Tuesday, December 27, 2016

Final Fantasy XV Game Play.





This is a collection of all my game play in Final Fantasy XV showing off various parts of the game and some of the bugs I've come across while playing. Check it out.

Monday, December 12, 2016

Final Fantasy XV: A Buggy but Good Game.


Final Fantasy is one of those games you can find yourself burying hours of your life into, and that's exactly what happened to me. The game was released on a Tuesday, I picked it up on Wednesday and proceeded to spend that day, and the next playing non-stop. I was fortunate enough to have both days off, and in that time I put about 30 hours into the game.

So where do I begin with a review of this game? I guess we could discuss mostly the story, which I'll attempt to keep spoiler free, despite the game already being spoiled before it even came out. For the most part it's a jumbled mess, kind of going all over the place and is really frustrating to watch; the only good bits of the story were those focusing on the relationships between Noctis and his companions. As you progress through the game the group really comes together and they feel not just like friends, but people who really trust one another. Later in the game their bonds are tested when one of the characters is irrevocably blinded and has to be escorted around as they use a cane to navigate through a dungeon and it completely shakes things up. The characters feel human as they chat amongst themselves while you travel the world and kill monsters.

Combat in this game at times can be really satisfying, and at others really annoying; especially when the camera locks in place. Some of the game play elements are weird as well, mostly the QTEs. I remember when I first fought Titan just being completely unprepared for all of the QTEs in that fight and getting my ass kicked, which leads me to the next complaint I have about this game; It's kind of on rails. You have to be trying really hard to lose. This is the first time I've played a Final Fantasy game where I seriously did not dread dying in the middle of a boss fight and most of the bosses were a mixture of "Press 'X' to win." Does it kill the game for me? A bit.

Other than that there's also the spotty "Press 'A' to activate," aspect of the game. I often find myself jumping in place for minutes instead of turning on a switch, or later in the game, "hiding," to avoid those annoying Axe Men. Some of the mechanics, like Summoning took me a bit to get used too as well and were not exactly intuitive to figure out.

Next there's the graphics. This game looks flippin' great, even locked at 30 FPS. The level of detail in this game is something else, though I am kind of disappointed with some of the textures showing up in low-res like the Nissin-cup cart in Lestallum. The world that this game takes place in feels alive and you can spend hours in it just admiring the wild-life as you drive in your car, or hop on the back of a Chocobo and ride across the land traveling far and wide. It's a great adventure really, though sometimes it feels a bit dull and repetitive. As you travel the land you can also find places where you can fish, which is actually one of my favorite activities in this game, I enjoy the hell out of the activity and it feels great to reel in an 80 lbs reef grouper. Or you can get mini-quest from Prompto to take pictures of land marks through out the game.

Which leads to my next point, you can spend a lot of time completing side missions, all with their own objectives and locations that you have to head too. A lot of them are varied and different and don't feel samey. You can participate in Hunts where you can take on elite monsters for money and special loot. There's a lot of things you can find yourself focusing on rather than the main story line.

The game's far from prefect though, I've had the game hard crash on me a few times and lost hours of game play, or I've had entire dungeon just lock up on me and prevent me from progressing because they did not finish fully loading. I've experienced some really weird and annoying bugs through out the game.

Would I recommend this game to anyone? Hell yes, for all its faults it's a truly worthwhile game with a lot to offer and it's a return to what people have come to expect from a Final Fantasy game; an over all good experience. I have a feeling that with some time, and maybe even some updates from Square the game will actually get better and they may actually flesh out some bits that they completely ignored the first time around. If I had to give this game a rating on an arbitrary scale, I'd say it's an easy 7/10. It's got all the stuff a fan like me likes, but the fact that there are still so many bugs in the game still, it's hard to look past them. Anyway, if you've got some spare time watch some of my gameplay to see what I mean:




Anyway, thanks for stopping by, leave a comment or share with your friends if you liked this post.

Thursday, September 22, 2016

I Open the New Nissa Vs Ob Nixilis Duel Deck!


