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Why I'll never stop buying GME, and why you probably should

When I turned 18, there was a casino about 2 hours away on a reservation that I could get into. We'd get paid on Friday night, head to the gas station near us that would cash a paycheck, pile into my crappy little Ford, then make the drive. We'd get there a little before midnight and everyone had their own game.
The second time we went, one of my friends was hypnotized by the craps table. There were 16 players standing around this sea of green, and every minute or so, you could hear them screaming at the top of their lungs like they just won a million dollars. On the way home that night, I taught him everything I learned from books I'd read about the different bets. "Smart" bets where the house edge was only 1.4%, all the way down to the risky ones where the house edge was over 10% (meaning that for every $100 wagered, you should expect to lose $10).
The next time we went, we hung around the table, trying to figure out the right way to bet. It seemed a little complicated, so we tried other games. At the end of the night, I had the last $10 and he asked if he could borrow it to go place a bet. I handed it over, then went to the bathroom in preparation for the ride home. When I finally found him again, he had a stack of chips in front of him. He had been gone for about 5 minutes and already turned $10 into a few hundred. Well, if you can turn 10 into 100, you can turn 100 into 1,000 just as easily. We left empty handed that night, but I'll never forget the rush.
I loved blackjack. I learned how to play at an early age from my uncle, who would always cheat and take my money. He'd say "I just taught you a very valuable lesson." He actually taught me two: 1) if you play against a casino, you may have a good night and win thousands of dollars, but if you keep going back, you'll eventually have nothing left. 2) My uncle was a scumbag who continually cheated and took my money, then told the family I was a poor sport and they couldn't understand why I hated doing anything with him. One of my earliest memories at the casino was running $100 at the blackjack table into $3000, which is more than I made in a month of bussing tables. I went home, paid my rent and blew the rest on useless things I can't even remember.
What does any of this have to do with $GME? Well I'm still chasing the same high as I was when I was 18. I don't go to the casino anymore, but I've got something even better on my computer. I bought $2k worth of weeklies on Jan 25. Before everything crashed, they were worth over $100k, more than enough to fix most of the problems I've caused in my life. BUT, I was still standing around that craps table. The roller had just made his 30th point in a row, $GME was on fire and couldn't possibly roll a 7! I put my 2k back in my pocket and shoved the rest on the pass line. A few minutes later, the croupier inevitably yells "7 out!" and just like that, I'm back to nothing.
Now I do what every moron around the table does. You reach back into your pocket, pull out the 2k and make a deal with your maker. "Just let it happen one more time. I won't be greedy THIS time and I'll stop when I hit 50k." I stop looking at the smart bets and start eyeing the center of the table, where hard ways are paying 10:1. Yeah, that'll be how I get back to 50k. A couple of those in a row and I can put a down payment on a house. 5 minutes later, I'm on my way out to the car and I feel like I've been punched in the gut. Again.
Every one of you in this subreddit is another person sitting at the casino. Everyone has their game. The people holding $GME stonks right now? You're playing baccarat. If you've never heard of it, it's what James Bond plays in the old movies. It's about the most boring thing you can do. Two hands are dealt and you're betting on which one wins before anything happens. There's no actual skill and it's the same thing as betting heads or tails, while losing 1% of your bet every time.
The people who cashed out and picked something else like $AMC or $BB? Those are the slot players. You had a big hit and now you're going to switch machines because the other ones are "due". You're looking for the exact same magic, thinking there was something smart in your play, when it was really just dumb luck in timing.
The people saying "If Daddy Elon or Cowboy Cuban gets in, we can trigger a squeeze!" You're the guy who spent too much money in the first 20 minutes of the trip and now you're begging everyone else for a loan.
Tldr: Nothing is happening with $GME. Stop saying "tomorrow is the day." Billionaires are not coming to bail you out. If institutional investors come in, they're waiting for this constant downhill slide to end at where the stock belongs, probably around $20. You can't trigger shit by holding. The HFs will outlast you.
Edit: Screenshots from the worst 40 minutes of my financial life https://imgur.com/a/MlTRJmx
Edit 2: JFC, some of you are takin WSB way too seriously. You should not be using reddit for DD. Also, this is not financial advice. Don't take financial advice from someone who tells you stories about chasing highs at casinos.
Edit 3: This is WSB, my dudes. I'm glad most of you were entertained by my story. For the few of you who got that worked up by a random stranger on the internet telling you that he's a degenerate, you may actually have a problem. https://www.ncpgambling.org/help-treatment/
submitted by mt4h to wallstreetbets [link] [comments]

Learn from my mistakes. I got a job, but it took me a year, 1100+ applications, and failing 11 final interviews. Here is what you don't do while job searching.

Sure, there are plenty of posts from people who applied to a job and got an offer 30 seconds later. Good for them. But if you're on this sub, you're probably running into more difficulty. I did. Job hunting these days is inherently pretty hard, but there are plenty of things I did wrong during my job hunt that could have saved me time and trouble. I'm a 35 year old in product marketing in the bay area, so this advice may or may not apply to you.
Most of this advice is not new, you may have seen it elsewhere. Well, HEED MY WORDS! You should take that advice.
Here are my don'ts of job hunting:
e: Here's the real #1 piece of advice because someone brought it up in the comments: Don't Not Have A Network. The main reason I had such a hard time was I moved to a new city where I didn't have a professional relationship with ANYONE. I think if you're applying without a friend on the inside, it reduces your odds by 80-90%, based on random factoids we've all seen that say 80% of jobs are never posted publicly.
I went to networking events and coffee meetups and blah blah blah, but COVID put a stop to that before I could make much progress. The biggest piece of advice (by far) is just to have a friend who can get you a job. But if you're reading this, you would have done that already if you could have.
Don't try to get by without doing the standard "best practice" stuff.
I spent a while thinking I could get away without making a customized resume for different jobs. I also thought I would probably have the right keywords naturally, and that I didn't have to worry about that either. WRONG. I wasted many weeks submitting poorly optimized resumes and getting few interviews.
What you should do is have at least one version of your resume customized for each job title you're applying to. That means if you're applying for Sr. Widget Fiddler and Director of Widget Fiddling, you need 2 versions.
