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  • posted a message on Rashmi Flexible Simic?
    The best thing you can do for a deck is to decide on a game plan, maybe a win condition, and to aim to bring your deck to that area.
    So far your deck doesn't have too much of any one plan. It has some big stuff to ramp into, it has some instant speed gameplay, it has some combos. My advice for you is to decide on one of those, then focus in on them.
    For example, I like that Rashmi's ability triggers on each first spell you play during each turn, so I might maximize instant speed gameplay with cards like Mystic Snake, Plasm Capture, Voidslime, etc. and avoid big ramp cards like Eldrazis.

    I would also avoid cards like Frozen AEther unless your gameplan is specifically to slow down your opponents and lock down the game.
    Posted in: Multiplayer Commander Decklists
  • posted a message on The Boros Commander Problem
    I'm glad to see the response in this thread! The discussion is great and there are some important points being made.

    Here's what I think of some of the general issues raised in RW:
    Card Draw and Flow - it's been highlighted that this is a major problem in RW, and I agree. However, I think that recent printings in Light Up the Stage, Experimental Frenzy, etc. are slowly addressing this issue in a color appropriate way. Combine them with the classic all-stars of Boros (Land Tax, Wheel of Fortune, Outpost Siege, etc.), as well as white's many small dedicated archetype support cards (like Sram, Senior Artificer, Dawn of Hope, Mentor of the Meek etc.), and it might be possible that this issue will slowly improve enough for RW to stop lagging behind so hard.

    Mana Issues - Cards like Knight of the White Orchid, Boreas Charger, Isolated Watchtower, Sword of the Animist, and the recent Smothering Tithe can help produce a fair amount of mana, and when combined with regular artifact mana it seems like RW can keep up with the pace of the table. However, I peeked at EDHREC's Boros staples section, and I was shocked at the number of weak artifacts there are there, cards like Burnished Hart, Boros Cluestone and every other 3CMC bad mana rock. This points out to me that RW is really suffering in terms of mana and that there aren't better choices to have.
    As a result, I think we can all agree that a RW commander that costs more than 4 will have a very big problem consistently hitting the board even with all of that support.

    Removal Issues - I was actually very surprised to find claims in this thread saying black removal was better, which I wholeheartedly disagree with. White has Swords to Plowshares and Path to Exile, two of the strongest and most efficient spot removals in the format, and Oblivion Ring and Banishing Light which remove just about anything, along with noncreature removal such as Crush Contraband, Return to Dust, as well as a ton of diverse mass removal, like Cleansing Nova, Hour of Revelation. You can even blow up lands with Armageddon! Black can't do that!

    I'd like to think harder about what we want from a RW commander, since if we don't know what that is we can't ask WOTC to print it for us.

    Spellslinger commanders - I don't think RW can be a true spellslinging deck, since that archetype needs a LOT of card draw. RG has Wort, the Raidmother to copy giant spells in a color identity that has a ton of mana to pour into giant spells and tons of tokens to abuse the commander. Anything with blue or black probably has sufficient card draw that's built into the color. White is a big problem in that regard - even mono R can do fine with Zada, Hedron Grinder. With that in mind, the closest thing to spellslinging RW will likely do is stuff with Monastery Mentor and such, but there's really not much to work with.

    Auras/Equipments - I feel like there are plenty of RW commanders that support running a ton of these. This relates pretty heavily to the claim that most boros commanders are just legendary turn-me-sideways cards that don't do much. I think the rest is pretty obvious.

    Punisher commanders - On the one hand RW has some of the best punishing effects (Stranglehold, Price of Glory, War's Toll, Zo-zu the Punisher, Rule of Law, etc.), but on the other hand it's a good point that tax commanders can feel really bad to play against, so it's a fair assumption that WOTC won't print another GAAIV in RW. Land destruction is also frowned upon in many EDH communities, so I wouldn't count on them to print it either, at least not in a precon. What's left is generic hate effects and it's pretty hard to balance them, especially around the command zone.
    Examples of what might see print: Thalia, Heretic Cathar, Zo-zu the Punisher, Gaddock Teeg, Kaervek the Merciless, Mogis, God of Slaughter, Ajani Vengeant
    Examples of stuff that will probably not see print: Hokori, Dust Drinker, Derevi, Empyrial Tactician (was thought to be ok but turned out horribly imbalanced)
    Posted in: Commander (EDH)
  • posted a message on The Boros Commander Problem
    Hi all. I'd like to open a discussion about Boros commanders and their possible customization, a well known problem that has been going on for as long as EDH has existed. Granted, new commanders have come along in the form of Aurelia, Exemplar of Justice and Tajic, Legion's Edge, but they don't really cover much of anything new in Boros.
    My idea came from this video. They had some pretty interesting ideas for commanders and I'd like to keep the creativity train rolling.
    Mods, if this belongs to the "Print this Wizards" thread feel free to move it, but I feel like it deserves a separate discussion.

