Sunday, 28 December 2008
Two Red Decks
Totally Red Deck That Doesn't Quite Win
Creatures
4 Karplusan Wolverine R
3 Frostling R
1 Mogg Fanatic R
4 Heartlash Cinder 1R
3 Mudbrawler Cohort 1R
3 Orcish Cannoneers 1RR
1 Orcish Artillery 1RR
4 Spur Grappler 2R
4 Lesser Gargadon 2RR
=27 Creature
Noncreatures
3 Shock R
4 Volcanic Hammer 1R
2 Puncture Blast 2R
2 Burn Trail 3R
=11 Noncreatures
Lands
22 Mountain
=22 Lands
This one's just a boring all-out aggro red deck like my goblin deck. Its built around cards that I own. I think I will do this deck since the total cost of cards that I don't own is just 2,41€
I don't like all-out aggro decks all that much because they don't give the player any options. But there's something that I like in this particular deck. Its all those creatures that hurt me perhaps more than the opponent that make it look fun so. Orcish Cannoneers deals 3 damage to me while dealing 2 damage to any target. I need to sacrifice a land every time I attack or block with Lesser Gargadon. But personal favourite is Spur Grappler. It gets bigger if I don't control any untapped lands. Tapping all my lands and mana burning just to make Spur Grappler bigger is just something I like. This is like a therapy deck. I can just drop lands and play funny creatures and laugh out loud.
Time for the red deck number 2.
Big Red Turn One
Creatures
4 Simian Spirit Guide 2R
3 Arc Slogger 3RR
3 Savage Firecat 3RR
4 Deus of Calamity RRRRR/GGGGG
=14 Creatures
Noncreatures
4 Lotus Petal 0
4 Rite of Flame R
4 Manamorphose 1R/G
4 Desperate Ritual 1R
4 Seething Song 2R
4 Empty the Warrens 3R
=24 Noncreatures
Lands
22 Mountain
=22 Lands
The idea of this deck is to use "rituals" to play a big red fatty or gigantic Empty the Warrens on turn one or two. I just want to see my opponent's face when I play turn one Deus of Calamity and he doesn't have a Terror in his hand. This deck looks sweet in a way and can be powerful but its really vulnerable since just one Terror or Unsummon can ruin its day. But who cares!
This deck was inspired by a deck I saw on the net that was top 8 at worlds 2008. The particular deck played a full set of Blood Moon and Magus of the Moon and the big fatties it used were Deus of Calamity and Demigod of Revenge. The rest of the deck was rituals and Empty the Warrens. So my decklist is kind of a budget version of that deck.
Anyway do you guys know that a finnish guy won MtG Worlds this year? With faeries!
Feel free to comment the two decks above.
Saturday, 27 December 2008
Sakari's Awesome Wallpaper of the Week #7
Friday, 19 December 2008
Sakari's Awesome Wallpaper of the Week #6
Monday, 15 December 2008
Alestorm - Wenches & Mead
Courtesy of deckboy Johannes!
Friday, 12 December 2008
Sakari's Awesome Wallpaper of the Week #5
Friday, 5 December 2008
Sakari's Awesome Wallpaper of the Week #4
Friday, 28 November 2008
Sakari's Awesome Wallpaper of the Week #3
Wednesday, 26 November 2008
Zombeeeh mayheeem!
Intro
Zombie Mayhem is a large scale outdoor game where a team of ”zombies” hunts down a team of ”humans” in a designated game area over a pre-determined period of time. At least 10 people are required for an effective game. The game is intended to play during night time, and aims for plenty of running, hiding, sneaking and suspense.
Preparation
What you need:
- 10 or more players
- A piece of cloth to be used as a head/armband with two different colours on either side (This is used for identifying teams.)
- Map marked with the game area and base point (see ”Game Area”)
- Charged mobile phone
Optional:
- Walkie talkie
- Flashlight
Walkie talkies – Ideally, all members of both teams would have multi-channeled walkie talkies, with which to communicate to members of their team. These rules are written assuming such is the case.
Game Organiser
One player should be designated the game organiser or game leader. It is necessary for the game leader to have every players mobile phone number, and for every player to have the game leader’s mobile phone number. This is partly necessary should any player become lost during the game or should something unexpected occur. Any players who drop out of the game for some reason must send an SMS to the game leader. The game leader also sends an SMS to all players at the end of the game.
