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#sorry if this post is clunky or poorly formated
sunlit-haruka · 7 months
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EVERYONE I just saw the new DRDT twitter post, and I have some things to SAY /pos (if you don't know what I'm talking about, you should probably view this post https://twitter.com/DespairTime/status/1703105596134654210 before continuing on reading this one) ... ... ...You back? Awesome !! First and foremost, gonna take a look at the synopsis
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This concept is giving major 999 vibes, I love this already I also really like the shorter number in cast, I don't actually see a lot of fangans with shorter cast and I think that's a shame because I think there is a lot you can do with a shorter cast of 10-12 participants (see Danganronpa Lapse). > eleven students are forced to continue a killing game that they’ve supposedly already started. However, no one can remember the past trials, nor the deaths of their missing classmates. This is the main thing that caught my eye, and it definitely explains the shorter number in cast. And with their memory erased and the way this is worded, it feels almost like this death game that these characters are in has restarted. Like, something went wrong with it, and that resulted in the death game restarted using the eleven students still left. And if that is the case, that makes me wonder about the possible connection this death game could have with DRDT. But I will get to that later. > Between the killing game, their lost memories, and the “NG codes” that restrict their actions, how could anyone escape unscathed? So this is also using the NG Codes from Danganronpa 3? Yet another thing I find very interesting. I so badly want to know more about this cast. Which is why they are the next topic of my insane ramblings !!
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Okay before I even get into anything, I just want to say mad fucking props to DRDT Dev for these designs and for their art in general. They have genuinely improved so much since the start of DRDT, and it's so cool to see Second of all
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> That is to say, this is a story about a person who wants to become the perfect teacher. So hi, I love you very much first of all Go to a damn barber second of all I am very worried for you third of all /lh (Also my first thought when I saw him was that he reminded me of Enju from Ayakashi Akashi, and I think that's funny)
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DRDT-Dev has confirmed that this is the protagonist, so I am already very intrigued with him and what his deal is even though we won't find out for a long time Another fun little thing I noticed was that in all of the art so far out with him has him with his eyes closed. I wonder if that means anything Anyway, I love him, and I am also concerned for his safety for something I will talk about later
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As for some smaller observations, given how closely these two are depicted, their fire and ice motifs, and their general simialr appearences. I don't think it's a stretch to say that these two could be sibling, or related in some way. I think that's cool
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I've seen a few people say that this person could be Elliot Cuevas, Charles' older brother, and I definitely think that's a fair theory to have. Not just because of the purple hair, but also because of the collar around his neck. What is one of the only details we know about Elliot?
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His favorite animal is dogs. And that collar (to me at least, looks very similar to a dog collar. Just something to think about
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I have nothing insightful to say, this person is precious and I want to give them ice cream If people start theorizing them to be "secretly evil" istg... /lh /hj The rest of the cast (except one) I have nothing to comment on, so let's get to the main question I am thinking about at this moment Does this project have any connection to the lore of Despair Time?
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This wasn't something that was confirmed, nor denied by DRDT Dev, so everything I'm about to say could age awfully. But I think there are a few pieces of evidence that could hint to this project having more relevence to DRDT than it comes across at first glance. Three to be exact. Let's start with the first and most obvious one
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This man who is looking very smug at me is wearing a jacket with an XF-Ture Tech logo on it, or at least something that looks the part.
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We do not have much information on what XF-Ture Tech as it stands right now. All we know at the moment is that it is a profit tech company that sponsored Min's family when she was younger at the promise that she would become the Ultimate Student in 12 years time, and that they also do "a lot of other things"....whatever the hell that shady sentence means. Due to the lack of information about XF-Ture Tech, there is not much else I can analyse at this moment. But this fact alone does seem to connect this project and DRDT in some way. But obviously that's not all For my second piece of evidence, we go back to that teacher character. Because I swear...there was another, albeit hidden, place where a teacher character was mentioned... Oh yeah !