    My two cents, in addition to the video's points, are:
    • Boros is a fast guild. I feel like 4CMC should be the maximum cost of a boros commander, except some rare cases. The guild has no real means of mana acceleration so an expensive cost would make the commander difficult to play. Firesong and Sunspeaker is a very cool idea, but its cost makes it very casual and rather ineffective.
    • Keywords are a pretty big identity for boros creatures. Stuff like First / Double strike, Vigilance, Haste, Lifelink etc.
    • What I'm personally looking for is a new angle on Boros. Something that explores the identity of the guild and makes it more interesting than simply turning creatures sideways.

    With that in mind, here are several brainstorms. They range from underpowered to overpowered, but the key is doing new stuff.

    Legendary Creature - Soldier
    Whenever an opponent casts a noncreature spell, they may have The Punisher deal 3 damage to them. If they don't, destroy target nonbasic land they control of their choice.

    Legendary Creature - Cleric
    Vigilance, Haste
    R, T, Discard a card: Draw a card.
    W, T, Exile a creature card from your graveyard: Create a 1/1 white spirit creature token with flying and lifelink.

    Honestly, it might be better like this:
    Legendary Planeswalker
    +1: You may discard a card. If you do, draw a card.
    -2: Destroy target artifact or enchantment. You gain 2 life.
    -6: Create five 4/4 white angel tokens with flying and vigilance. Each of them deals damage equal to its power to target creature.

    I know it's similar to Nahiri, the Harbinger, but honestly, wouldn't you be OK with her as a commander?
    First Strike, Menace
    Whenever a creature token enters the battlefield under your control, it gains +1/+1 and haste until end of turn.
    Whenever you cast a creature spell, you may exile target nontoken creature you control. If you do, return that card to the battlefield under your control at end of turn.
    Legendary Creature
    Whenever you cast Tribal Lord, exile target creature card from your graveyard with a tribal counter on it.
    Creatures you control that share a creature type with cards in exile with tribal counters on them get +1/+0 and have first strike.
    If one or more tokens would be created under your control that share a type with a creature in exile with a tribal counter on it, twice that many tokens are created instead.
    Legendary Creature - Angel
    Flying, Lifelink
    Other red creatures you control have lifelink.
    Other white creatures you control get +2/+0.

    • Whenever a creature you control attacks, you may discard a card. If you do, draw a card.
    • Battalion - Whenever ~ and two other creatures you control attack, discard your hand and draw three cards.
    • Creatures you control with Lifelink have Double Strike.
    • Whenever a nontoken creature you control attacks, you may destroy target nonbasic land that player controls. If you do, prevent all combat damage that creature would deal until end of turn.
    • Whenever ~ attacks, create X 1/1 creature tokens tapped and attacking defending player, where X is the number of attacking creatures.
    • Red instant and sorcery spells you control have trample. (If this spell would deal fatal damage to a creature or planeswalker, you may have it deal excess damage to that permanent's controller)

    So yeah, I went on way too far. What are your thoughts? Is Boros a viable EDH guild in your opinion? Do you have any new ideas to freshen up the guild, or in general?
    Posted in: Commander (EDH)
  • posted a message on [C17]Teferi's Protection
    A. Three mana. At four mana this card would be much less usable indeed.
    B. The average uses I see for this card are:

    1. "Countering" a spell targeted to your face or an important permanent, like Mind Twist, Fireblast, Thoughtseize, Vindicate, Plow Under, Strip Mine, Control Magic, etc., as well as the combat afterwards. These are interactions which are rarely playable in white.