Ideally all members of the human team would send an SMS to the game leader when they join the zombie team. This way, players will not be left prowling the game area when all the humans have been caught. Once the game leader recognises that all humans have been caught, he can send an SMS to all players to end the game.
Game Area
The size of the game area should be adapted to the the number of players. Generally the area should be fairly large, but can of course be varied depending on the type of game you wish to play. A too large game area may result in a uneventful game, where as a too small area may result in a confusing game with little suspense. Ideally, most of the game area should include plenty of dark areas and places suitable for hiding and sneaking.
A map with the game area clearly indicated is given to all players. Players are trusted not to leave the game area during the game, or to exploit non-game areas for shortcuts or other advantages. A base point should be indicated on the map, a place where players gather at the beginning and end of the game.
Teams
Before the game begins, the initial members of the zombie team must be determined. The size of the initial zombie team should be adapted according to the number of players, but should always number at least three people. All other players start the game as part of the human team. Members of opposite teams may not maintain any contact with each other
Prize
Because some human players may have the tendency towards pathetic and cowardly behaviour such has digging themselves into one hiding place and staying there forever, it is recommended that some kind of ”treasure” be placed in the game area. This should be placed in a location where it cannot be easily spotted by bystanders not taking part in the game, but where players can stumble upon it should they be randomly wandering the game area. The treasure should be placed in way that can be easily recognised as belonging to the game, with perhaps a congragulatory note stuck to it. Treasure can be as simple as a six pack of beer on a big rock, as long as it entices the human players to keep moving. It is not permissible for members of the human team to know the location of the treasure before the game.
Game End
A finishing time for the game must be determined. All players must be aware of the time the game ends and it is advisable for everyone to keep track of time themselves, for example setting a cell phone alarm to go off at the agreed time. The game leader should also notify the players via SMS when the game ends. When the game ends, all players return to the base point marked on the map.
The Game
Objective
The objective for the humans is simple, survive until the end of the game. The objective of the zombie team is to make sure that this doesn’t happen.
Catching Humans
Humans join the zombie team if they are grabbed or or obviously touched by a member of the zombie team. Slight brushes and cases open to dispute do not count. Play fair! When a human is caught, they join the zombie team and function in exactly the same way as other zombies, catching humans and turning them into zombies. A human player joining the zombie team must change his head/armband the other way round to display the colour representing the zombie team. Players must not move from their location while doing this and may only catch other humans once they have retied their head/armband. Once a human player has been caught they must cease any communication with their former team mates, although an ominous ”KRRHHAARGGHH...” may be said into the walkie talkie.
Game Sequence
1. Gather all players at base point.
2. Distribute maps and head/armbands if not already done.
3. Determine initial zombies.
4. Make sure game end time is clear to everyone.
5. Human team spreads out into the game area.
6. Aproximately five minutes later the zombie team spreads out for the hunt!
7. The game time runs out or all humans have been zombified, players return to base point.
8. Unclaimed treasure is retreived, or left in place for another round!
Monday, 24 November 2008
Battlefield Heroes
I'm quite sure that it will work on all of your computers without that many framerate issues. The game will be alot like the previous battlefield games but with alot more humor implemented. Even the trailer is hilarious:
They even made it possible to sit on the plane's wings so you won't have to struggle trying to lay down on the wings like in previous games. This could become one of our new favourite shooter lan games (after Pirates, Vikings and Knights).
After seeing that video you might think it's third person only, but according to wikipedia its also first person so no need to worry about that.
Also according to wikipedia, here are some of the achievements:
Abilities are special powers that each player gets when they level up. Known abilities at this time are Grenade Spam ability (allows 15 grenades to be thrown at a time), I Eat Grenades ability (absorb grenades and heal the player), Blasting Strike ability (Flings any nearby tanks, jeeps and infantry into the air), Life-Points Boost, and Incendiary Ammo.[4]
Healing is by a 'blast heal', a soldier ability that heals the player and any friendlies nearby. Players also have a bandage which restores less health and only works for your own character. There is no medic class for this reason.