Keyword optimize each resume version by copy-pasting 50+ job descriptions for that job's title into a tool like Voyant Tools, which will spit out all the most common words and phrases. Find the most frequent ones that seem important and relevant, and work them into your resume, even if it seems weird to refer to yourself as a "team player" or "entrepreneurial".
Don't be bad at interviewing, not even a little bit bad.
Being a good interviewee is a skill. Most of us aren't born with that skill, and most of us are rusty when it comes time to look for a job. I knew I wasn't great at interviewing, but I really didn't want to go through awkward practice interviews with friends, so I told myself people would understand why I was all nervous, and realize I was still super talented and experienced despite my 'rough edges'. WRONG. I blew it on a lot of interviews before admitting that I had to practice, a lot. I did a bunch of practice interviews, got feedback, and I even talked to an interview coach. The latter was expensive, but I think the dose of outside perspective really helped. YMMV.
I practiced enough that I started getting to final rounds instead of washing out in the first couple rounds. It made a huge difference. Practice.
Don't wing it during the interview.
For 'behavioral' questions (i.e. "tell me about a time when..." questions) everyone says you need to have multiple answers memorized for every major category of question. Ugh! So much work. Greatest weakness. Success story. Failure story. Conflict story. Collaboration story. YAWN. I thought I could come up with good answers on the spot. It's "supposed to be a conversation", right? WRONG. I blew it on a couple interviews before realizing I was coming across as both unprepared AND inexperienced.
Sit down and work out your bullet points for every answer, BEFORE you land an interview. Pain in the butt? Yes. But not as big a pain as getting an interview, blowing it, then ending up doing the work anyway.
Don't apply to old job listings.
If it's still up, they're still hiring, right? WRONG. I have found that job listings are good for about as long as fresh bread. You mostly want to apply the day they're posted, 2-3 days is OK, 5 days is pushing it, beyond that, it's literal trash. I started out applying to anything relevant that was less than a month old, and my app-to-interview yield was around 1%. Started applying to new listings exclusively, and my yield went to more like 3%. YMMV.
Don't apply to listings that aren't on the employer's own site.
It's become disturbingly common for 3rd-party sites to steal and re-post job listings they have nothing to do with. You click on a link on LinkedIn or Indeed, and you end up on Neuvoo or some random BS. Don't submit any of your info on those sites. Very often the jobs are expired already, but these 3rd-party scammers are still re-posting them to steal your info. Even if they're not expired, there's no reason to think they actually send your application to the employer.
If you land somewhere unexpected, go to the employer's actual careers section on their site and find the listing yourself. Otherwise you're just giving your info to someone to sell, and the employer probably never sees it. Please report these listings as you go.
Don't be too picky with job titles.
Unless your resume precisely "fits the profile" employers are looking for, you're going to have to apply a lot. I had to apply a lot. At first, I was exclusively applying to one title, because although I didn't "fit the profile" I didn't want to compromise. I ended up getting a really solid job with a different title, after I loosened my criteria JUST a tad.
Have a serious talk with yourself about how many months you're willing to apply before broadening your search, and don't talk yourself out of good jobs because they have the "wrong" title.
Don't be too loose with companies you apply to.
At a couple points in the process, I ended up with interviews at companies that I seriously didn't want to work for. I was playing the numbers game and I would apply to anything with the right title, even if I hadn't heard of the company. I figured if I got an interview, I would worry about the company later.
Difficulty: If you are on unemployment, this can lead to a sticky situation - if you turn down an offer, you legally can't collect unemployment anymore in many places. It's also pretty hard to justify to yourself turning down ANY interview if you actually need the money.
Have a loose idea of who the company is before applying, to avoid those awkward moments.
Don't stop applying until the ink is dry on your offer letter.
My advice is to apply to every suitable listing as soon as it's posted, which could be as many as 10-30 per day depending on your field and geography. If things are going well, you'll also have interviews going on during any given week, which also put heavy demands on your mental energy and prep time.
It is tempting to stop applying for jobs if you are doing multiple interviews and they seem to be going well. You need the time, and one of them has to work out, right? WRONG. It happened to me multiple times - I'd get further along in an interview process, I'd be focusing on prep, and I'd let my application routine slip. Bad idea. If your application pipeline runs dry, it can be another 2-6 weeks before the interviews start flowing again. ABA - always be applying.
Don't get your hopes up. (maybe the most important tip.)
Your mental resilience to rejection and your self-regard are finite resources. They are resources you need to conserve to maintain your overall mental health and good job-hunting habits. Job hunting can burn through these resources like Joe Exotic through a bag of meth. Don't be like me and get emotionally invested in any given job before you get an offer. Don't start picking out all the stuff you're going to buy with the new salary. Don't start thinking of what doors are going to open up for you with this step in your career. Don't mentally pick out outfits for your new commute. Just don't.
I consider myself a mentally tough person, so I should be able to handle the repeated rejection, right? WRONG. If you allow yourself to start caring about a job before you GET the job, you WILL be crushed to bits. Maybe not the first time, but after the 5th, or the 10th, it becomes hard to take.
To some of the newer job hunters I've seen on this sub: Caring about a job from the day you APPLY? Sheer lunacy. You shouldn't even remember where you applied by the time you go to bed that day.
Keep in mind: It's a numbers game. It's not personal. You WILL get the right job eventually, if you keep going. You have to maintain faith in yourself, but hold no hope for any particular job.
In emotional terms, treat it less like a poker game, (where any hand can be a big deal) more like a slot machine (where you care zero until you finally win). No matter how tough you think you are, take care to maintain your mental state, especially during COVID where so many aspects of life are also wearing down our mental health.
Don't be afraid to be a try-hard.
The role I finally got was based largely on a "take home project" used to demonstrate my working style. It was paid, also really long, the minimum suggested time was 10 hours. Usually I put 70% effort into trial projects, because I don't want to bust my ass for a throwaway, and I don't want to look desperate. My thinking is "Well, we're all professionals, so as long as I mention a few of the right things, they'll know we're on the same level, right?" WRONG.