    2. Making board wipes one sided. Note that it doesn't matter who casts them. It's one of the only cards that can properly answer Supreme Verdict, Upheaval, Balance, Wildfire, but it also combos with them. Other great uses are vs Toxic Deluge, Bontu's Last Reckoning, Rolling Earthquake. It's also simply good vs regular board wipes like WoG, Damnation, etc.

    3. Protecting yourself vs. lethal with unrivaled efficiency. It protects vs Craterhoof, Emrakul, the Aeons Torn - even when cast (since you're protected until your next turn, even during their extra turn) or any other Eldrazi with Annihilator, Hellrider, and other shenanigans.

    Keep in mind that it's a good topdeck - the bare minimum it does is hold the line until your next turn.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Can you help me remember the name of a card
    Price of Progress is a popular burn card, but it only mentions nonbasic lands.
    Posted in: Magic General
  • posted a message on Ephara, God of the Polis - Flash Hatebears
    My current list runs Solitary Confinement as a way to deal with damage - keep in mind it also mitigates Crypt life loss. The drawback of two cards is much more easily managed in our deck than that of Time Walking yourself.

    I play with it in cube, and Batterskull is a beast. It's one of the best stabilizers out there. However, it's somewhat mana intensive, since you want to be able to protect it as soon as you play it.

    I also thought of Knight-Captain of Eos since it's very cute with Mobilization or with blink tech. Honestly I really hope that the knight-captain is good enough, because I really feel like messing with that card.
    Also reminding you that Peacekeeper is a card.
    They're both only for combat, though, and it seems like your problem is with noncombat damage. A card that popped up into my head is Purity, though it's completely unusable.

    Archangel of Thune is great if you already have lifegain in the rest of the deck. If you don't, it's just bad. Also I'm iffy on Teferi's Protection here. It's an insane card, but it can leave us in a bit of a pickle - if we were stuck in a spot where we had a massive board presence against us, my recommendation would be to dig for more cards, to try and find an answer. TP also locks us out of using our lands and makes Ephara nonexistent, so we can't interact with our opponents just as much as they can't interact with us. That's why I prefer Solitary Confinement in that role.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [C17] Curse of Opulence
    Curse of Opulence

    Now hold on. I know what you're thinking when you're entering this thread.
    "This card is so bad! Much worse than a 2 power 1drop or Bolt or Faithless Looting! What's he thinking???!"
    Yeah, yeah, I know.
    The direction I'd like you to think, however, is not in broken threatening cards, but instead in flexible cubing cards that make the average deck more consistent.

    Aggro can play this t2 after their 1drop then attack with it, and still play a 2drop. Then next turn they attack and play a 4drop, or a 3 drop and 1drop. Etc.

    Midrange turns utility creatures into mana generators. Small creatures can be underwhelming if they don't trade effectively, and turning one into a "not-treasure" can be valuable mana acceleration. Dusk Legion Zealot, Thraben Inspector, Legion's Landing, Satyr Wayfinder, etc. - they are easy to attack with because you are not particularly attached to the body. With evasive creatures this becomes great, like Kitesail and more early fliers, though the best value is with shadow creatures, particularly Looter il-kor. It can help well with with mana screws.

    Control can use their blockers to gain countermagic mana and stockpile it. Snapcaster, looters, Champion of Wits, Arcane Artisan, Trinket Mage. Not to mention the many small fliers and evasive creatures they can run.

    Artifact synergies like Daretti, Karn, Pia and Kiran, new Tezz, Tolarian Academy, and of course Welder and Tinker will all appreciate the support in a relevant color.

    One last point - this is highly splashable and very easy to play (though maybe not activate), and it fixes mana. It might not be an always-maindeck card, but if you're stuck in a bad draft this card can help your deck keep up with next to no cost. I'm not trying to convince you to slot out your bolts and threats and bombs - rather, sometimes red has cards that aren't particularly good anywhere, but are solid in many different places. This can be one of those cards in my opinion.

    What are your thoughts?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [C17]Teferi's Protection
    Teferi's Protection

    I haven't actually seen a thread on this bad boy, and though it might not be the best cube card, I think it's well worth the discussion.

