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May 23, 2019I was pretty excited for the new Mox at first until I realized the best case scenario of having an extra mana rock on Turns 1-2 will never happen with it, when I actually care about having it :/Posted in: Commander (EDH)
May 23, 2019As the player with the resident Ayli primer, I figured I'd step in to add my 2 cents.Posted in: Commander (EDH)
I would never play Despark over Utter End, Anguished Unmaking or Vindicate. I don't like the condition that the target must have a 4CMC or greater on Despark. It's easy to be tricked into thinking it's a good card because it only costs WB, but it's far too inconsistent for my tastes. Outside of a tokens build, Orzhov is not a color combination that works fast. That is why I don't mind the 4CMC for Utter End. Orzhov is a slow roll, building up incremental value until it snowballs into an engine that is too hard to stop. I'd rather utter end Scavenging Ooze and stop my graveyard from being eaten, or Eternal Witness to stop recursion shenanigans, than sit with a 2CMC card in my hand that can't hit half the potential problems on the board.
I'll gladly pay 1 more than I do for a Vindicate to exile something, because there is so much recursion in the format that exiling threats is one of the best things you can do. But those threats aren't always 4CMC and above. Sometimes they're Cloudstone Curios, or Ashnod's Altars and other 2-3 mana sac outlets or engines that you don't want them to be able to get back. I run both Anguished Unmaking and Utter End and Vindicate because 1.) depending on other people having good threat assessment is a liability, and 2.) the ability to surgically remove basically any target is an effect worth some redundancy. I'd still have Vindicate over this as a way to easily take out Maze of Ith, Volrath's Stronghold, Gavony Township, Gaea's Cradle, Itlimoc, Cradle of the Sun etc. on top of any other target without Indestructible that it can hit. Costing 1-2 mana less than the existing options does not make it worth it, when it excludes so many important targets.
Angel of Despair aside, there is Archon of Justice, Return to Dust, False Prophet, Ashen Rider, Mangara of Corondor/Angel of Serenity/Fiend Hunter + sac outlets. Orzhov doesn't have a lack of ways to permanently flat out exile various things of the entire spectrum of CMC. Despark is frankly outclassed and overrated.
I don't even get started on those running Profane Procession.
Edit: I'll also clarify I'm not considering cEDH because cEDH isn't how the vast majority of people play Commander, and it's not like Ayli is a cEDH-worthy Commander. So, I'm not sure how what place cEDH discussion has here.
May 22, 2019Hey y'all. With Modern Horizons being previewed, I wanted to stop by and talk about War of the Spark. I have a few updates to my build in the main post that I'll be posting separately here in a bit, as well as my thoughts on dealing with cards like Selvala's Stampede For right now, let's talk about that crazy Planeswalker set!Posted in: Multiplayer Commander Decklists
War of the Spark Set Review!
As always, I'll only be mentioning ones that are particular interest, here, rather than looking at each card in the set. Not even everything listed here is an auto-include or worth heavy consideration, but can at least be a talking point.
God-Eternal Oketra - What an amazingly powerful card! For 5-mana, a Double Strike, 3/6 that keeps coming back is already crazy enough. Add in her 1st triggered ability and it's just insane. I'm actually testing God-Eternal Oketra right now, and the additional board pressure has been pretty fantastic. 4/4 bodies are hard to deal with outside of board wipes, and Ayli can recover well from those. If you're running cards like Phyrexian Reclamation or Athreos, God of Passage, every creature you return to your hand threatens to come with a 4/4 vigilance Zombie in addition to whatever card you got back to cast. Absolutely stunning card worth trying!
Bolas's Citadel - I just wanted to mention it here because it's obviously one of the power house cards in the set. It unfortunately really doesn't work that well here. We're already paying a chunk of life to other effects, and many of the cards in the deck that we use for ETB/death triggers are on the higher end of converted mana costs. This card isn't exactly for us.
Command the Dreadhorde - Alternatively, there's Command the Dreadhorde which can target both Creatures AND Planeswalkers. At 6-mana it's rather expensive, but could easily piece together a winning board state from our own graveyards and others'. It's worth a look, especially when played alongside cards like Glacial Chasm or other ways to prevent taking damage for that turn.
Dreadhorde Invasion - Comparable to Bitterblossom this is not. For us, this is simply sac fodder. At the coast of 1 life each turn, it's not particularly appealing, especially because if you do want sac fodder you're better off going wide than tall.