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.....Ohhhhhhh righttt... Teacher man, you're in big trouble. In all seriousness, considering how intricate DRDT-Dev's writing is, I just don't think this could be a coincidence at all and if it is I'll be genuinely surprised. I think this teacher character and the teacher mentioned in the about page's hidden text are the same person. Now that does not exactly answer the big question of who is saying this text. It could be the mastermind of this project's death game, could be another participant in this project's death game, hell the possibility that this is the mastermind of the DRDT cast's death game still isn't really ruled out. But the main point is that I think it's a very big possibility that this teacher and the teacher in the about page's hidden text are the same person. And lastly, I would like to go back to what I said in the beginning: > it feels almost like this death game that these characters are in has restarted. Like, something went wrong with it, and that resulted in the death game restarted using the eleven students still left. If we're following the idea that this is a restarted death game, that honestly gives me the same vibes as a reboot of a television show. Which brings me to my point: What if this death game is also being broadcasted? I feel as though it is definitely a possibility given the summary, but for right now there doesn't seem to be much proof of this idea. _ That's basically all of my current thoughts on this project that DRDT-Dev has shown us. If this does end up becoming the next fangan DRDT Dev releases after the completion ot Despair TIme, I am very excited to see in the future what has been cooking
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gold3nladybug · 6 years
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Let's build a Legacy Deck
I do a lot of thinking about magic; you've possibly realised that, since I post long diatribes about what the game means to me on a somewhat regular basis. However, I'm not really very... let's say creative in how I approach the game. I'm not looking to explore new ground, I'm mostly trying to be as good at this game as I possibly can be. I'm pretty competitive, but my motivation isn't really winning - it's more about improving.
Legacy is a beautiful format. Not just the cards themselves, but the complexity, diversity and unbelievable skill ceilings that you can strive to attain playing these cards. I always feel like there is so much more I can learn, so many things I can improve. The level of mastery that could be achieved with these cards is seemingly endless.
So it is only fitting that we start here:
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Mercadian Masques is the best Brainstorm. Don't @ me.
Now, beyond that, it's actually not that easy to branch out too far. There is a very real, very challenging financial barrier to playing this amazing format (and indeed all non-rotating formats share this problem to some degree). I own a handful of blue duals, and that unlocks a certain subset of the format for me. I bought them over the course of a year or so, and they were much, much cheaper than they are now. I doubt I'll ever be able to justify buying more, and since I don't have the quantity of duals necessary for some decks, and I own zero Tropical Islands, that subset actually isn't that large. I also don't really own any of the cards to play non-brainstorm decks - no Death & Taxes, no Eldrazipost, no Lands, no Quinn the Eskimo (yup, that's a real deck name. Give it a google, its delightful).
So, I own Tundras. That means that in Legacy, I'm pretty much always playing Miracles. My collection supports that. But that isn't really where I think I wanna be right now
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Beautiful.
Stoneblade has had a bit of a renaissance recently, putting up good finishes at a high level because someone recently decided "I think I should play Death's Shadow in Legacy" and almost won the Pro Tour. Decks that play white mana have a pretty solid answer to that, and Stoneblade's ability to switch strategies between defender and aggressor is really valuable. I loved Miracles with Sensei's Divining Top, but the deck was a problem, and without that card it can't always claim inevitably. You need to win the game somehow, and Batterskull is a pretty solid somehow. But it can't do it alone.
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Here's the rest of the team.
Snapcaster Mage is a ridiculous magic card. There are a lot of good instants and sorceries, y'all. In a format like legacy, though, playing the full four copies can sometimes be a liability, especially if you don't have cards like Lightning Bolt that can let you convert excess mages into a noncommittal, one size fits all kinda spell. All the cards I have are pretty specialized, and Snapcaster Mage can be all of them. Absolutely wild. I hear Tiago Chan, the winner of the invitational that led to this card, became a professional wrestler.
Wild.
Jace, the Mind Sculptor set the gold standard for what a Planeswalker could be. It feels like a privilege to be able to play with this card sometimes. One thing that I find interesting, is that in my experience I am vastly more willing to +2 Jace as my main plan than others. I get that Brainstorming is awesome and all, but the elevator going up is pretty cool too. It doesn't create numerical advantage, but using Jace's fate seal can create a lot of qualitive advantage and also let's you use an ability that wins the game. I'm a fan.
Vendilion Clique, though, might just be one of my favourite magic cards. It does a whole lot of very cool things, the most important of which to me is create informational asymmetry. This game would be a lot easier if you knew all the cards your opponent had, and usually that means you have to play cards like Thoughtseize. But that card is gross. Also, don't sleep on using Clique to send one of your own cards away, especially if that card is an equipment that you can find with your stoneforge mystic.
Lastly, we have True-Name Nemesis. This card isn't always good, but when it is it's the best card in your deck. If creatures attacking or blocking matters in a game, there is no card that does either that is better for its cost than TNN. My copies are the only cards in my deck that are altered or signed, and I normally like having things be really consistent in my constructed decks, but you can see Zack Stella's beautiful signature. Can you blame me?