Battlefield Heroes also uses the Play4Free system by EA that will release more free games in the future.
If you want more information, here are the scanned pages of this game from Pelit magazine:
1. http://dump.no/files/cf383ace01cd/Battlefield_heroes_1.jpg
2. http://dump.no/files/cf383ace01cd/Battlefield_Heroes_2.jpg
And on an offtopic note, anyone remember this? www.youtube.com/thereilukerho
Saturday, 22 November 2008
Doors
Sakari's Awesome Wallpaper of the Week #2
Why so serious?
Friday, 14 November 2008
Top 11 PC Games
As seen at Jonttu's Blog
Also as an update I would like to add Nucler Aftermath that I made in Gmod.
Sakari's Awesome Wallpaper of the Week #1
Tuesday, 11 November 2008
Dance Dance Revolution Musical
Brace yourselves for the theater event of the year: Dance Dance Revolution, the musical. Starring As The World Turns actor Van Hansis, it will feature original songs, a 40-person cast and DDR. The plot:
It's set in an Orwellian society where a dance prophet named Moonbeam Funk helps dancing youth gangs rebel against a fascist government. The company working on the show describes it as "like Footloose set in the future — but kind of scarier, and with 40 really attractive, barely-clothed young actors and buckets of free beer."
An oppressive regime, video games, scantly clad people and beer. Something for everyone!
What more could we wish for?
Sunday, 9 November 2008
Swiss Cheese Week! Hooray!
Hip hip! ... (continue in comments)
Friday, 7 November 2008
Awesome Youtube Videos Week! (2)
Here is my video:
We were only supposed to put links and not embed them right?
"Bill Bailey - The Greatest Nursery Rhyme Album Ever Played By World's Top Keyboardists"
http://www.youtube.com/watch?v=AQLuOea-cYg
"Large Hadron Rap"
http://www.youtube.com/watch?v=j50ZssEojtM
"Extremely Funny Metal Commercial"
http://www.youtube.com/watch?v=sLs7xoX_vX4
"Your Pony died because it was not pretty enough"
http://www.youtube.com/watch?v=CwZFcoGXkrU
Awesome Youtube Videos Week!
Also, I propose that people can give "boo"s to videos they don't like. If a video receives four or more boos it gets deleted. So if you dont like it, comment "boo!"
You can counter someones boo by posting "counter-boo!", which the booer can counter with "counter-counter-boo!" and so on giving us the longest damn list of comments ever. j/k
Video deletion can be vetoed!
Thursday, 6 November 2008
Wednesday, 5 November 2008
Combo Heat
At first I should talk a bit about the basics of combo decks. First of all many of the combo decks include something that's called an engine. Engine is usually something that converts one resource into another. In addition to the engine, combo decks also need a body. You know, a car with an engine doesn't move without a body. Body is something you use to exploit the engine to do neat stuff. Lets take an example. Lets talk about my Hunting Pack combo deck. The engine is a basic land equipped with a bunch of Fertile Grounds. The body is Dream's Grip-style cards that let me tap the land to make tons of mana many times a turn.
Of course the engine and the body aren't enough if the combo deck doesn't have some sort of a win condition. Mine's winning condition is Hunting Pack as most of you already know. In addition to the things above combo decks have tons of card draw, cantrips and tutors to dig the combo out. My deck has a full set of Mystical Teachings to search for the essential parts.
As I mentioned on the very beginning of this post, I designed some combo decks. The basic idea of two of them are explained below. I didn't include decklists because I know no one would've read them anyway :D (Just tell me if you want a full decklist). I would like to hear your thoughts about 'em.
Let's roll...
Fluctuator Combo
This deck is a good example of combo engine and body. The deck casts Fluctuator and then starts drawing tons of cards for free since most the deck is filled with cycling cards (Remote Isle for example). Fluctuator is the engine and cycling cards are the body. When I get Fluctuator, I draws cards until I get Niv-Mizzet. Then I draw even more cards to deal damage to the opponent with Niv. If it looks like the opponent is running high on life, I can cast Paradigm Shifts to be able to draw the library again and again. In my opinion the idea of the combo is really cleaver since basically the whole deck is card drawing because of cycling ability and getting Fluctuator into hand shouldn't be a problem.