Finalie of Eternity - This is one of my favorite cards in the set! Unfortunately it's not an Instant, but if you need to take care of an aggressive board state early in the game without spending a board wipe, this can be a really good way of doing so. The flexibility is great, even with the secondary effect of pumping 10 mana into it aside. The final part of the spell is icing on the cake, but mana that we can easily generate in the later part of the game thanks to synergies with Ashnod's Altar.
God-Eternal Bontu - The second God-Eternal we're looking at is also pretty decent. A 5/6 body with Menace is nothing to laugh at, but what I love about Bontu is she can turn mana rocks and excess lands into card advantage in the late game. She's not an autoinclude by any means because there is a decent amount of card advantage already available to us, but she certainly is worthy of consideration.
Kaya's Ghostform - One could look at this and compare it to Angelic Renewal or Gift of Immortality. The down side of this compared to Angelic Renewal is that you need a target to put it on, and can't simply cast it and have it out on the battlefield ready and waiting. There are very few Planeswalkers worth considering for Ayli, so the ability to target Planeswalkers isn't too relevant. Overall it'd be hard to justify taking anything else out of the deck to put in Kaya's Ghostform.
Liliana, Dreadhorde General - Speaking of the very few Planeswalkers that are worthy of putting in Ayli, this Liliana may well be one of them. Her static ability is very useful to us, and one of the only cards out there that doesn't specify "non-token Creature" to draw your card. Making a blocker or more sac fodder with her +1 is pretty average, but her -4 causing everyone to sacrifice two creatures is brutal for opponents while we hardly flinch. If you get her -9, it's a Cataclysm, though you should generally never assume you'll get a Planeswalker's ultimate. She is worth a try, though her 4BB mana cost has her competing with a lot of other things we want to be doing with the deck at that stage.
Liliana's Triumph - This is a pretty decent removal spell early on in the game that gets around Indestructible, Shroud and Hexproof. It's potentially worth considering at 1B and at Instant speed, but I find it really hard to see a card in the deck I'd pull for this, as targeted permanent removal is much more important.
Massacre Girl - I'll admit that this is a fun card with a really fun effect. The problem, though, is that you want to wait for her to get enough triggers to clear the board. Massacre Wurm she is not, as she provides no benefit from killing the creatures she kills. Really, if you want to kill the board, you either want to just kill it cleanly with an actual board wipe, but at least get some bonus for doing so. While a cute card, she unfortunately really doesn't do enough.
Cruel Celebrant - Here we have another version of Zulaport Cutthroat. I'm actually replacing Blood Artist in all of my decks with Cruel Celebrant for a couple reasons. Although Blood Artist triggers off of opponent's Creatures dying as well, the triggers from it and cards like it are mostly from my own sac engines running off. The second reason is that I prefer Zulaport and Celebrant due to them not targeting and hitting each opponent at the same time. No one can give themselves protection or hexproof and them be untargetable with these.
Sorin, Vengeful Bloodlord - I don't have much to say about the newest Sorin, unfortunately. The truth is that he doesn't do enough. His static ability only applies during our own turn. If you're still playing Sorin, Grim Nemesis or trouble with life in the late game and can swing in with our big fliers, he could be worth having on the board for that. Sometimes. But his +2 is unfortunately very weak, and his -X is costly when we have so many amazing reanimation options, as it is.
Blast Zone - This card is up for debate. On one hand, Ayli is very hungry for colored mana. In almost any scenario, I'd rather have colored mana than colorless. I already run a ton of utility lands, so this would have to be put in at the cost of replacing something else. It's something to do every turn with extra mana before your turn wheels back around, though, and threatens opponents and makes them think twice about playing combo pieces or certain cards. It may well be worth trying in place of a redundant effect like Kor Haven.
Emergence Zone - Despite a certain podcast duo constantly harping about Vedalken Orrery, I have refused to run it in any of my decks. A 4-mana do-nothing card when it enters the battlefield is not my cup of tea, and when I did try to run it in my decks, I often found that it sat in my hand because I didn't want to tap out to play it, or there was something way more effective I could be doing, instead. This goes not just for Ayli, but any deck I've played it in. What I have done, however, is add Emergence Zone to every deck I play, because flashing spells out of no where in the late game can easily set up for a win on my upcoming turn. This is something I highly recommend trying, because it only takes a land slot, rather than a spell slot. What I said above about Blasting Zone and the amount of utility lands I run holds true, but the potential for blowing out opponents at flash speed from a Land slot is far too good to pass up!