On this one, I decided to go HAM on the project. All or nothing. I ended up putting over 20 hours into it, (the max time they suggested was 20) and came up with a total overkill amount of material, it was probably 20 pages worth, if not more. To give some idea, I spent like 4 hours just doing addressable market sizing, which everyone including me acknowledges is fairly pointless.
Part of the project was also to see how we communicate about our work - they put me on their company slack, so I logged onto it pretty much every day to update them on my progress. It was firmly in try-hard weirdo territory. But it worked!
So I guess my lesson from this is, if you're going to bother with these projects, be the one who turns in the blue ribbon material.
NB: Be aware of "free work" scams where they try to get you to do the actual job without hiring you for the job. If it's pertinent to the actual job and it's more than an hour or two of work, it should be paid. Unpaid trial projects that don't relate to the actual business are OK, but you'll have to decide for yourself how much time you're willing to put in for free.
Don't assume ***anything*** until it's final.
In 3 instances, I got much further than I expected in a hiring process, and in one I was blindsided by a rejection where I thought I was a shoo-in. #1, they interviewed me for the role (up to the final round) even though the job called for an actual engineer and I have zero engineering experience.
In #2, I blew an interview and got rejected. I knew exactly how I blew it, I got the yips and did poorly. So I sent an email reply explaining what I SHOULD have said, and that I really believed in the company's mission, and that I realize I was a poor interviewee, but I was working on it - they actually gave me another shot and I made it to the final round.
In the last unexpected twist story, they actually scheduled a final interview, then CANCELLED IT. I have been rejected for about a million jobs, but I've never been cancelled on. They said that instead of an interview, they would just review my trial project. I couldn't imagine cancelling an interview with someone you intend to hire, so I assumed this 'review' was just a consolation prize and the job was going to someone else. On the day the cancelled interview was meant to take place, they offered me the job. Huh???? Later that day I rode to heck on a flying pig and bought a snowcone there. But I also got a job.
On the other side of things, I was told directly I was the top candidate for a role, the only one who was really qualified, but because of COVID they were putting the role on hold. OK cool, I figured I was a shoo-in once they actually hired for it. Well, they re-listed the job about 45 days later. They didn't reach out to me. I messaged them. They told me I wasn't even going to get a phone screen for it. WTF? They lied to my face for no reason whatsoever? Yep. They did.
The lesson: Do not assume anything! ANYTHING!
submitted by the-incredible-ape to jobs [link] [comments]

The Great Single Class Thief Compendium: how to be a non-Fighter fighting Thief, why Alchemy is underrated, a list of items to abuse with UAI, and a (complete?) list of Time Trap/Stop and backstab immune enemies. Among other shennanigans!

EDIT: Since I already wrote about it in the comments, I added a section about thieving skills point distribution.
EDIT2: added some more thoughts about how much more damage we can do with a Time Trap vs a Spike Trap due to how probability works with the Spike Trap's 20d6 vs our maxed damage strategy for benefitting from Time Trap.
First things first, this is the Enhanced Edition. It's what most people are playing and for good reason, so feel free to stop reading if that bothers you.
Second, aside from convenience stuff (like tweaks anthology's bottomless bag of holding mod), the only mod I use is SCS with pretty much everything maxed except without the "Tactical Challenges" (cause I just find them tactics-narrowing and, consequently, boring. I like the original SCS philosophy which is to just enhance the game's AI with few actual statistical/ability changes). If you like that option, ok, good for you. I did a few playthroughs with them back in the day, but didn't care for it too much.
Third, I just finished a playthrough of Shadows of Amn and Throne of Bhaal (didn't feel like playing BG1/SoD this time around) with a Half-Orc Assassin, so that's what I'm gonna be focusing on, especially cause most people's complaints of single class thieves pertain to Throne of Bhaal.
With that said, let's get to it (feel free to skip certain sections, of course, it's a huge post):
THIEVING SKILLS POINT DISTRIBUTION (just copy and pasted it from my comment below, I didn't talk about it before cause it's too basic, but maybe some newbies might be reading this)
-There are several potions/equipment that increase your thieving skills, so you don't need to max out pickpocket, open locks or find traps. Plus, every point in dexterity increases every thieving skill except detect illusions by 5 points and you can increase dex permanently (eg tome) and temporarily (eg draw upon holy might).
-95 is enough to open every lock and find every trap in the trilogy. But if you can reach 25 str temporarily that gets you the equivalent of 85 open lock through bashing.
-You don't need much pickpocket unless you wanna steal from shops often, cause otherwise you can just buff it temporarily whenever you need it.
-Hide and move silently max out at 200 each, but 100 on one of them is reasonable enough to just hide outside of combat (remember you can use quick load to speed up your hide attempts outside of combat). 100 in both is enough to max out in dark areas (lighter areas and being outside during the day give you penalties). If you wanna run+hide constantly put more into it earlier. Or, if you're playing a shadowdancer you need as much of this as possible right away.
-Detect illusions can't be buffed so get it to 100, but you don't need it too much in bg1 cause there aren't many invisible/hidden enemies.
-Set traps should be at 100 for convenience, but you can live with a lower number if you only trap outside of combat and don't mind reloading. It's absolutely essential to max out if you wanna trap during combat (by running away first ofc otherwise you can't use it).
All in all, I just get some good hide/set traps/detect illusion early in soa and then start to minmax. Bg1 is really kit/strategy dependent but I ignore open lock/find traps for most of it (unlocking/disabling doesn't even get you much xp in bg1, why bother? Just take traps and bash locks unless doing no reload).
KITS
-Assassin: fantastic kit. Poison is a great buff (especially vs spellcasters, but not just that) with decent duration (5 rounds) that you can reapply a ton of times. That +1 to hit comes in super handy for thieves (who get worse thac0 progression than a cleric) and the +1 to damage actually makes a substantial difference when you consider it factors into backstabs. Every +1 damage (that factors into the backstab formula, so no Strength bonuses) means 7 extra damage on a single backstab or 63 extra damage in a single round of Assassination with 9 Attacks per Round (APR). And, of course, we get that sweet sweet x7 backstab, meaning Assassination can do MONSTROUS damage (easily over ~1000+ in a single round with 9APR).