Broodrush
This combo deck uses the full advantage of Rush of Knowledge. The combo is basically to play Myr Enforcer or Spire Golem and then cast Rush of Knowledge to draw shitloads of cards and play affinity creatures like Frogmite for free. Casting Rush of Knowledge should get you another Rush of Knowledge in hand or at least some other card drawing spells to draw it and play it again on the next turn. Later on the deck can cast Battered Golem and equip Paradise Mantle on it to add mana to the mana pool each time an artifact comes into play. Since the deck has so many affinity creatures the player with with two Battered Golems with Mantles in play usually gets enough mana to play multiple Rush of Knowledges during the same turn and play four Broodstars for maximum fun.
If you read the two comboes above please comment which one do you prefer.
Last but not the least I want to encourage everyone to try to design a combo deck. In my opinion combo decks aren't as fun decks to play as some of the other archtypes since they play each game similary and after a couple of games the deck becomes boring. But here are the good news.. First of all designing a cleaver combo is rewarding but its also just so cool to get 46 4/4 beast creature tokens in play in a single turn. And even more funny, to loose them all during the very same turn. Combo decks don't usually win all that often but when they do win, they do it with attitude.. Or lose with attitude. One day I was at PKP and faced a combo deck against my Hunting Pack deck. He did his combo AND I did mine on the stack. I failed the combo for getting no Hunting Packs in hand and I could've lost anyway since I can't attack with them on my opponents turn. But anyway, I had more than 20 mana in my mana pool. He had 9456478394632 mana in his pool and Psychic Drain in his hand. We both decided to mana burn just for the fun of it and the game ended in draw.
What do you think? Are comboes lame, stupid, boring, powerful, epic or great fun?
Tuesday, 4 November 2008
Top 10 reasons why sex at the speed of light is not an advisable form of procreation
with Dr John
"Love is a matter of chemistry, sex is a matter of physics"
10. Penile length contraction:
According to the relativistic theory of length contraction, this is an inevitable consequence of performing sex at the speed of light. An average penis of length 13cm traveling at 99% the speed of light will contract down to a length of only 1.8cm (this is about the same length as the smallest functional penis officially recorded). At the speed of light, length contraction leads to an interesting paradox in which the penis seems to have no length at all, but is still managing to have sex somehow.
9. Penile black hole formation:
At the speed of light, relativity also predicts that the penis will attain infinite mass, essentially becoming a black hole. When its owner realises that his penis has turned into a black hole, he will become profoundly depressed and overcome by a feeling of loss. John Bobbitt would understand; but Mr Bobbitt had his penis sewn back on, whereas a penis lost to a black hole is a penis lost forever.
8. Penis vaporisation:
If the penis is not lost to a black hole, it will be lost to the uncaring force of friction. A penis traveling in and out of a vagina at close to the speed of light will be subjected to enormous resistive forces. Since resistive forces are proportional to speed, this will heat up the penis enormously. The temperature of the resulting internal environment will be so high that the penis molecules will actually undergo a phase transition into a gas, vaporising the penis almost instantaneously.
7. Relativistic flaming semen:
In the unlikely event that a vaporised penis can perform ejaculation, then the relativistic semen will create enormous air resistance, burst into flames almost instantaneously, and generate enormous impact forces. These forces will be sufficient to pierce a small hole straight through a woman's lower torso, just like a speeding bullet, only incinerating the surrounding tissue as it passes through.
6. Time-dilated necrophilia:
Unfortunately, the woman will probably be dead before ejaculation anyway. According to the relativistic theory of time dilation, then if the man is to actually thrust in and out at a speed infinitesimally close to the speed of light, then from his point of view, his partner will be ageing extremely quickly, and will be long dead before he ejaculates. Legally, he will be committing necrophilia.
5. Lack of visual appeal:
Time-dilated necrophilia, flaming relativistic ejaculation and penile black hole formation are all very dramatic, but unfortunately they don't translate well onto the big screen. In reality, relativistic sex would only last for a fraction of a second, and would appear as a sort of muddy grayish white smudge, since the eye merges all images together at such high speeds. This is probably not visually appealing enough to make a porn-at-the-speed-of-light series out of.