So that is how I'm going to win. How am I going to not lose?
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Death's Shadow matches up so poorly against Swords to Plowshares, like damn. My pick for the most outrageous removal spell of all time, even with Assassin's Trophy coming down the pipeline, Swords to Plowshares solves so many problems. A lot of this post is just me gushing about these cards, and I understand that might not be the most engaging thing to read, but I really do just love so many of them.
The rest of these spells are broadly about patching holes up. One of the amazing things about Brainstorm is that you get to see a lot of cards each game, so having a few discrete answers to unusual problems can pay a lot of dividends. Council's Judgment and Enginnered Explosives can answer weird permanents that might otherwise beat me, and Supreme Verdict (though sometimes weird in a deck that wants to put creatures on the battlefield) will occasionally just bail you out. And while it might sound funny, it really is relevant that it is blue sometimes.
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This is also the best counterspell art. Still don't @ me.
Force of Will is a bit of a weird card, because in a perfect world I wouldn't even want to play it. It is clunky, puts you down cards a lot of the time and is a massive hassle to play for retail. But also, sometimes Force is the only thing standing between you and rampant degeneracy. People play Belcher in this format! It is the glue that holds the format together.
And then we get to this, and I start to question if I actually know what I'm doing. Sometimes I make these really calculated choices, trying to eke out the smallest possible advantage. Other times I think to myself "yeah, that seems right" and this is one of those times. Flusterstorm is a really powerful, versatile piece of interaction that comes with inbuilt protection and scales throughout the turn. Great with Snapcaster Mage, but absolutely worthless some of the time. People play Chalice of the Void in this format!
Spell Snare is hyper specialized, but it does a lot of things that Flusterstorm can't. There are a legion of incredibly powerful, diverse threats that exist at 2cmc in this format; Baleful Strix, Hymn to Tourach, Tarmogoyf, Sylvan Library, enemy Snapcaster Mage, Counterbalance, Exhume, Infernal Tutor, etc, etc. Snare stops them all cold, but only them.
Spell Pierce is the middle ground, the bridge between two entirely different points of view. It's kinda boring, but its pretty okay at standing in for both of the other's jobs. Spell Pierce never wins employee of the month, but I hope it knows I appreciate it.
One last spell in the main deck, and its Search for Azcanta.
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X marks the Spot! I play with checklist cards almost exclusively for any DFC cards that I use, even if I'm 100% sure the sleeves I'm using are completely opaque. It is way better to be safe than sorry, and I also like not needing to actually take my card out of the sleeve to flip it when I can have the real card off to the side in an inner to place on the board when I need it.
Once, when I was playing two Azcanta in a standard deck, I asked my teammate if I should have two Azcanta sleeved, one flipped and one not, because I couldn't actually have two in the same state on the battlefield. They looked like they wanted to slap me.
After that is just lands, and you probably don't want to see that...
Who are we kidding, the lands in a legacy deck are beautiful
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I'm really proud of my legacy manabase.
This is also one of those examples of those really calculated choices, optimising for the smallest possible advantages. It turns out that you're only allowed to play four Flooded Strand, and after that NONE of the fetches get both basic Island and basic Plains. Normally this means a couple of Scalding Tarns, or whatever other blue fetch you have a few copies of, but why not extract the tiniest, most infinitesimal fraction of an advantage. What if they Pithing Needle Scalding Tarn? What if they're monsters who cast Surgical Extractions on random targets to see if they getcha? Well you're not going to get me, because I have insulated myself by playing three different blue fetches and an Arid Mesa.
Otherwise, Karakas is a lovely tech land against any sort of reanimator strategy, while also unlocking all sorts of fun play patterns with Vendilion Clique. Wasteland is playing in a similar space, being a low investment singleton that can be really good in some matchups, but I don't know if I like it. I might play an extra basic over it, we'll see.
But wait, I hear you asking, why are you playing Volcanic Island. You don't have any red cards!
Entirely fair question.
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All the way from the sideboard, red cards.
As you might have gathered, there are some pretty amazing blue cards in legacy. I'm not one to let people just get away with playing blue cards. It's a little weird to have a 2/1 split of red blast effects, but it's just one of those micro optimizations. Sometimes they'll have a meddling mage naming Pyroblast, you know? Also, on my wishlist is a black border red elemental blast of some description. My pyroblasts just look so much prettier.
Also I guess I lied about TNN being the only signed card I play. But again, just look at Franz Vohwinkel's signature. Impossible to turn it down.