Hello all, it's been a while since I've updated this blog, but now I have got some new type content for you, I open up the latest duel deck for you all. Best of all you get to see my beautiful face! Check it out below and share with your friends! Thanks!




Wednesday, July 20, 2016

Marchesa is my Baby



Ain't she pretty?

I play Marchesa the Black Rose. She's a 3/3 for four and she has dethrone. Dethrone's a great mechanic, it puts +1/+1 counters on stuff and Marchesa's second ability brings stuff back if someone tries to remove stuff. The way I built this deck is that it is very creature/spell heavy and versatile with a mix of control and just ruining people's days with things like Cruel Ultimatum. Creatures get out of hand in my deck, there's been more than a few times where I have had a 7/8 Cloudfin Raptor just chilling on the board with an 8/8 Tymaret the King sac and bolting people.

Needless to say this deck has created numerous entertaining games, and I'm usually the first to die in any big games, mostly because I am a bit suicidal. Marchesa creates chaos and discord on the board, and if she's ignored she will punch you in the face.

Here's my deck tech, it's not 30 minutes long and really goes through the nitty gritty of the deck:




You can also check out my Tappedout deck list here. Though that list has not been updated to reflect what's in the video.

Hope you guys enjoyed this post, share with some friends maybe?


Wednesday, April 6, 2016

Red/White Burn Commander?


Okay, okay.

You guys remember my Kalmne deck? Well I kind of changed that deckaround and built it a bit different. For starters, my commander is now Gisela, Bladeof Goldnight.

With Gisela in mind I threw in some burn spells and ended up with what I currently play. I turned the deck towards more solider tribal. Giants are still in the deck, but they take a back steat towards everything else. Anyway, lets break down the deck:

Creatures(25):


  • Tajic, Blade of the Legion
  • Solem Simulacrum
  • Wurmcoil Engine
  • Relief Captain
  • Emeria Shepherd
  • Iroas, God of Victory
  • Angel of Deliverance
  • Tauren Mauler
  • Orge Battledriver
  • Serra Avatar
  • Stonehewer Giant
  • Archangel of Tithes
  • Noblis of War
  • Elite Scalegaurd
  • Archetype of Aggression
  • Elesh Norn, Grand Cenobite
  • Luminate Primordial
  • Sun Titan
  • Voidstone Gargoyle
  • Kalemne, Discple of Iroas
  • Captain of the Watch
  • Inferno Titan
  • Balefire liege
  • Hanweir Miltitia Capain
  • Jareth, Leonine Titan
  • Firemane Avenger
Spells (15):

  • Swords to Plowshares
  • Massive Raid
  • Banefire
  • Warth of God
  • Trrashi's Grasp
  • Relentless Assault
  • Fiery Confluence
  • Slagstorm
  • Vandalblast
  • Starstorm
  • Tormenting Voice
  • Chaos Warp
  • Blasphemous Act
  • Incendiary Command
  • Magma Jet
Artifacts and enchantments (20):

  • Sol Ring
  • Darksteel Ignot
  • Akroma's Memorial
  • Swiftfoot Boots
  • Hammer of Purphoros
  • Loxodon Warhammer
  • Stoneforge Masterwork
  • Godsend
  • Sword of Vengance
  • Boros cluestone
  • Deathrender
  • Spear of Heliod
  • Blind Obedience
  • Assemble the Legion
  • Warstorm Surge
  • Legions Initiative
  • True Conviction
  • Gleam of Battle
  • Jalum Tome
  • Commander's Sphere
Planeswalkers (2):

  • Elspeth, Sun's Champion
  • Nahiri, the Harbinger
Lands (36):

  • 11 Plains
  • 12 Mountains
  • Arcane Lighthouse
  • Needle Spires
  • Stone Quarry
  • Clifftop Retreat
  • Ancient Amphitheater
  • Sacred Foundry
  • Battlefield Forge
  • Command Tower
  • New Benalia
  • Temple of Triumph
  • Windswept Heath
  • Wind-Scarred Crag
  • Boros Garrison
There you have it guys, my janky ass commander deck. Share it with your friends and let me know what you think? *Update* Made some adjustments, added more burn. Still crazy good.