-Bounty Hunter: also great, though it's been a while since I've played a solo one to judge it properly. Being able to throw the special traps and have them explode in a fireball-sized area is great and the Maze traps are underrated (they ignore magic resistance and there's no save!), cause anything with under 18 Intelligence (most enemies, pretty much) and not immune to maze (again, the vast majority of enemies, even dragons/demons are vulnerable) gets caught up for at least 2d4 (probably more) leaving you with a great opportunity to place traps for when they come back. Plus, the smarter folks come back sooner, meaning spellcasters will probably be left alone and take the brunt of the traps (whose damage can pretty much only be stopped by the exact physical/elemental-damage resistance).
-Swashbuckler: unnecessarily fighter-like IMO. As we'll see later, thieves can be quite the fighters if geared properly and it's rare that they're lacking either thac0 or AC. But since Swashbucklers get ridiculous amounts of thac0/AC by the end of the game it means you can get a little bit more creative with your gearing and access to Whirlwind is nice, I suppose. Not getting backstabs/access to Assassination is a huge bummer though.
Shadowdancer: super fun kit, but they miss out on some of the best parts of thieves: high level abilities (HLAs). Shadow Form (essentially a stronger, but short-lasting Hardiness+Improved Invisibility) is great, Shadow Twin is simply unnecessary (it's a Simulacrum, cool, but there are already two other sources of Simulacrum...) and their Shadow Maze is crappy compared to the Bounty Hunter's maze trap cause it doesn't ignore magic resistance, there's a save (at -4, admittedly) AND it only affects a single opponent, not an area. But the worst part is that they don't get the amazing thief traps and their Assassination is super nerfed with that x4 multiplier. So why are they still good? Because they still get Use Any Item (UAI), shadowstep lets you dispel illusions comfortably in the chaos of battle and give you time for your hide cooldown to reset, but, most importantly, hide-in-plain-sight allows for a cheeky combo:
Invisibility (not hiding) -> Backstab -> Insta-cast ability (eg use a wand if you're a single class SD or use a 0 casting time spell if you're a dual SD/Mage or Cleric) -> Hide (that's not on cooldown cause we weren't hidden to begin with, we were invisible before).
That means you can constantly do a backstab + use a wand or cast a spell (or a triggesequencer!) and hide before the enemy can do anything. So the more sources of invisibility you have, the more you can do in combat without ever being engaged! If the enemy doesn't just straight up ignore invisibility you can pretty much play without armor if you want (if your hide/move silently are good, ofc).
RACES
Human: good for dualing, of course. Swashbucklers and Shadowdancers are the best duals IMO, unless you're willing to dual crazy late for the x7 Assassin backstab (you can do it if you're playing solo, but I wouldn't recommend it in a full party with six-way shared XP).
Elf: -1 con makes no difference, but the +1 to dex is nice, cause we can easily get to 21 DEX (with 2 out of the 3 sources of +1 dex: BG1 Tome, the Machine of Lum and the Deck of Many Things) for that extra -1 AC and each point in dex gives us +5 to thieving skills (except Detect Illusions), but none of that is necessary cause we can still reach 21 DEX starting with 18 DEX and by the end of the game we'll have all the skills pretty much maxed out anyway. 90% charm immunity is nice though, I guess.
Half-Orc: my preferred choice. Why? Thieves need more thac0, especially against late-late game bosses that are immune to Time Traps/Time Stop (meaning we can't just auto-hit them) and having more thac0 when you're a class with poor thac0 progression is always nice. Plus, you get more damage. In BG1 alone it's a huge difference cause jumping from 18 to 19 STR means -2 bonus to thac0 and +7 to damage. By the end of the game we can have natural 23 Strength, which is more than any girdle can give us.
Other races: shorties are cool for saving throws, but thieves already get enough with all the saving throw-enhancing gear that UAI lets them use and with Greater Evasion that lowers them by a further 3 points. And we miss out on, again, what we need the most: thac0! The difference between maxing out at 22 and 23 is another extra point!
GEAR
Use Any Item is one of the main strengths of thieves, so, yes, talking about items is also talking about thieves. You can't ignore this.
-Weapons: "easy, you're an assassin, just get the Celestial Fury or the Staff of the Ram for great backstab damage!" Sure, if all you want to do a single powerful backstab to one-shot a single powerful enemy that's fine, go for those. But after getting HLAs what you want is Assassination potential and those weapons, surprisingly, aren't the best for that. Plus, you probably want a thief that can actually fight well in battles even after backstabbing and without needing to go away to hide again or whatever (though that's an option, of course).
So what's the big bad weapon combo? How do we turn out non-Fighter Thief into a fighting Thief? We need more APR. Belm+Kundane then? That'll get 1 base attack, 1 offhand attack, plus 2 main hand attacks. Double that if you're Improved Hasted, so 8 APR. Cool, but we can do a lot better than that.
Both Belm and Kundane are +2 weapons, meaning a bunch of powerful enemies will be immune to them. +3 is the real deal (only Demiliches, the Lesser Demon Lord from the eggs main quest, the Ravager, the Fallen Solar at the final battle and Watcher's Keep's Aurumach Rilmani are immune to +3 weapons). Besides, Kundane only has 1d6 base damage, meaning it weakens our Assassination potential.
The answer? Throwing daggers, motherf****! That's right! Throwing daggers ain't just for throwing!! Both the Boomerang Dagger +2 (which you can easily pickpocket right at the start of SoA) and the Firetooth +3 (available in Ust Nasha) give you an extra attack! It's just that you can't use them in the offhand, but that doesn't matter cause they're both great! Both do a respectable 2d4 damage (better than a long sword's 1d8!) and the Firetooh is a +3, plus it does 1d2 extra fire damage for some convenient troll killing and stoneskin harassing! So you use either of those in the main hand and Belm in the offhand, but if the enemy is immune to backstabs or immune to +2 weapons you switch Belm out to the Scarlet Ninja-to +3 (available in Joluv's shop at the Copper Coronet and useable by thieves with UAI!). Dope! 8 APR with a great +3 main hand weapon! As for the 9 APR... Gauntlets of Extraordinary Specialization, which you can use after getting UAI. That's an extra 1/2 APR normally, but a full 1 extra APR with Improved Haste.