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The rest of the sideboard is pretty easy to break down. A Hydroblast, because we can't let people get away with playing red cards either. An extra Flusterstorm, because it's just a fantastic card that usually gets better after sideboard. People usually have pretty good spells in their decks, and stopping Flusterstorm from countering those spells can be pretty challenging. Disenchant is a pretty good hedge a lot of the time, for a similar reason. People tend to have some high impact enchantments or artifacts kicking around, so I usually want a cheap way to fight that available to me. Containment Priest and the two Surgical Extractions are a concession to the speed and power of reanimation strategies, that also happen to have some really good splash damage against other really powerful strategies. I kind of want to make room for a Rest in Peace, but for now these will serve. Monastery Mentor is just one of those cards that, in a post sideboard game where a lot of the removal is gone and Pyroblasts imperil the battlefield and stack, can take over a game with extreme speed and quickly end it. It could also be something like a Gideon, Ally of Zendikar, but there's value in dodging Spell Pierce.
So the only part of this that might be a bit weird is the Spell Queller, Counterbalance package. My thinking is, coming from Miracles, that Counterbalance is sometimes an exceedingly powerful card. And sometimes it's pretty janky. It's hard to truly cut it from the main deck there, because it helps enable so many of the soft synergies in the deck (revealing for Predict, making all the cantrips that much better, finding spots to crack fetch lands for extra value), even though the times that it's bad it is so bad. But here, I've almost got the same amount of cantripping and deck manipulation as I would in Miracles, but my main proactive gameplan is strong enough that I don't need them in my main deck. It's a perfect card to slide into the sideboard, where I can access it both as a value engine for blue pseudo-mirrors and a desperate tool to fight combo as well.
Spell Queller was a card I considered for Vendilion Clique's spot for a long time. They are approximately as vulnerable as each other in the context of the format, but eventually the inability to profitably play it for value proactively gave Clique the nod. But the other main three drop I play kept me thinking about it. When it matters, TNN is exceptional. But when it's bad, there's nothing you want less; True Name feels like such a brick if your opponent is doing something degenerate. It's an easy swap in those situations for this powerful reactive spirit. Like Mentor, dodging Flusterstorm and Spell Pierce is a huge deal in winning counter wars while also transitioning into an aggressive stance. So many important cards are vulnerable to being quelled, and I'm honestly quite excited to play with it.
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So... there you have it. That's my legacy deck. It's not perfect, and I'm sure before too long I'll end up putting Terminus back in here and going back to Miracles. It's hard to change decks in Legacy, and not just because of the price. These cards really do feel special, like you're playing with important pieces in the history of a really great, really important game. I hope I get to keep playing Legacy for a long, long time.
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violetosprey · 6 years
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Good Endings for a Yandere
I have to wonder how often a creator is able to make a satisfying story with a good ending for a yandere.  Now when I say this,  I’m not talking about the yandere’s envisioned “happy ending” where they have complete control over their loved one.
I’m talking about from a good story standpoint.  If you want to have a happy ending for a yandere, they need to be redeemed first.  They need to stop treating their love interest as a possession, and see them as an equal instead.  A redeemed yandere could then either end up giving up on the person they’ve harmed, or they can actually have a happy relationship with the person they were originally obsessing over.
This can be a lot more tricky than you think. 
**SUPER Long post ahead**
It feels like the majority of the time when I come across yanderes, they’re more often one-shot kind of characters or just involved in a small arc over a bigger story.  In these cases, yes you could have the yandere “win” and get exactly what they wanted without changing.  That’s because the creator isn’t dragging out the horror of the situation to a distasteful degree.  
I’ll admit, I love watching yanderes work as the villain of a story.  And the more screentime/appearances they get the better!  But even I have say if you’re reading about a particular yandere as a one-shot villain versus say...a manga that’s at least 30 chapters long and the yandere STILL doesn’t change but manages to win instead, that might be a tad too sadistic for my tastes.  In that case if you’re not gonna think about redeeming the yandere who’s been around for a long time, it’s better to have them defeated/killed in the end.
I think really the best you can do for dragging out the victim’s torture is in film format at best.  I’d say play it up like a horror film in that case.  Horror films are notorious for having either good, bad, or even ambiguous endings.  So as long as the movie keeps people invested, you might be able to get away with that.  But if you did something like even just a 12 episode TV series where the yandere didn’t change but still wins, people would be very uncomfortable.