May 22, 2019I actually don't think he's going to be any worse than optimized Jhoira, Weatherlight Captain decks. Both become extremely powerful the more Artifacts you can cast, but after he we spoiled I threw a deck together and tested him with some friends and honestly he wasn't as bad as he seems just looking at the card. There's balance in the fact that he's Mono-U. If you want to storm off with him, you have to balance having enough Artifacts to do that while trying to protect him from removal, or your other Artifacts for that matter. He could come out as early as Turn 2 with basically nothing to do with him in extremely optimized decks, or Turn 3 and cast one or two free spells in the VERY UTMOST best case scenario. He doesn't stop others from playing the game or responding. And while he can be built as Stax as others have mentioned, that archetype is relatively uncommon in the greater picture of the Commander community.Posted in: Commander Rules Discussion Forum
May 20, 2019Kelzam posted a message on Cassius Marsh 5/20/19 Previews Fists of Flame and Abominable TreefolkPosted in: The Rumor MillQuote from Creedmoor »Is it just me or does it seem like they turned snow lands into a cash grab when they really just should be... idk... available to players? Full Art Snow Lands sounds expensive to me.
Long story short, I want to play that Treefolk but I doubt I will get a playset of lands to go with it due to the price.
This just sounds tinfoil hat more than anything. Modern Horizons is a print-to-demand set with 36 packs to a box. There's going to be ample amounts of Snow Lands to go around. It's not like Masters sets that are 24-packs to a box that retail at $300 MSRP (not that we have MSRP now), and a ton of it is going to be opened because it's over 85%+ new cards only available in the set. There's nothing "cash grabby" about it, but people sure do like that buzzword a lot.
May 8, 2019Kelzam posted a message on Oathbreaker (60 card, Planeswalkers as Commanders)I kind of want to build a deck for this with Jace, the Mind Sculptor+Tunnel Vision or Narset, Parter of Veils+Windfall in my Command Zones to prove the absurdity of having a "signature spell" in the Command Zone alongside Planeswalker as a Commander. It's really unfortunate that The Command Zone podcast gave this a large boost in attention, because it's frankly a silly idea for a format. Really tired of hearing about these riffs on Commander every few months, the subsequent begging of content creators and everyone to pay it attention and the slowly dying bandwagon that results afterwards.Posted in: Variant Commander
May 4, 2019Kelzam posted a message on Will & Rowan Kenrith - Sparks of Ice and Fire (Superfriends)Great thread here, darrenhabib! I've been desperately trying to find a deck to fit the twins into, but its been very hard to find a place where they fit well. I've never been a fan of the more popular Superfriend jam-everything-and-a-Doubling-Season decks, but this looks like a lot fun and I think I may just kick around building a similar list!Posted in: Multiplayer Commander Decklists
May 3, 2019Woop. Apologies for missing your more-recently-active thread for Dralnu! Figured I could post/continue our discussion over here for War of the Spark since you're actively updating, still!Posted in: Multiplayer Commander Decklists
Quote from toctheyounger77 »I haven’t seen Jenn around for a little while, but I know she said life was getting pretty busy.
For my build, I’m super psyched to grab a copy of God-Eternal Kefnet and Narset’s Reversal. Both are super solid auto adds here.
Bolas’s Citadel I could see a place for as a storm finisher. It’s undoubtedly a strong card. I’m not sure if I’ll run a copy here myself, but I do try to stay a little shy of straight combo. Narset, partner of veils I like as a semi-leovold draw restriction. The amount of wheeling I do is not insignificant, so it’d make thing a lot more unilateral.
Liliana, Dreadhorde General I like, but I’m not sure if I like it here. The static ability will go wanting g a lot for what’s a fairly creature light build, so any value you get from her will come from her abilities. Which are strong, but for 4BB I question if it’s worth it.
Command the Dreadhorde I really like, and I’d look to fit a copy in here. Likewise with Finale of Eternity - you need to decathlon cast it to get enough value from it, but I can see that happening here fairly easily.
Deliver unto Evil doesn’t seem strong enough to me. Without a Bolas walker, and as a one time affair, it just needs to do a little more.
As for other new releases, I like Spark Double, but I’m not sure it’s better here than Clever Impersonator. Bond of Revival has the haste that Zombify and Rise from the Grave have always missed. Massacre Girl could be devastating, but I’m not sure it fits here well enough. All in all, there’s a lot of goodies from this set for Dralnu, and I think you’ve picked out most of the real gems.