Thanks for reading.

Tuesday, March 29, 2016

My Top 10 Commander Cards for Prossh

Sup guys? It's been a while, I know. Here's my list of my top 10 cards in my Prossh deck that just really blow everything out in terms of their effects and how they really fit in my deck.

But first: Honorable mentions.

Avenger of Zendikar:

Great beater, makes tokens, synergizes with evolving wilds. Good stuff overall.

Mwonvuli Beast Tracker:

Tutors for Atarka, or Ruric Thar, or anything else I need. 10/10 auto include for green.

Deathbringer Thoctar

Sac all those tokens to pump Prossh? Put +1/+1 counters on this guy and then deal double damage. Great card, closes out close games.

Now onto my top 10.





10. Decimate

Great card, really resets the board and not that hard to find targets for. Sometimes I have to target myself, but most of the time I'm getting solid value from this card.






9. Fated Return

What's that? You're going to board wipe? Okay, but all those good creatures in the graveyard and tap out, that's cool with me I'll just bring something back and give it indestructible. Bonus points for the scry 2.






8. Ruric Thar, the Unbowed

This card is   bomb when you combine it with Fated Return. Short of exiling him out right, he'll just ping you twice trying to get rid of him. He's also one hell of a be ater. He shuts down control pretty good...






7. Sire of Insanity

Speaking of control, this card right forces each player to dump their hand, turning the game into a top deck race. Solid card, love it.






6. Lord of the Void

This card. Right here. So good. Lets you pick and play the best stuff from your opponents deck. Even if you wiff, you're still exiling seven cards.






5. Terastodon

He's a 9/9 for eight, but his ETB affect is so powerful it makes up for its lack of trample. I love it, and anyone playing should too.






4. Lightning Greaves

Two drop, zero equip cost, pop it on Prossh or Lord of the Void for maximum lulz. Good stuff, love this card.






3. Purphoros, God of the Forge

Ping someone for two each time a creature comes into play? Good thing I make tokens.





2. Xenogos, God of Revels

Give stuff haste and trample? Good stuff.





1. Nylea, God of the Hunt

Give everything trample? Okay, sign me up. Pump stuff too? Even better. Great card, definitely closes out games.

So there you are guys, those are the top 10 cards of Prossh Deck, I'll update the deck list later because some of these cards are new.

Let me know what you guys think, what are your top 10 commander cards? What MVPs do you have? Let me down bellow, thanks for reading.



Friday, January 15, 2016

Prossh Sac Engine *Updated*


Sup guys?

I built Prossh. For those of you unfamiliar with him, he's what is called "Jund," which is Red, Green, Black. Making for some very interesting combinations in terms of creatures and other spells you can run.

This deck, as with all my other decks, is super budget. Nothing is more discouraging than seeing someone doing a "deck tech," and then all they have is $100+ cards and lands. Yeah, those cards are great, and yes they do nice things, but do you really need them? Especially in a format that's supposed to be super casual and open to all? It's kind of like standard, people spend all their money on a bull shit mana base.

Me? I just use basic lands and some readily available non-basics.

Does that mean you should not spend money on your commander deck?

I'd say no, I mean, I spend $30 on the pre-made, break it down and make my own additions to it. My most expensive deck I have is my Naya deck which probably sits around about $100+, but even then most of the stuff in it I either had laying around, or traded for it.

Maybe I'm getting off track? I don't know, I just think that those cards just make you lazy and I find that commander's a more creative format than any thing else, I enjoy working around not having dual lands that don't come in tapped.

