what's in there. Same today...

Creamy Zucchini-Pasta

Ingredients (for 2 servings):
  • ~250g Pasta (Fettuccine or something similar)
  • 1 small Zucchini (150g-200g)
  • 10 Cherry-Tomatoes
  • 1 small Onion
  • 3 cloves of garlic
  • some triple-concentrated tomatoe paste
  • some Soymilk (or any other plant based milk)
  • Salt, Pepper, Basil
  • Olive-Oil (or any other plant based oil)
For starters heat up some water for the pasta and prepare all the vegetables: Cut the zucchini into fingerlong stripes, quarter the tomatoes and cube the onion and garlic. Once the water is hot, cook the pasta like you always do... Meanwhile the vegetables should look similar to this:

All cut up and ready to get"processed"

That done heat the oil in a pan and start frying the tomato pieces. The reason to start with them is that you basically want them to "dissolve" into the rest of the sauce.

Alright so, after frying them for a minute or two add the onion and garlic and fry for another few minutes until translucent.

Then add the zucchini, turn down the heat a bit and season everything with basil, pepper and a good amount of salt. You can probably use more salt than you would normally since the soymilk will neutralize some of it later on. Once seasoned, mix it up a bit, cover the pan and let the zucchini steam for about 5 minutes.



Already looks delicious...



After those 5 minutes the zucchini stripes should be soft and "pasta-like". Now add about a tablespoon of tomato-paste and soymilk until everything is almost covered. After some more stiring, cover the pan again and let it boil down until you've got a nice sauce.

Take the pan from the stove, add the pasta and mix everything... And thaaaat's about it.







All that is left to do is EAT IT! So bon appetit and...

See y'all 'round!

Mittwoch, 16. März 2016

Deckspotlight #6: Selvala, Explorer Returned

Hello Ladies and Gentlemen, yet another time!

Better late than never comes my next Deckspotlight. And even though it's a very multiplayer centered deck again that even has some things in common with Stitcher Geralf, the playstyle is rather different.

Selvala, Explorer Returned

In comparison to some other generals I use, Selvala is rather common in the community. That said I just get the feeling she'll never get old because of the way she warps the games due to her supplying not only you with a huge amount cards but everyone else aswell.

Intro - The Evolution of Selvala

When I first built this deck I had a completely different deck in mind compared to its current state. Basically the core idea of the deck back then can be described with 4 cards:


More free cards, free creatures, free lands and free mana for everyone! Of course I still tried to build the deck around Selvala somewhat... Now to be honest, the deck was a blast to play. The games got crazy really fast simply because I played Selvala leading to some hilarious situations and boardstates. So why did I change it so significantly over the last year? Simply put, the Spike in me saw the potential she had for doing some reeeeeally busted things...

This where I started to gradually change the playstyle of the deck from "Grouphug" to a Elf-Tribal deck with Grouphug-elements to what it is now - which is basically a ramp deck with some grouphug left in it.

Chapter 1 - Going crazy

Even though the deck has had many iterations, this part of the deck has always been intact. And for good reason, since it's focused mainly on Selvala herself.


No surprises here, I guess! Who would've guessed that one would play "untap" stuff with a commander that taps for something?! But with Selvala these things can really get out of hand...

Just think of it that way: Each untap effect that costs 2 is basically free and will net one mana most of the time (~37% of a deck is lands => with four players you'll reveal 2-3 non-lands per activation). So in the two most likely scenarios you either break even with mana, netting a card + 2 Life or you get one extra mana and life.

Chapter 2 - Using all that gas

Now that we have all that mana let's do something with it! Because even on her own we'll get 2-3 mana out of her most of the time...


Yes, (maybe) Worldspine Wurm is a bit of an overkill, but I had one in my binder so I wanted to put him to use... The other cards are pretty standard "big guys" in EDH. But not only do I play big cards, I also like to run a few mana-sinks in a deck like this:


So between fatties that kind of go big AND wide at the same time and some mana-sinks that will use the mana I couldn't use to put some more stuff on the board the deck will create "reasonable" boardstates in the blink of an eye while still not commiting our whole hand thanks to Selvala always providing enough gas to keep going after a sweeper.