    Unless your cube has infect, this is pretty much a temporary answer to anything. It protects your entire board, including those flimsy PWs, as well as your life total from anything and your hand from all targeted discard effects.
    Notable powerful things this card protects from: Craterhoof Behemoth / Hellrider, Fireblast and the like / Mind Twist / Armageddon / Supreme Verdict, Massacre Wurm and the like/ Sneak attack especially with annihilator, and the list goes on.

    There are arguments jumping around in my head comparing this card to Time Stop or Time Walk, and in many of the cases I mentioned the end result is much the same. Having such an effect in white seems amazing.

    Last but not least, this card can also used proactively with / in response to Balance in order to cause your opponent to sac their board (though hand sizes are still effected).


    EDIT: there's also some pretty interesting synergy with Gideon Jura.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on (Flash)back in Black: Returning to Commander with Toshiro Umezawa
    My bad, I misread Thrilling Encore. I just remembered what an awesome card it is.
    My meta is a creature meta, and I'd need a ton of defense if I were to run Toshiro there. Darkness is a Moment's Peace in your deck, and I've actually heard positive opinions about that card in Pauper.
    My thoughts with the rituals are that they can help fuel a chain of instants or expensive ones if your mana is iffy. They could also benefit your deck if you run X cost cards like Torment of Hailfire / Exsanguinate, especially with Yawgmoth's Will.
    Which reminds me. Unlike the original spell, Magus of the Will can be activated at instant speed. It can be a good backup if Toshiro is not currently available.
    Talking about Price of Fame has reminded me of Doom Whisperer, which seems very useful in your deck. Kothophed, Soul Hoarder and Ob Nixilis, Unshackled can also be relevant - one as another fat draw engine that's also evasive, and one that grows while you kill creatures and punishes opponents for looking for answers. Geth could probably go for Kothoped.
    Lastly, I think you should consider running some acceleration, or at least some more variations on lands. Isolated Watchtower, Terrain Generator, Maze of Ith.
    Posted in: Multiplayer Commander Decklists
  • posted a message on (Flash)back in Black: Returning to Commander with Toshiro Umezawa
    I feel like you need much more cantrip instants than edicts in order to keep you hand full with this Commander.
    Aphotic Wisps, Grave Birthing, Plunge into Darkness, Skeletal scrying (a must).
    I would also consider instants with cycling.

    Also, if there's one card this deck wants to play, it's Ad Nauseam.

    Thrilling Encore is cute, but you have almost no creatures for this to be effective with. I would probably slot it out.
    Murder, To the Slaughter, Victim of Night can probably go as well.

    Also, consider more mass creature control, like Bile Blight, Echoing Decay, Contagion, or Consume the Meek.
    Dark Ritual and Cabal Ritual can enable some silly turns.
    Murderous Cut can be good. Price of Fame can kill a creature and set you up with an instant to cast immediately. Slaughter pact is good if you like another free kill spell. Vraska's Contempt kills PWs and exiles, which is rare.
    Darkness is always solid in this deck.
    Hatred is a possible wincon, but not too reliable.
    Makeshift Mannequin is good if you're looking to reanimate your own creatures, as does Shallow Grave.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Yeva, Nature's Herald: Blue-Green (without the Blue)
    Wilderness reclamation not your thing? It seems like a balanced version of Seedborn Muse, which could still be great here.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Omnath, Locus or Rage [Landfall] [Tokens] [16.01.19]
    My favorite mass removals for Omnath are Starfall, which you run, but also Wildfire and Subterranean Tremors. Both have a much bigger impact on the board than just killing smaller creatures than Omnath- and Omnath doesn't mind losing lands or artifacts.
    If you're a landfall deck, I'm surprised you don't run Traverse the Outlands or Boundless Realms. Blighted Woodland is also great.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ephara, God of the Polis - Flash Hatebears
    It actually seems fair. If you get an early Ring or crypt out it can bring out a T3 Ephara. It can also help fuel Emeria, as well as be pretty good with your Crucible.
    Out of the lands you've mentioned there is no doubt I'd slot out Tolaria West. I feel like that card never really functions like a land and have been second guessing it myself. Though I am planning to slot out Inventors' Fair before that.
    I don't think I'll slot this land in, though. I don't have Crypt to pop it early, or Crucible to bring it back. I have it in my soon-to-be Windgrace deck and it's bogus there, but it's not particularly amazing otherwise.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[SCD]] Carrion Feeder
    With four recursive one drops, one more viable evoke creature in Darkness Incarnate, and tons and tons of more tokens support, I think this guy has aged very well. Do you think he is more viable in cubes nowadays?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Answers to the current metagame
    Hey guys. I'm not a Modern player so please take anything I have to say with a grain of salt.