4. Religious values:
Certain branches of Christianity would view porn-at-the-speed-of-light immoral anyway. It's in the Bible.
3. Property damage:
A penis is made up of a collection of charged molecules, and accelerating charged molecules emit radiation. To accelerate charged penis molecules up to the speed of light in a single thrust requires enormous acceleration. This will produce a frequency and intensity of radiation similar to that produced by a small nuclear explosion. It may be worth hiring out a hotel room if you don't want your own room obliterated.
2. Deafening sonic booms:
As a penis accelerates up to the speed of light, it will inevitably surpass the sound barrier, producing deafening sonic booms with every inward and outward thrust. If the neighbours haven’t already been woken by your moaning, they will be now. Or then again maybe not, because they will be conveniently deafened and unable to hear you.
1. Excessive dietary requirements:
The amount of energy required to accelerate an average person up to 99% the speed of light for a single inward thrust is approximately equal to 16 million billion kilojoules. This is equivalent to the amount of energy gained by consuming 78 trillion weetbix. But 78 trillion weetbix will increase an average person’s mass by approximately 1.2 trillion kilograms, requiring them to eat even more weetbix just to accelerate this additional load up to the speed of light. Nine out of ten nutritionists may recommend weetbix, but this is slightly more than the recommended daily intake.
Woah. The best article ever. 'nuff said.
Found it here, go there to read more about The Joy of Sexual Physics. With more intriguing articles, such as "It wasn't me... it was the rest of the Universe", "Sex with genital piercings is a matter of electrodynamics" and "The wormhole-assisted masturbation technique".
Remember kids, this stuff is probably K-15 at best, so if you aren't sure, don't clicky on the linky... also, don't do drugs.
May the Sauce be with you.
--Cheesemeister--
Monday, 3 November 2008
TRK Theme weeks (or Months)
And now for the possible themes.. Well, anything related to TRK somehow. Warhammer week, MtG week, Music week, Säestäily week, (Olli's-)off-topic-shit week etc. etc. Of course we could make them even more specific like Heavy Support week, Sorcery week or Folk metal week :D. What do you think of this and do you come up with any ideas?
Wednesday, 22 October 2008
I call upon the keeper of The Codex Pirata... errr, TRK!!!
As quite boldly stated there, I request that the member who currently posesses the newest edition of Codex TRK, present it here, on the site!
Yaarrhaarrrr...
Monday, 20 October 2008
EPIC CONQUEST
First, coming home was frightening and traumatic. 'Nuff said.
Second, to relieve the possible stir my DeviantArt no-more-armies oath may have caused, that doesn't mean I don't play and paint Warhammer any more.
Third, the reason for this post, is to show you all a recent blog of ours over here at SiegeWorks:
epicconquest.blogspot.com
We created it to have a place to post any and all epic, miniatures-related creations for the benefit of the blogosphere. So far we only have the pics from our latest project, which won a 50$ prize at a local competition. Hopefully some more minis and terrain will make it up there soon.
We'd also be honored (on an official note) if any of ye at The Reilu Kerho would like to post some craziness, perhaps Pyry's Gargant, or Tony's Vulcan or some such. Mmmm. Vulcan. Any takers?
Cheers,
Sodfoot
Monday, 29 September 2008
iTunes' License Agreement
"Without limiting the foregoing, under no circumstances shall 3Com be held liable for any delay or failure in performance resulting directly or indirectly from acts of nature, forces, or causes beyond its reasonable control, including, without limitation, Internet failures, computer equipment failures, telecommunication equipment failures, other equipment failures, electrical power failures, strikes, labor disputes, riots, insurrections, civil disturbances, shortages of labor or materials, fires, floods, storms, explosions, acts of God, war, governmental actions, orders of domestic or foreign courts or tribunals, non-performance of third parties, or loss of or fluctuations in heat, light, or air conditioning."
Thats a whole load of crap that is just rediculous or so random that Apple has propably been sued over it.
"Oh I sued apple because it broke my air conditioning!"
Honestly that's the only reason I can think of that would make even the slightest sense. Then what's the deal with all these acts of God? And you can't even prove God exists in the first place.
We need more people like Bill Bailey.