Speaking of sweepers, there's one particular card, that will win the game when cast, even on a rather empty board on my side...

Primal Surge

Now I'm still not 100% commited to Sugre as I run a Genesis Wave in the deck. But I'll eventually have the courage to cut it so there's nothing in the way of Surge winning me the game.

Chapter 3 - Elves

Historically Elves have always been very synergistic with tap/untap-abilities. Not only is it very fitting that Selvala is an Elf, but it also makes it that much more appealing to incorporate an Elf-Theme into the deck not only because we're already playing so many untap cards... And if you look at the section above, you might see that some of my mana sinks are also Elves.


Especially the first two can get insane in this deck. With Selvala in play I have a reasonable chance of dumping a few Elves into play which in return amplifies the amount of mana Archruid/Priest will create. At a certain amount of Elves you can even go infinite with Staff of Domination for that sweet little "old-school-combo-finish".

The Magistrate and Timberwatch Elf are rather recent additions to the deck... I simply realized that very often I'll "go off", putting quite a few permanents into play and after all is said and done I'll have one or two creature left to attack in which case both the Magistrate and the Timberwatch Elf will provide quite a significant damageboost.


Pretty standard (Elf-)Tribal stuff. I'll be honest with you, I've yet to draw/cast the Grave Sifter but I'm pretty sure he'll be awesome.

Chapter 4 - Going wide

Tribal decks very often tend to go wide compared to other decks and that's not different in EDH. If anything you have to opportunity to go crazier than usual since games tend to be a little slower... But let's get back to this particular deck.

As you might've noticed - my "payout"-cards especially - have the tendency to put quite a few permanents on the board, be it Wolf-Tokens, Saproling-Tokens, Beast-Tokens or Wurm-Tokens. So who could blame me for putting in some of these...


...along with some more token-producers/-synergies.


Ok, read Wolfcaller's Howl,... now read Selvala,... now read Wolfcaller's Howl. I can't believe that I didn't play the card in this deck right when it came out. Orochi Hatchery also synergizes well with the deck since all I need is one turn where I dump a ton of mana into casting it and it will supply me with an endless stream of chump blockers and or attackers depending on the rest of my board. I think you get the idea so there's need to explain every card here...

Chapter 5 - Gameplay

As Green-White decks tend to be, this deck is rather straight forward... Play Selvala, ramp a bunch, play something big...

Starting Hands: As the deck is built right now, I tried maximizing green manasources as they work best with all my mana sinks... That said, a starting hand should aim for one white source and 3 or more lands in total. The rest doesn't matter at all, since Selvala should a) be able to smooth out my draw and b) make clunky cards not so clunky all of a sudden...but of course having untap-cards etc. is nice.

Early-/Mid-game: I try to cast Selvala as early as possible. That's all! Selvala will do ALL the work for me, drawing cards, creating life, making mana... All you could ever want in a game of EDH she'll supply. So once I get her up and operational, I'll try to dump a bunch of cards on the board which hopefully contain a threat to start beating down with. If Selvala get's killed, no problem... recast, reload and fire away again.

"Late-game": Late-game is something that never and always occurs in games with Selvala. Wait what?! All the free cards my opponents get will obviously speed up the game while also making it hard to grind down people since everyone will have an abundance of ressources. So what's the plan if everyone is flinging about their cards? Setting up a big turn with Cathar's Crusade into creatures into Craterhoof is one possibility but sometimes that just won't work. What will work though (maneuvered around a counterspell) is Primal Surge your deck and win, and since I'm likely to hit every single landdrop due to Selvala drawing so many cards, casting it with an empty board is doable. Even with that Selvala will help, granting you a considerable amount of lifepoints as buffer so when I start to run out of gas (believe me when I say the games have to go veeeery long for that) I usually still have enough turns to try and find my Primal Surge.

Outro

Sooooo, that's my Selvala deck. Obviously there's still room for improvement - as almost always - but in general I've been very happy with how the deck plays out. It's fun, fast and sometimes just hilarous... a perfect match for me!

As always I hope you enjoyed the read and maybe one or two of you even consider building Selvala now. If you do and you have some more questions on the deck feel free to hit me, but if you don't I hopefully still...

See y'all 'round!