I tend to agree with your assessments on the cards mentioned. It's going to be interesting finding a spot for Command the Dreadhorde and Finale of Eternity.
May 2, 2019It's been a while since there's been any activity here, but I'm building Dralnu and this had the most recent discussion back in March. War of the Spark has provided some crazy good Dimir cards to try out for control.Posted in: Multiplayer Commander Decklists
I'm building a similar list, but I intend to try:
Narset, Parter of Veils
Ashiok, Dream Render
Command the Dreadhorde
Deliver Unto Evil
Finale of Eternity
Liliana, Dreadhorde General
I'm curious what y'all think is worth putting in. Ashiok and Narset are powerful, even though they aren't an Instant or Sorcery. Bolas's Citadel is a ridiculously easy way for Control to stay on top of the game by using life as a resource. Finale of Eternity and Command the Dreadhorde are pretty powerful reanimation/removal spells. Deliver Unto Evil is a reverse Fact or Fiction. Liliana, Dreadhorde General seems like an amazing late game card for the deck.
Apr 18, 2019I've only ever seen it played by people using cEDH decks. Never seen it outside of that handful of players at any of the stores I've gone to. Same way I think I've played someone using Flash Hulk maybe once since Protean Hulk was unbanned, but that was in a competitive group. With that in mind, I can't say I agree with Food Chain being banned or really even considered. It has a very specific purpose to a couple decks only usually played in competitive circles, outside of which it's generally not played. Ultimately, if anything, Food Chain is a play group power level issue that is easier to discuss with that player/group and comes with a certain expectation or conclusion. It's much different to the the Recurring Nightmare example, where that card could easily go in almost any Black deck and become ubiquitous for it's power level. In other words, Food Chain is confined to very specific decks, to very specific interactions. It's not how the general player base approaches the format.Posted in: Commander Rules Discussion Forum
Apr 14, 2019Well the nectdeck comment is just asinine. You don't have to netdeck to know good cards in the format, or look at EDHREC. It's always funny to me when people bring up the word "netdeck" because it's usually used in such a poor argument or way of thinking. Netdecking ultimately means finding optimal or good cards and that you're using them, because that's what "netdecks" are: Optimized decks that were came to as a consensus of common knowledge of what a good assembly of cards are for a deck. Every time someone "netdecks" it's a list of cards that were tested and proven. You don't even need the internet to do that if you have a decent amount of exposure or experience in a format to know what you're doing. So really people? Just drop the "netdeck" thing. It's ignorant. Especially in Commander.Posted in: Commander (EDH)
Quote from Ninja Bob »Quote from JqlGirl »When I was invited back to these forums, I looked forward to sharing my decklists with others here. However, after posting a couple and getting minimal responses, I'm wondering what the point is. I'm proud of my decklists and have spent a fair amount of time tuning these decks, so to take the effort to post it up in the multiplayer decklist forum and receive little to no feedback is disheartening. Are people here just not interested in other folks' decklists or what?
I agree. I think half of my deck threads received zero responses and get buried tot he 2nd page in under 48 hours. I haven't posted that many. Maybe 10 deck lists over the past 6 years.
If people are so much more interested in other deck lists that yours is getting buried to Page 2 within 48 hours, that would suggest there's a large difference in interest between your decks and the others that put you on Page 2. So there's either something lacking in the post content or people aren't interested for some reason or another. That's no fault of anyone else's. I'm also not saying it's your fault either, but for what you're claiming to happen there's a reason somewhere because all those other threads bumping you down are getting the feedback y'all are claiming is hard to get.
Apr 7, 2019Posted in: Commander Rules Discussion ForumQuote from ForgottenPlaneswalker »Planeswalkers grind the game to a halt because of their abilities? Well I should advise the concern also be directed to decks that have lots of nonland permanents, that act during their opponents turn, tutor frequently, that create sticky boards that are harder to break. That a variety of creature commanders can also make games go slow because of how they interact with the game as whole.
Planeswalkers are defensive and provide a health buffer? Creatures literally already act as buffers for your health. That like creatures, planeswalkers can also be offensive cards. Ever hear of ground-stalling?
Planeswalkers require resources to take care of? Good thing creaures, lands, enchantments, and artifacts aren't like that and don't require the deck to actually pack a healthy amount of means to remove those permanents. /s
Oh and I voted yes because I just want Tibalt, the Fiend-Blooded and Tibalt, Rakish Instigator as my commanders because he is my favorite of the planeswalkers, not because he is the strictly the best from a mechanical standpoint. That if the concern is power, ban the worst ones, allow the rest, and call it a day.