Anyway, here's the meat and potatoes of my deck:

Commanders (3):


  • Prossh, Skyraider of Kher
  • Sek'kaur, Deathkeeper
  • Shattergang Brothers



Creatures (32):


  • Golgari Guildmage
  • Eyeless Watcher
  • Avenger of Zendikar*
  • Seed Guardian*
  • Greenwarden of Murasa
  • Erbos, God of the Dead
  • It that Betrays
  • Ghor-Clan Rampager
  • Zulaport Cutthroat
  • Mogis's Marauder
  • Birth Hulk
  • Pelakka Wurm
  • Pawn of Ulamog
  • Brood Monitor
  • Brood Butcher
  • Fell Shepherd
  • Wolfbriar Elemental
  • Abyssal Gatekeeper
  • Phyrexian Rager
  • Kheru Bloodsucker
  • Endrek Sahr, Master Breeder
  • Catacomb Sifter
  • Sakura-Tribe Elder
  • Charnelhoard Wurm
  • Sprouting Thrinax
  • Smothering Abomination
  • Stalking Vengeance
  • Acidic Slime
  • Fallen Angel
  • Deathbringer Thoctar
  • Mogis, God of Slaughter
Planeswalkers* (1):


  • Nissa, voice of Zendikar*


Artifacts and Enchantments (15):

  • Sol Ring
  • Obelisk of Jund
  • Lightning Greaves
  • Gruul Keyrune
  • Wayfarer's Bauble
  • Whip of Erebos
  • Rakdos Cluestone
  • Khalni Heart Expedition
  • Vampiric Rites
  • Fecundity
  • From Beyond
  • Primal Vigor
  • Fires of Yavimaya*
  • Untamed Hunger*
  • Bonds of Mortality*
Sorceries and Instants (19):
  • Read the Bones
  • Rise from the Grave
  • Spoils of Victory
  • Tempt with Vengeance
  • Sign in Blood
  • Decimate
  • Flesh/Blood
  • Mass Mutiny
  • Nissa's Renewal
  • Call the Scions
  • Trangress the Mind
  • Grip of Desolation
  • Grull Charm
  • Hero's Downfall
  • Altar's Reap
  • Reincarnation
  • Grave Birthing
  • Signal the Clans*
  • Oblivion Strike*
Lands (32):

  • Llanowar Reborn
  • Kher Keep
  • Blood Crypt
  • Golgari guildgate
  • Savage Lands
  • Timber Gorge (Foil'd)*
  • Llanowar Wastes
  • Smoldering Marsh
  • Golgari Rot Farm
  • Evoling Wilds
  • Rocky Tar Pit
  • Dragonskull Smummit
  • Vivid Grove
  • Command Tower
  • Temple of Malice
  • Rakdos Guildgate
  • 6 Swamps (Foil'd)
  • 5 Mountains
  • 5 Forests
There go, that's my Prossh deck, it's not anything fancy, but it's a fun deck. I played it last night and had some fun, more so than I should have probably had. Did I win? No, I kind of just wiffed the whole time, but I re-vamped the deck a bit and made it what you see right now. I look forward to using this deck again, and I'll let you know how it works.

Oh yeah, I'm starting a new hashtag, I'm leaning towards #brokeasscommander, or #thelaziestcommander, what do you guys think?

*The cards with the stars next to them are new additions to the deck. I took some stuff out, but added to it. Some of these cards are from the new set that make me excited like Bonds of Mortality, it says "Pay a forest and creatures your opponents control lose hexproof and indestructible. Draw a card." So it's not great, but in Commander it's kind of relevant. Oblivion Strike is a black exile creature spell with Devoid, which is kind of awesome. Signal the Clans is a random tutor of creatures. Untamed hunger gives stuff menace and +2-+1 and Fires of Yavimaya should have been in this deck from the beginning. Anyway, some of these new additions have been play tested, some not. I can't wait to try them out though.

Tuesday, January 5, 2016

Wade into Giants *Update*


Okay, so I did something a little crazy with my 2015 Commander deck, Wade into Battle. Mostly, I cut out a bunch of cards that just were not jiving with the deck, and then I added a bunch of goodies to it, mostly more Giants. The deck's not 100% giant tribal, but it's definitely the bulk of the deck.