    So the current meta is very very aggressive and is very hostile towards new strategies. Tons of burn, aggro, and graveyard strategies.
    While aggro and combo are having a great time, control variants are currently suffering and really can't keep up with the fast pace of everyone else. In fact, if you're control you pretty much have to find a way to cast Terminus - and it's usually JTMS. Oh and of course you run Teferi.

    Do you think this is a healthy metagame? Is there a way to change it or make it better? I'd like to diversify things a little bit and find some answers to stuff which has been getting linear.
    To be clear, I'm offering discussion. I'm not trying to argue which meta is best, I'd just like to read some opinions from the community.

    This is one of the more classic cards I remember to deal with these kinds of metas. Cheap, deals with most current threats, and most importantly exiles - getting rid of a ton of graveyard-recursive creatures. Why don't I see top decks abusing it?

    Most well-performing decks nowadays like to spam a ton of spells, like Izzet Phoenix and Grixis Death's Shadow. Cards like Ethersworn Canonist, Spirit of the Labyrinth might slow them down and decrease their early power. Thalia is run in Humans and I'm sure she's great. I know they're all very fragile bodies, but I've heard that the current meta really doesn't run enough spot removal, and this might abuse that weakness. Why don't I see this deck more?

    As a side note, Linvala, Azorius Renegade seems like a great Humans card vs Delve (Hollow One, Death's Shadow), Jund's BBE, and Tron's scary walkers.

    Believe me, I've continuously heard that she is a TERRIBLE card. Yes, I know she is very very narrow. But she's a cheap planeswalker that exiles graveyards and gets rid of cheap permanents, so I decided to take a closer look. I've looked at the top decks on MTGGoldfish and compared how she might fare against them.
    BTW, if this seems familiar, it's because I've posted this analysis on the Orzhov control thread.

    Good Matchups:
    They are looking to establish a board with KCI, Scrap Trawler, Myr Retriever and the like. In turn, Kaya can get rid of most of their early artifacts, the most important being Pyrite Spellbomb, Mox Opal, and Engineered Explosives. Keep in mind that the removal is exile, so exiling their Spellbomb means that they can't get their combo off.
    KCI is now banned, so this is somewhat irrelevant. However I won't be surprised if another lantern deck surfaces, so this analysis might be relevant to that.
    Kaya is actually pretty good here. Exiling instants and sorceries means that they can't Snap them to cast them again, or exile them for Angler's delve. Exiling Street Wraith gives us life, which is relevant in the matchup. And, of course, Kaya can very effectively deal with the all-star himself.
    Looking at their sideboard we have 1 more relevant card to remove in the form of Grim Lavamancer, if they do slot it in.
    Here Kaya's +1 is king. They have a ton of creatures for her to exile and gain life from, and disabling their dredge engines can be crippling to their deck. Exiling Conflagrate is also very relevant to prevent the flashback from happening. Finally, to top it off, we can even get rid of their Shriekhorn to prevent them from running through their deck.
    Kaya actually has a ton of stuff which she can remove vs this deck with her -1. The list is: Amulet of Vigor, Engineered Explosives, Walking Ballista, Sakura-Tribe Scout, Skyshroud Ranger. If we use a board wipe, most of these are creatures for her to gain us life with. However she becomes absolutely useless when they get their threats on the board, so our goal with her is to slow them down as much as possible and delay so we can find our answers, and I feel she's actually quite servicable at that.
    The good news is that Kaya can kill almost half their deck with her -1, and give us lifegain from 1/3 of their deck with her +1. The bad news is that those that she can't are pretty high priority - Arcbound Ravager and Inkmoth Nexus. However, I do feel like since we're in BW we have plenty of cards that will be able to take care of those cards instead.
    Also, their sideboard is highly relevant for her. They have Pithing Needle which can shut her down, but if they don't name her with it she can kill it, which is valuable. Grafidgger's Cage also shuts down our Lingering Souls and she can kill it.
    Kaya is surprisingly relevant here. They have plenty of relevant creatures for us to exile from their graveyard, the most important being Bloodghast and Flamewake Phoenix, and exiling stuff from their yard is good in general to prevent Gurmag Angler and Tasigur from hitting the field. She can also get rid of their early Flameblade Adept which is important. The lifegain she gives us can mean the difference between winning and losing.
    Looking at their sideboard, relevant things she can remove are Engineered Explosives and Grim Lavamancer.