So, your argument for Planeswalkers is a sarcastic post that didn't even correctly address half of the issues you're attempting to poke holes in with faulty logic while simultaneously not actually doing anything to make a case for them?
Yep, there sure are archetypes and Commanders that see play that slow down the game. They're pretty niche and not often played, either, while the issue of slowing down games is inherent with any Planeswalker as a Commander for the reasons I listed that you couldn't cherry pick.
Yep. Creatures can block. Yet they don't divide your attacks between themselves and the player since it's not Hearthstone and you don't directly attack Creatures. The largest way of removing Planeswalkers is through combat damage where there's far less removal spells to be directed at Planeswalkers than any other type of removal out there. Your example falls flat.
Imagine a format that rarely sees Planeswalkers suddenly inundated with them coming out of the command zone on demand and having to further divide all those resources. Golly gee it's like on top of all of those things you mentioned that adding a bunch of something else to deal with that isn't often around might be stretching decks even thinner! You even made my case for me here. /s
In all seriousness, though, if all you have to offer the discussion here is to be sardonic then take that to social media or Twitter. We're actually having a discussion here.
Apr 7, 2019Posted in: Commander Rules Discussion ForumQuote from Taleran »I feel like that is a thing more based on the individual building the deck rather than more cards available.
If someone wants to make a controlling, taxing, life gaining deck or any combination of those things those tools already exist.
I am unsure if any p/w do this better than Commanders already legal.
You really don't want Dovin Baan, Jace, Unraveler of Secrets, Venser, the Sojourner, Ral, Izzet Viceroy or a number of other Planeswalkers to get their emblem off or it's going to be a nearly impossible uphill battle. When you're having to keep them under control while also dealing with one or two other players who are also playing Planeswalkers, you're so busy splitting your resources that the game is never going to move whether they taxes or control or not. The fact is that being forced to devote most of your combat or removal to Planeswalkers - not even including the other stuff in their deck - the game is grinding to a halt. You have no time to progress how your deck wants to play, because you have to worry about their Planeswalkers. In the current Commander environment you can make smart choices and trades and let some Commanders sit on the battlefield without worry about them. There is more nuance than "Keep everyone's Planeswalkers off of the board". That nuance is extremely lessened and gameplay becomes much less interesting.
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Dec 29, 2017A few things I feel need to be introduced to make this worth using over other similar resources, that I currently find a little frustrating:Posted in: Articles
- The ability to re-position each section. Right now, no matter what, any section I add using the Add Section widget on the side appears below the Early/Mid/Late Game section. There can be information that is better explained in sections before those. Before I get into the early game, it's probably better to tell them how to mulligan, which I want to be it's own section. Also, I feel like Quick Info makes more sense as a section above the deck list for people to have a quick read about the deck before they start pouring through the deck list to see if it sounds like something they even want to read on about.
- The same ability to add card images to the pre-made text sections that you can add to the sections made with the Add Section feature; as well as the ability to create card links in the input text that appears in the text boxes, like we are able to do on the forums in our existing deck threads.
- Sorting capabilities for the deck list. Custom categories like those on TappedOut and the ability to tag cards with another tag other than it's default type. For example, I might want to use add the tag "Mana Acceleration" to Sol Ring instead of Artifacts, and have the capability of viewing the deck listed using custom tags to make it easier for readers to understand.
Feb 3, 2014My favorite card is easily Arcbound Ravager. I've always loved Artifact-based decks, so when Mirrodin block was releasing I was in heaven. The deck it was part of was definitely too powerful for Standard (thanks in no part to Disciple of the Vault and the cycle of Artifact lands). But, now I play Affinity in Modern and get the same enjoyment as I did in Standard. The reason Arcbound Ravager is my favorite about all the rest though is that he let's you play both in proactive and reactive manners. The versatility is just amazing, letting you prepare an Etched Champion for an alpha strike or respond to removal of him by pouring all his counters on your Inkmoth Nexus. He's also a centerpiece in one of the few decks that aren't tri-color goodstuff.decs. There's an unfortunate lack of focus in most decks and many are simply piles of good cards that happen to fit into a guild or wedge combinations.Posted in: Announcements
Jan 26, 2011It's always good to see someone getting enjoyment out of their work or projects While I don't have any suggestions for it personally, I thought I'd post to thank you for essentially doing the forum community a service in the process.Posted in: Nis Blog
Jun 23, 2009Basically, after deciding I really want to start playing Magic again, I found that my 8 years worth of collecting cards were victim to a basement flooding, and only 3 cards survived.Posted in: Xenphire Blog
I decided to add a TL;DR summary
Jun 8, 2009I'll quote the posts I was referring to for clarity:Posted in: Xenphire Blog
Quote from The RiddlerI cannot see the Angel art being a Threaten-like spell, because whatever is threatening the angel into being evil, somehow also gave the angel the dark crown and glowing eyes, and whoever is controlling it isn't even present in the picture. Like the original art, I'd expect the person(s) threatening the victim to actually be present. I would also expect the background to be more in line with the soldier she's beating than the bloody palette selected (If the background were blue or white for example, she'd stick out showing something isn't right, for example).