Then we have storms, fires floods, riots and civil disturbances. It's funny how America is so fussy with everything and its too easy to sue people. Someone even sued Red Bull because it didn't give you wings. You can look that story up yourself. I'm sure there are many more license agreements like this, so this was just an example.
Also offtopic. My blog now has a new URL. www.jonttusblog.tk Quick and easy.
Friday, 26 September 2008
SoundSoft Radio
http://soundsoft.listen2myradio.com
If you put www it goes to listen2myradio's homepage and will not work. Also, we're endorsed by The Reilu Kerho.
As seen at Jonttu's blog.
Wednesday, 17 September 2008
Emotion
Done on a keyboard. A little distortion, unfortunately but it was my first recording done with the method I used.
Also, check out this link here. I upload some of my songs there.
As seen at: Jonttu' Blog.
Saturday, 13 September 2008
Saturday, 6 September 2008
Rare Iron Maiden Song
'Iron-Maiden---The-Bleeding-House'
I found the album B-sides of the Beast on my computer and this was one of the best songs on it. There is next to nothing about this song on the internet.
Friday, 29 August 2008
MTG Territory Campaign, Draft #1 - Please comment!
Preparations
Each player chooses three decks to play with, and three counters to represent them as “armies” on a tiled map. The colour of each tile must be determined; these will have an effect on later game modifiers. Tiles may be multicoloured. Then, the map’s territories are divided in a manner agreed to by the players, and the armies placed in turns on friendly tiles.
Turn Sequence (The game is played with each player playing the whole of their turn before moving on to the next players turn.)
1. Maneuver
Move one army of your choice to an adjacent tile. No two armies may be on the same tile.
2. Attack
Move one army of your choice to an adjacent enemy tile. This may be an army you have already moved. If there is an enemy army in that tile, play a game of magic against the deck represented by that army. If there is no enemy army in that tile, play a game against the tile garrison.
END TURN
Garrisons
When you conquer a new territory with an army, you automatically set up a garrison in that territory. When this territory is attacked and there is no defending army, the defender plays with the territory garrison. The garrison is formed of 25 random cards from the deck that conquered the territory. These cards are chosen by shuffling the full deck, and setting out the 25 cards for the game, without looking at the cards not used.
If a defending army is situated on a friendly tile, it may choose to change the garrison so that from then on it is composed of 25 cards from that deck. This situation may arise for example when you maneuver an army to a territory you previously conquered with another army.
Defending
The defending player of a territory always gains the bonus of one basic land card already deployed in that territory. This card is chosen at random to prevent decks which only “splash” in a certain colour from gaining an unfair advantage. The deck is shuffled, then cards revealed from the top of the deck until a basic land card is revealed. This card is put into play tapped during the upkeep of the defenders first turn.
This represents the defensive preparations done by the defenders.
Attacking
When playing the campaign, a dice is always thrown to determine who gains first turn. In the case of a draw, the attacker may choose who goes first. In addition, the attacker may choose to apply a +1 or -1 modifier to his or her dice roll.
This represents the attacking force being able to choose a strategically advantageous moment of attack.
Colour Modifiers.
Decks that contain cards which match the colour of the tile where they play against another deck may choose to apply the modifiers of that colour. Decks can only be eligible for the modifiers of one colour at a time.
e.g. A white blue deck plays on a tile with plains and a river (ie. white and blue.) The owner of the deck must choose to apply either the white modifiers or the blue modifiers.
Green
The player receives a “spell counter” which they may remove at any time to perform the following instant.
All of your green creatures in play gain +0/+1 until the end of turn.
The player may lay two lands instead of one during his or her first turn.
White
The player receives a “spell counter” which they may remove at any time to perform the following instant.
Prevent all damage that would be dealt to target creature.
The player begins the game with 23 life instead of 20.
Black
The player receives a “spell counter” which they may remove at any time to perform the following instant.
Place a -1/-1 counter on target creature.
At the beginning of your opponent's first turn, he or she discards a card at random.
Blue
The player receives a “spell counter” which they may remove at any time to perform the following instant.
Draw 2 cards.
The player may draw 8 cards instead of 7 at the start of the game.
Red
The player receives a “spell counter” which they may remove at any time to perform the following instant.
Deal 2 damage to target creature.
The player may reduce one red mana from the converted mana cost of the first spell they play.