Other great weapons you should keep in mind are the usual (Mace of Disruption/Daystar against undead, that one staff that instakills golems you get in Ust Nasha... But there's more that people don't often talk about, like:
-The Blackmist Halberd you get from giving the eggs to the Lesser Demon Lord in Ust Nasha, which is great in a secondary weapon slot cause it lets us cast area blindness (blindness is one of the best spells in the game) once per day.
-The Sling of Arvoreen that stuns in an area for 3 rounds (auto-hits for our 9APR thief!).
-The Darkfire Bow available in ToB for its long-lasting (23 rounds) improved haste cast.
-The Answerer in ToB if you really want to worse the enemy's AC (I didn't need to resort to it once in my playthrough, but you can use it if you want).
EDIT: as mentioned by semiticgod, "The Staff of the Magi can royally screw with Sendai in ToB. Unlike some other ToB enemies, the drow cannot see through invisibility, though SCS Sendai and company will use divination spells (the Cloak of Non Detection can preserve the staff's invisibility despite those spells)". I totally forgot to fight the Twisted Rune before going to ToB, so I screwed myself there.
-+4 weapons for the few +3 immune enemies (which I only used to finish off the Aurumach Rilmani in Watcher's Keep and kill Demiliches, I'll talk about how to handle the Ravager later).
ArmoAccessories:
-Wands, you know them, you love them, you can backstab (or just attack) and then immediately cast them. I barely used them in my playthrough, but they're excellent, of course, especially the wands of paralyzation and spell striking.
-Invisibility stuff. Obvious use.
-Like I said before, Gauntlets of Extraordinary Specialization (SoA) to get to 9APR.
-Headband of the Devout (ToB): blesses you (-1 thac0 and +1 backstab-effective damage!) and lets you cast Righteous Magic (+3 Strength and MAXED OUT DAMAGE) once per day lasting 1 turn aka 10 rounds!!! GET THIS!! Normally only monks can use it and it's available in Rasaad's quest, along with two other nice items (a cloak that gets you -2 stackable AC and Protection from Magical Energy and Boots with 3x/day Shadow Door).
-Improved Haste (IH) gear:
a) (SoA) Early on you can use the Ring of Gaxx to get 1 round of undispellable (hardly necessary, but I just thought I'd let people know about this if they didn't) IH 3x/day, it technically amounts to 5 rounds, not 3, cause each of the 3 casts lasts for 10 secs (a round is 6 secs), so you might end up doing more than 1 round's worth of attacks (it's hard to tell).
b) (SoA) Bracers of Blinding Strike in the Underdark for 20 secs (a little over 3 rounds) of IH. You can equip it, cast it and equip something else.
c) (SoA) Scrolls of Improved Haste, if you really want to have a longer lasting IH in SoA. There are quite a few and you won't need them in ToB, so use them freely. If you want, you can even waste a scroll of wish for it...
d) (modded SoA or ToB) If you're using the mod (was it Tweaks Anthology?) that lets Cromwell forge the ToB recipes that you can already get in SoA then you can get the Improved Cloak of Protection +2 for those sweet 23 rounds of IH.
e) (ToB) Amulet of Cheetah Speed, also 23 rounds of IH.
-Cloak of Unerring Strikes (SoA) and later Montolio's Cloak (ToB) for extra offhand thac0 and, in Montolio's case also -1 save and AC bonus.
-White Dragon Scale (SoA): best base AC out of any armor in game, available early in SoA, doesn't interfere with thieving skills, lets you cast Cone of Cold, protects from Cold (great for Melissan battle along with the Boots of the North)... The only problem is that it won't let you use the Improved Cloak of Protection +2, so when you get it switch to the Robe of the Apprenti (AC3) until you get another source of long-lasting IH. Or switch it out to cast IH with the cloak before battle and then put it back on.
-Thieves' Hood (SoA): you're a thief, backstabs can hurt a lot in ToB, this makes you immune. Poison immunity is great too, but you got the Ring of Gaxx (which I'll cover with other regen gear) for that.
-Paws of the Cheetah (SoA): along with (improved) haste this lets you run and hide or, better yet, run and place a Time Trap or Spike Trap! Essential!!
-Helm of Balduran: we need that thac0 early on, boys and girls. Some HP and AC is nice too.
-The Visage (SoA, from Dorn's quest): -1 bonus to saves and thac0, protects against crits (I just noticed this lol), can dominate once and has an acid breath attack and a big ol' list of immunities (fear, charm, feeblemind, confusion). What's not to love? It just takes a while to get cause you gotta finish Dorn's quest. It's dope, but after your saves get really low (naturally protecting you against those status as well) you get better stuff.
-Book of Infinite Spells (SoA): Spell Turning! Underrated item and spell. You don't get a lot of spell protections as a non-spellcaster, especially the rechargeable kind, so this is one of the best.
-Vhailor's Helm: more traps! More Assassinations! I actually forgot about using this until the literal final battle lol, but it's great.
-Heart of the Mountain (SoA): available in Spellhold and normally only useable by Shamans, this gets you -2 AC and stacks with enchanted armorings! Excellent before ToB.
-Amulet of the Master Harper (ToB): -3 bonus to AC, even better! Silence immunity and thieving skill bonuses aren't bad either.
-Blessed Bracers (modded SoA Cromwell or ToB): resurrection heals you completely (at least until 2.6 comes! Though the text says it fully heals, so maybe it'll still after 2.6?) and there's some Cure Wounds too if you want. You're better off using a Rod of Resurrection cause it casts faster, but sometimes you just don't feel like using non-rechargeable item charges. Put it on, use it and switch out.
-Nymph Cloak: cheesyyyyy, so cheeeeesy, but it's the kind of cheese I love. I tried not using it too much though, I just used it against a few Rakshasa early on and against Aesgareth's party.
-Regen gear (I'll explain why this is great for thieves next): Ring of Regeneration, Ring of Gaxx (-2 AC and poison/disease immunity is great too ofc), Wong Fei's Ioun Stone (which also nets you some HP and -1 AC).