    Bad Matchups:
    The monster deck that needs an answer. Admittedly Kaya does less than I'd hoped vs it - Drake doesn't care if the instants and sorceries get exiled, and there are no permanents Kaya can kill. However if the opponent is foolish enough to leave a Phoenix or Jump-Start card in the yard vs you, Kaya can get rid of it and even gain you life, which is very relevant in the matchup.
    Kaya can exile Goblin Guide and Monastery Swiftspear, but her lifegain probably won't be relevant since most of their graveyard will be noncreature spells. Her ultimate could gain us some life if we reach it, but she will most likely be killed by burn before then. Still, taking both a creature and a burn spell from them might be enough to help win the matchup.
    Kaya takes care of three high priority targets which are Champion, Hierarch, and Vial. Also, her +1 will pretty much always give us lifegain. However, I feel like she is much too vulnerable to their other creatures. If we can protect her and use her +1 to try and keep stabilizing she will net us a sizable amount of lifegain, but I feel like that is a nigh impossible mission with all their threats.
    Very similar to Humans. The deck has the same targets for her to kill with her -1, and just as much creatures to benefit from with her +1, but ultimately it's not enough of a defense, especially once Drogskol Captain resolves.
    The deck that controls the game better than this deck does. Kaya can kill their small artifacts, most importantly Expedition Map, as well as Wurmcoil Engine tokens and Walking Ballista, but other than that she is completely useless here and will most likely be sided out.
    Kaya can't really interact with spells on the stack, so she isn't useful here which isn't surprising. The best she can hope to do is exile stuff that we don't want them to reuse with Past in Flames, but that is way too minor of an effect to help in the matchup.
    Admittedly I thought she was better in this matchup, but once I looked at the decklist I saw she really couldn't contribute much. She can kill Kalitas's tokens and shrink their Goyf, but that is too narrow of an effect and not much of a defense. If they do discard creatures to their LOTV, though, we can net some life out of it.
    Similar to Jund. We can still shrink their Goyf, and we can eat cards in graveyard with her before their Ooze does or before Liliana, the Last Hope brings them back. Otherwise she's a dead card.
    They have an Engineered Explosives and Nihil Spellbomb in sideboard, but that doesn't matter.
    Kaya is good versus their graveyard tech, which is Snapcaster Mage, Serach for Azcanta, Logic Knot, but ultimately she really doesn't do anything in this matchup.
    Also worth mentioning is that her ulti synergizes with these:
    Surgical Extraction / Extirpate - can shut down Dredge and Phoenix, and maybe help against storm.
    Path to Exile - our lord and savior.

    All things considered, I still think Kaya can be, at the very least, a solid sideboard in the current meta.

    This one might be a surprise, many of you might even go look up the card since it's so niche. I agree that it's extremely conditional, but it feels like it might be an OK sideboard card.
    The key with this card is to abuse the wording on the powerful cheated-into-play creatures of the current meta, on cards that do not state that "you may" put the creature into play, and currently plenty of decks have those. Arclight Phoenix, Prized Amalgam, Vengevine, Collected Company. Maybe there are more that I'm not aware of.
    Even when the cards do say "you may", like Bloodghast, Narcomeba, AEther Vial, Flamewake Phoenix, etc., you can flash this card to delay their tempo and cantrip, so that you will find an actual solution.

    So that's enough from me! Feel free to correct me if I made any mistakes (which I likely did). I still feel like even in the worst case there's something to talk about. What do you guys think?
    Posted in: Modern
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