Judging by the the glow, she's either been possessed by an evil force or she's just evil to begin with. The guy has clearly been beaten, he looks worn down and like he's struggling to get away - just look at his posture. The angle of his legs suggest he's nearly crawling.
While she wouldn't be the typical Fallen Angel what with lacking the black wings, the art tries too hard to make her look evil for it to be used on something like Threaten, IMO. I would have to doubt it's any form of control Magic, because while red might cause rage, she's clearly being driven by magic or has been possessed. The only other color possibility would be blue and blue wouldn't have an effect like that on a creature. Black doesn't do control Magic.
Re: the Sphinx: Oh god my eyes.
Quote from Ash316It would be funny then if this turned out to be Ritual of the Machine.;) I don't think it is, but there have been control cards in black. It's just doesn't go along with what they would want to do with a Core set. But as others have said, because of the background it does look more like a Red card. I just think it will be Threaten.
To answer your question, I'm not saying someone can't disagree with someone else, what I'm saying is it'd be nice if people that post in the Rumor Mill weren't so terrible about selective reading. The Riddler made several good points against the already lacking-in-reasoning assumption most of the sheep have made that the artwork has to be Threaten. The one guy who quoted him clearly didn't even bother reading his posts or didn't even try to understand his points. You have one guy posting something logical, breaking away from the mindless masses that make up the Rumor Mill posters and shining a light of intelligence on a thread, and it goes by practically unnoticed. I just find it frustrating, because it's like people there are a bunch of zombies.
You might disagree because of how you feel about reading longer posts, but I personally would rather read some posts with content that are actually logical, than the posts of hundreds of mouthbreathers repeating "Cool card" "This must be X" ad infinitum who don't even think about what they're posting. I do realize the moderators do their best to curb the spam, but I find the very nature of the average Rumor Mill poster to be quite frustrating. Different from person to person I suppose, but I think the quality of poster should be higher in the 'Mill. The Rumor Mill for a lot of new users will be the first impression of MTGS because early spoilers have been an attention-getter that has brought a good chunk of the user base to MTGNews, and now here. You come on as a new user and see a bunch of sheep, you're inclined to register and start the same sort of habits you see.
And yeah I have seen the WoG vs. Damnation thread. It's another example of sheep posting the same thing over and over despite any amount of evidence to prove one way or another. Reading people's response to Charlequin's last few posts has been nervewracking at most.
Jun 8, 2009Life is what you make of it, but ending is never the answer. In a lot of ways, suicide is a selfish thing - you probably know or have heard of many people that have lived much more painful lives, but they've endured it and it made them better people. Love is all around you, and when you end your own life, you hurt those around you.Posted in: Archon Kamigawa Blog
Let me relate your personal life to mine:
I was bullied from my pre-teen years until I graduated because I was gay, I became depressed and went from 150lbs. to 215lbs in a matter of a year and a half before graduating. I finally got accepted to a good college, got in a bad relationship, shot up to 250 lbs., and failed out of college and got terminated. Now, things like a suspension from school or the illnesses I've had seem like nothing compared to the $30,000 of debt over my head.
That is a lot to deal with. But you know why I don't kill myself? Because I'm only human, and I can endure it. We all make mistakes, we go through bad times, but we can learn from our mistakes and endure our tough times and be stronger people for it. I have family and friends that love me, and you probably do too. You haven't even begun your life yet, you're still in school - you have many years ahead of you for things to get better, to be happy and shape your life as you see fit.
Life is a gift, don't throw it away. Taking your own life is only running away from your problems, and should there be a God in the afterlife your karma will follow you. You can endure, and see that maybe things really aren't that bad, and that there's more to life than the negative side of things.
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