Let's break down the deck starting with my commander, Kalemne, Disciple of Iroas. She is a 3/3 giant solider with Vigilance and Double Strike, so she is super nasty for two colorless and one red and white. What's more, each time you cast a creature spell with a converted mana cost of five or greater, she gets an experience counter that gives her +1/+1 counters. She gets out of hand, real quick.

Just to give you an idea of how this deck works, let me relate my most recent experience playing it. I some how drew into a perfect combo in managing to get both Urza's Incubator naming Giants and Stinkdrinker Daredevil on the field. I got Stinkdrinker came out turn three, by turn four I played Urza's Incubator, and then turn five I had my commander out with a full board of giants, made her a 5/5 with Kalemne's Captain and Inferno Titan out on the field. Mind you that's only happened once, but it was still awesome to actually make that kind of play.

Here's the deck:

Commander: Kalemne, Disciple of Iroas.

Ain't she purrty?
Creatures (Mostly Giants):

  • Stinkdrinker Daredevil
  • Iroas, god of Victory*
  • Anya, Merciless Angel
  • Victory's Herald
  • Custodi Squire*
  • Sandstone Oracle
  • Taurean Mauler
  • Hunted Dragon
  • Mirror Entity
  • Magus of the Wheel
  • Captain of the Watch
  • Boonweaver Giant
  • Borderland Behemoth
  • Inferno Titan
  • Quarry Colossus
  • Sentinel of Eternal Watch
  • Bearer of the Heavens
  • Hammerfist Giant
  • Angel of Serenity
  • Jareth, Leonine Titan
  • Pharagax Giant*
  • Hamleteback Goliath
  • Desolation Giant
  • Warchief Giant
  • Sun Titan
  • Magma Giant
  • Hundred-Handed One
  • Stoneshock Giant
  • Council Guardian
  • Kalemne's Captain
  • Sunrise Sovereign
  • Brion Stoutarm
  • Fleshpulper Giant
Spells:

  • Fiery Confluence
  • Plannar Outburst
  • Erase
  • Riot Control
  • Fate Forgotten
  • Revoke Existence*
  • Swords to Plowshares*
  • End Hostilities*
  • Shattering Blow
Enchantments/Artifacts/Equipment:

  • Warstorm Surge
  • Urza's Incubator
  • Akroma's Memorial
  • Worn Powerstone
  • Boros Cluestone
  • Boros Signet
  • Fellwar Stone
  • Darksteel Ingot
  • Sol Ring
  • Coldsteel Heart
  • Hedron Archive*
  • Sword of Vengeance
  • Blade of Selves
  • Deathrender
  • Loxodon Warhammer
  • Madcap Skills*
  • Hero's Blade*
  • Awaken the Ancient*
  • Quarantine Field*
  • Hammer of Purphoros*
  • Battle Mastery*

Planeswalker:

  • Elspeth, Sun's Champion

Lands:

  • 14 Plains
  • 14 Mountains
  • Evolving Wilds
  • Wind-Scared Crag
  • Command Tower
  • Boros Garrison
  • Ancient Amphitheater
  • Boros Guild Gate
  • Temple of Triumph*
There you have it, my weird, mostly giant tribal Commander deck. My experience is that this deck seems to do better in a one way match more so then it does in a multi-player game, and if that really is the case I'll just take out the Myriad cards and replace them with more white removal spells like the kind in my Naya deck.

I really want to know what you all think of my decks, so please go ahead and comment bellow, or even share this post with a friend it may spark an idea in their head and help them make a new weird deck like this.

Thanks for reading.

*Update on this deck: So I got tired of this deck sucking so I did some tweeking and added a bunch of new stuff. Everything new has an asterisk next to it. Best addition to the deck so far has been Madcap skills, it's particularly nasty when you attach that to my commander, or bring it back from the graveyard with Sun Titan (Both totally happened the last time I played this deck). I also added in a bunch of support cards and more useful removal. I also found it helps to actually shuffle my deck so that I don't end up with games where I draw only two lands, or say, only plains. Yeah, those games sucked and made me not want to play this deck, but now it's a bit different. Also, adding Elspeth to deck seems kind of weird, but it does kind of jive with my solider sub-theme.