I’ve seen a couple of yanderes that stick around a lot longer in a story if they’re made as side characters that pop up only every now and then, or the yandere side of them isn’t displayed as their only defining feature.  But in these cases I’m trying to think of one where the yandere didn’t get redeemed in the end or didn’t even end up being defeated altogether.  I don’t think long-lasting side character yanderes ever really win the way they wanted to from the start.
However, that all being said, I HAVE seen it happen where a yandere does become redeemed and get a good ending for a story.  Not only that, but said yandere isn’t a side character: they’re one of the main cast, if not one of the main (pro?)tagonists.
Female yandere:
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Yuno Gasai from “Future Diary” (aka “Mirai Nikki”)
Male yandere:
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Nozomu Ijuin from “Stepping on Roses” (aka Hadashi de Bara o Fume)
It’s always the nice good-looking ones that are crazy :)   Yes I picked sweet images for them on purpose.  Make no mistake, they are a top-notch kind of crazy.  And I kid you not, they BOTH have an axe scene.  
Anyways, I’d be very surprised if anyone reading this didn’t recognize Yuno.  She’s kind of notorious for being the epitome of a yandere.  I don’t come across a lot of male yanderes that aren’t in one shots or small arcs, so it was hard to find a long-lasting one in a story.   But Nozomu is indeed prominent in the main cast of the story.  There’s no anime version of “Stepping on Roses” as I write this post, so probably not as many people have heard of him.
I won’t try to spoil the story for either of these characters.  All I can say is:
- Yes they are both extreme yanderes
- Their yandere side of them is one of their defining features, and even one of the main plot points of each of their stories
- They are not a side character, but part of the main cast in their story
- They both change and get a happy ending from a story standpoint.
Now their happy endings are DIFFERENT from each other, but I won’t say who ended up in what way.  You’ll just have to go read the manga or watch the anime to find out.
The question here is did these characters deserve the ending they got.  If you asked me, my personal opinion is, “Mmmmm Nozomu yes maybe, but I’m sitting on the fence in Yuno’s case.”  But my opinion isn’t really the important thing here.
What really determines if a yandere character was worth being redeemed from a story standpoint is contingent upon how far they have gone.  I mean how many criminal acts did they commit or get away with.  Was their yandere side limited to idle threats and glaring at people?  Did they ever stalk their love interest?  Did they every forcibly kiss their love interest?  Did they ever harm or kill friends and family of their love interest?  Did they ever kidnap their love interest?  Did they ever physical or sexually assault their love interest?
It’s a matter of what kind of offences they commit, as well as what the reader will give a “pass.”  This is where you get into a very opinionated territory.  For some people, certain offences aren’t as traumatic, so redemption of a yandere may be easier.  For others, once you cross a certain line, redemption doesn’t seem realistic anymore.
This is not a post meant to call out anyone on what offences they will let slide in a story.  I myself actually let a LOT of things slide in a story as long as the writing isn’t clunky.  It does not prevent me from enjoying the story.  That doesn’t mean I let EVERYTHING slide by the way (I’ve found even some rather small details in stories that ruin the experience for me).  However, pretty much 60% of the stuff I would allow in a story standpoint...would not fly for me in real life.  Heck, there’s a manhwa with a male yandere happy ending that I love, but whenever I think about it I’m like, “Yeah in real life that guy should have gone to jail...a LOT.”  Reality and fiction almost NEVER mix for me.
I actually don’t recommend creators catering to audience members like myself.  That is, if you want a wider audience and still want to redeem your yandere.  The more heinous the villain, the less realistic redemption becomes.  And even if it’s a work of fiction, people do like to say “Yeah, I could see that happening.”  Makes the story seem more intelligently written.  Still, it’s not my place tell anyone how they should write their own characters and stories.
At least if you’re going to make a yandere pretty prominent in the story, you have the opportunity to allow people to see how the character develops and better explain their actions.  It’s easier to make the character appear more sympathetic.
Sorry this post doesn’t give a definite answer as to “what a yandere should not do in order to be capable of redemption.”  It’s both up to the opinion of the readers and what they’re actually interested in seeing in a story.  Some want to keep it as realistic as possible and avoid any major trauma to the characters.  Others are actually specifically looking for some more hardcore and extreme content to enjoy the drama of it all.  To each their own really.
So yeah, I’ll keep looking for my villain yanderes, and hoping they stick around in a story for a long time.  But if I want a story to not end poorly, I’m ready to accept either a) the yandere needs to get taken down or b) the yandere will be limited as to what offences they commit so they can be redeemed later.  
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