REGENERATION
"What? Why are you talking about regeneration? What does that have to do with thieves?"
Alchemy = unlimited Potions of Regeneration that stack with all of the regen geaspells (all sources of regen stack INCLUDING DRINKING MULTIPLE POTIONS OF REGENERATION and I just discovered this last part after finishing the game). And Potions of Regeneration heal 2HP/round and last for 3 turns aka 30 rounds!
Although Potions of Regen aren't super rare, they're also not available in ample supply, especially if you don't know where to find them all to begin with. But high level thieves can spam them freely cause they can always get more with Alchemy.
So, if you're not a believe in regeneration like I am, let's explain how good it can be (this is the calculation without abusing potion of regen stacking, so only using one):
-Ring of Regen 1HP/round (aka 1HP/6 seconds)
-Ring of Gaxx 2/round
-Wong Fei's Ioun Stone 1HP/Round
-Potion of Regeneration 2HP/round
=
6HP/round (aka 1HP/sec)
x2 (cause Haste doubles it)
12HP/round (aka 2HP/sec)
That's already pretty damn nice and it "reduces damage" a lot better than AC in ToB where some enemies still tear through -20 AC (plus, you can easily get to the AC cap and still wear all of those items and you've still got a cloak slot to spare and it doesn't force you into using regen weapons)
But if you want some more quick regen as you run around you can use the Cloak of the Sewers' troll form to get you an extra 1HP/sec or 2 with haste, netting you 4HP/sec or 24HP/round which is almost a free Potion of Extra Healing (heals 27HP) every round.
Hexxat makes this even better cause she's got "natural" (it's actually from her amulet) 1HP/round regen.
And, of course, that's all without abusing the Potion of Regeneration stacking that can up as much as you can (though, again, you don't need it and I didn't use it cause I only discovered it now, after finishing the game), as long as you can be bothered to produce a ton of potions with Alchemy and resting (though they're temporary, so as you're drinking more you're wasting the duration of the previous ones, but it CAN get pretty ridiculous quickly and, hey, mages get crazy 8HP/sec WITHOUT HASTE regen from Shapechange -> Greater Wolfwere, so it's fair!).
TRAPS
Regular Traps: they eventually do 3d8+5 missile damage and 20 Poison damage with no save, Slays target if a Save vs. Death with a +4 bonus is failed. Pretty neat, especially if you stack a bunch, but not world-shattering.
Spike Traps: everybody knows how good Spike Traps are, so I won't waste much time on them. They do 20d6 magic damage, so 20-120 (average 70). Magic damage is rarely (and I mean rarely) resisted, which makes them top tier and they can crush even Demogorgon and the final boss easily. I generally get 7 of them so I have the max stackable (was this a thing in vanilla or is this limit SCS-only? I don't remember) whenever I want without simulacrums etc..
Time Traps: bonkers. Amazing. Insanely underrated. Let's do some ToB-stage calculations (this is just the damage I was doing at some point in ToB with IH+Righteous Magic, it's not 100% minmax'd):
Righteous Magic (max damage and 25 STR)+Improved Haste (9APR)+Time Trap (auto-hit) without backstabs/Assassination:
Firetooth +3 -> 29 * 7 attacks (main hand) = 203 damage
Belm +2 -> 28 * 2 attacks (offhand) = 56 damage
=
1 trap spent, 1 round = 259 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies.
Same thing, but with Assassination:
Firetooth +3 -> 147 * 7 attacks (main hand) = 1029 damage
Belm +2 -> 112 * 2 attacks (offhand) = 224 damage
=
1 trap spent, 1 round = 1253 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies (eg backstabs for everyone aaaaand fall) and you can still do a lot of damage without Time Traps, it's just that auto-hit is great to make sure every attack hits.
All in all, Time Traps often (not always, ofc) provide more value per use than Spike Traps, especially cause you can divide the damage among several enemies. With a properly geared Assassin, in most fights even without Righteous Magic IH+Assasination+Time Trap = 9 dead enemies in 1 round, so you can start doing this in SoA easily. EDIT: also, when you think about probabilities, even though Spike Trap does 20d6 and technically that's 20-120 damage, in reality there's a ~83% chance to roll in the 60-80 range or ~53% to roll in the 65-75 range, so their damage is largely inferior to what it may seem at first, meanwhile, out Time Trap strategy rolls max damage always due to Righteous Magic!
And, supposedly, another trap exists... Hmmm... Don't bother, folks.
OTHER HIGH-LEVEL ABILITIES
Greater Evasion: dope! -6 bonus to AC, -3 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds. I get 2 just in case, but it's rarely needed tbh. You got access to a lot of AC reducing gear with a thief (this is without Greater Evasion or any buffs and I could still get -2 if I used the Ring of Earth Control and the Cloak of the Dark Moon, but I'd rather keep my regen and thac0 stuff).
Scribe Scrolls: unfortunately pointless. The only half-decent spells you can easily get from other items (wands, White Dragon Scale etc.). Do not invest!
Avoid Death: -5 bonus to Save vs. Death, immunity to instant death effects, and +20 Hit Points. Lasts 5 rounds. It's aight. I get 2 later in the game just in case, but I rarely use it (good against Planetars so you don't get vorpal'd, would be good against Balors' vorpal effect too, but you can just Assassinate them).
THE GREAT LIST OF BACKSTAB-IMMUNE ENEMIES! OH, THE DESPAIR!
"Thieves are useless, there are too many backstab immune enemies!". Is that really the case? I mean, I know it's subjective (what you think are "too many", I mean), but too me the list is pretty short. The only thing that bothers me is ToB bosses being immune to it, but you can still handily deal with them as I'll show later. I think people think a lot of enemies are immune to backstab just cause they see past invisibility (like Demons do), but Assassination still works on them. So... Here's the list:
SoA/ToB backstab-immune enemies:
General enemy types:
-Barbarians (fun fact: there are almost no Barbarians in SoA/ToB and the majority of them are specific measly Orcs/Orogs/Minotaurs)
-Beholders (all types) <- Trap, even regular traps do it most of the time.
-Demiliches (NOT Liches in general) <- Use Spell Immunity from a scroll or Protection from Undead if you're low level.
-Devas/Planetars <-You should kill mage/clerics before they can summon them, but if you can't just Time Trap or Spike Trap.
-Dragons <- Time Trap handles them easily or just use a scroll of disintegration.
-Golems
-Slimes/Oozes
-A lot of mists/wraiths (I can't tell whether it's all of them or not, so I listed them below)
Specific enemies:
-3 out of the 6 enemies in the Heart Key fight in Watcher's Keep Final Seal level (The Huntress, the Hive Mother and Ameralis are immune, so Nalmissra, Xei Win Toh and even Y'Tossi are vulnerable)
-Aesgareth and his party
-Bone fiends (Bone Golem-looking demons)
-Specific demons in fight 2-5 of the Black Pits II (for some reason... Even the Lesser Demon Lord in the Underdark is vulnerable, so why make these ones invulnerable?)
-Garock/Rock (the two minotaurs at the Machine of Lum level of Watcher's Keep)
-Guardian spirit (don't even remember who this is)
-Kiser (dude causing some mischief in Saradush)
-Liches, only two of them (Azamantes, the Spike Trap-able, along with his flaming skulls and Vongoethe in Amkethran)
-Mists/Wraiths: Mist/Swamp/Wandering Horrors, Vampiric Wraiths/Mists, Spellhaunts, Slave Wraiths and Demon Wraith (Watcher's Keep maze level)
-Velithuu (the ice salamander-looking demons in the Watcher's Keep Maze level)
Bosses (ie enemies you have to fight finish the game, plus Demogorgon cause he's the "boss" of Watcher's Keep):
-The Bhaalspawns (Balthazar, Gromnir, Illasera, Sendai, Yaga-Shura and his Lieutenants)
-Demogorgon
-Melissan
-Nyalee (technically a boss lol)
-Ravager and its Bone Blades
Everything else can be backstabbed! Including:
-Bodhi
-Irenicus
-The Slayer
-Pretty much every Demon (even the Lesser Demon Lord in the Underdark)
-Almost every Lich (even Kangaxx and Shangalar)
-Greater Werewolves/Wolfweres
-Mind Flayers (even their Master Brain)
-The Watcher's Keep statues
-Rakshasa
-Fire Giants
-Drow and so on (what else worries people?)
If they see past invisibility, just pop that assassination, brother!
And for those that can't be backstabbed we always have Time Traps! 9APR of auto-hit max damage is no joke. And takes us to...
ENEMIES IMMUNE TO TIME TRAP/STOP
They are just a few:
-Demogorgon
-Melissan
-Ravager
-Abazigal
-Aurumach/Ferrumach Rilmani
-Balthazar (only while in Lunar Stance)
-Guardian Spirit (who???)
Not that many and, really, the only ones who are a big deal in the non-tactical challenge SCS Insane game are Melissan and Ravager (which I'll cover later). Aurumach is also immune to +3 weapons and under, but he's too squishy to be a bother and can partially be hurt by normal traps (he's immune to magical damage, so Spike Traps don't work and the poison part of normal traps also doesn't work).
ENEMIES THAT REQUIRE +4 WEAPONS
Also not too many:
Ravager
Aurumach Rilmani <- mentioned it before, too squishy to be a bother.
Fallen Solar (NOT Fallen Planetar, it's the one from the Melissan battle) <- lure and 2-3 spike traps handles it
Demiliches <- usual cheese
Lesser Demon Lord <- vulnerable to Time Trap and backstabs
SO HOW DO WE DEAL WITH THEM TOB BOSSES?
Demogorgon: Spike Traps. Bye.
Yaga-Shura: Time Trap, hit him. Then deal with Lieutenants until you find him and then Time Trap him again.
Sendai: actually one of the most annoying fights in the game for single class solo thieves, because there are sooooo many enemies to handle it's a big bother. The important part is to Spike Trap her clones that cast magic before they spawn and to put a Time Trap at the left of the arena before killing that last clone (who's pretty weak, thankfully, so you can take your time to set things up), that way the reinforcements will trigger the Time Trap along with the real Sendai spawning and you can just hit her until she dies and she can't do anything. Remember that you have a million different sources of Improved Haste at this point, so you can re-buff. EDIT: Read about the Staff of the Magi on the weapons section. I fucked up and didn't have it cause I forgot to get it before moving on to ToB.
Abazigal: pre-fight 1 Time Trap to kill his human form in 1 round, 6 Spike Traps somewhere else -> Dragon (Time Trap immune), get him to trigger the 6 Spike Traps, then run and Spike Trap one or two times more. Dead. In vanilla it would be way easier cause dragons don't get the x3 SCS buff to HP.
Balthazar: one Time Trap. Done. Yeaaaah, he's too easy for pretty much every party, I should re-install the improved version of his fight at least.
Ravager: Time Trap AND backstab immunity! What a meanie! Besides the usual buffs (improved haste+righteous magic) and prioritizing thac0 boosting equipment, I used Black Blade of Disaster + 3 scrolls of Protection from Magical Weapons + 1 of Absolute Immunity. Harder to think of what to do than to actually do it. You gotta get a little lucky so that PfMW doesn't run out as he hits you and does the stun (sleep?) stuff on you or that you don't get dispelled too soon. Not too bad once you know what to do.
Melissan: again Time Trap and backstab immunity. The first phase is the whole fight, pretty much. Usual buffs (improved haste+righteous magic) + BBD + Spell Immunity: Abjuration (to prevent dispel) can end it fast before it gets outta control. After that it's just a matter of abusing Spike Trap (4 traps for each phase) by using Simulacrums (scrolls or Vhailor's), Project Images and/or Rest Wishes (stop hoarding scrolls, it's the final fight!).
RANDOM STATS
Total scrolls I used in the whole playthrough:
-3 Disintegrations for dragons (Firkraag/Thaxll'ssillyia/Saladrex). I coulda Time Trapped and hit them for a few times but this is easier.
-2 Black Blades of Disaster (Ravager + Melissan's first phase).
-2 Simulacrums (Melissan trap shennanigans).
-3 Protection from Magical Weapons (Ravager).
-1 Absolute Immunity, which coulda been another PfMW (Ravager).
-1 Protection from Undead (to kill Kangaxx's Demilich form early on).
Basically, feel free to use more scrolls than I did, cause you rarely need them.
Wands I used:
-1 charge of a wand of spellstriking to Breach Melissan at the start of her first phase.
-3 charges of a wand of cloudkill on random enemies after getting UAI, then I forgot about it.
Coulda used a lot more wands (especially spellstriking, but with regen and stuff I just waited til PfMWs ran out on some mages and so on), but I was too busy having fun with Time Trap Assassinations trying to kill as many enemies before they fell to the ground.
How many times I used the super cheesy Nymph Cloak that I love but avoided using to focus on thief-related strats:
-A few times against Rakshasa very early in the game (Watcher's Keep rakshasa can destroy a good deal of the second level on its own).
-Once to charm the mage in the Aesgareth fight very early in the game to rush the +1 STR (Machine of Lum) and +2 DEX (Lum + Deck of Many Things).
FINAL VERDICT
Tons of fun. It's actually been a while since I last bothered to really finish Throne of Bhaal all the way through, but I was having so much fun with my Assassin that I did it. And it's boooooooooooooooooooooooooooonkers to think that some people think they're underpowered. Bonkers! They're almost fightemage/thieves on their own. And even if you don't like positioning for backstabs... You barely need it. I pretty much only did that before I got Assassination (and even then I didn't need to rely on it too much cause I already had 8APR and so on), afterwards it's Assassination-a-palooza. Too bad you only get 1 so you have to rest a bunch though, but you can still do plenty of damage with just Time Traps if you don't wanna abuse resting.
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[Mobile Gaming] How the Nyan Cat led to the death knell for a popular mobile game- the downfall of RWBY Amity Arena.

Note: Many of the links are to the Amity Arena Library, a website devoted to the game which includes tracking the history of it through patchnotes and a running history of what cards entered and left the meta. Their website was a valuable resource for this post.
Mobile gaming has taken off like a wildfire since the advent of the smartphone boosted the average processing power a phone could carry. Initially it took the form of crossing over older, more easily runnable games onto the mobile market to... mixed success, but in recent years we've seen both the West and East use mobile gaming to replace the old fashioned movie tie in game. It's easily accessable, has a much wider reach than consoles or PC, you can take it on the go and standards are inherently lower for mobile games than they are a full 60 dollar game.
Since the 2010s, mobile gaming has shifted to what's called the "Freemium" module. The game itself is free to download and start playing, but is insideously designed with obnoxious paywalls or artificial limiters put in place to limit how much you can play each day. If the game is part of a pre-existing franchise, additional money can be made through a premium currency or a chance to obtain high-powered units by rolling a slot machine random chance mechanic. And thus, gacha gaming was born. This sub has had several threads in the past on high profile gacha games, such as the monolithic Fate Grand/Order, Pokemon Go or Genshin Impact. One of the more popular things to roll for in gachas as a consequence is wallpapers for your homescreen, especially for high-grade units as they're usually animated to move a little bit on the homescreen. Today we're looking a low to mid-tier gacha game that rose and fell with the advent of one catgirl. Let's talk RWBY.
RWBY is an online web anime made by Rooster Teeth focusing on four prospective monster hunters who get embroiled in a world-spanning shadow war. It's of debatable quality in matters of animation, combat, voice acting, story, worldbuilding, romance, and it's kind of a little racist if I'm being honest, but one of the major positives of RWBY is that the series tends to have good character design. Series creator Monty Oum set in the guidelines for the show while making it that most if not every design should be made to be cosplay friendly, hence why most of the outfits have things most costume designers haven't heard of like... pockets. And Rooster Teeth, above all else, likes making money. So they know people like RWBY's character designs, enough so that in 2017 plans were made to release a gacha game themed around RWBY called Amity Arena, which would be developed by Korean company NHN Entertainment.
Amity Arena is a PvP tower defense game. Each player controls two turrets and a tower and has three minutes to use units themed from the show to destroy the other player's structures. Whoever took out more wins, destroying a tower is an instant victory. When the game launched, it had three tiers for units- Common (generally held for mooks or low-tier characters in the show), Rare (roughly protagonist-level or elite mooks go here) and Epic (High tier characters usually with an active ability that did lots of damage or stopped enemies in their tracks). The game launched in October 2018 to generally positive reviews from both mobile game players and RWBY fans alike. Fans were happy to get a lot of new official art for the characters in the game and the base gameplay loop was fun. Criticism at the time was largely themed around the lack of content besides PVP matches and some issues with the meta but overall, the launch went well. Each month, the developers would add new units, including popular characters like Neopolitian, Cinder Fall, Zwei the dog, and more.
But everything changed with February 20th 2019, which introduced Neon Katt, the titular catgirl (RWBY characters are themed around fairytales, except for Neon, who is themed around Nyan Cat, and her partner Flynt Coal, who is themed off a potentially racist joke made by Rooster Teeth).
Neon is a character from RWBY Volume 3 who's part of a team that RWBY face during a tournament arc. Her partner, Flynt Coal, was part of the game at launch, and Neon would join him a few months later. Neon in the show is a cocky fighter who taunts the heroes and zips around on rollarskates, which in-game is represented by Neon skating towards the nearest enemy structure to her and hitting it, while all units within a radius of Neon are taunted and provoked into attacking her above all other targets unless they-selves are coded to hit structures. On its own, not a bad idea for a unit, but Neon came with four big caveats:
From the word go, Neon is an unpopular unit; she's clearly overbalanced and elements such as the Disco Bear glitch have players thinking she'll have to get knocked down in a nerf- she'll either be made slower, more expensive, or able to die pre-hitting a structure, right?
Neon doesn't show up in the next patch. Instead, before she's fixed, an entire new class of units called Legendaries are introduced, and this is where the game goes full gacha. Legendaries were meant to represent the highest tier characters in the game, the ones who were either the most popular characters or the highest-tier fighters in the show. Or in some cases, the popular ships such as combo cards for White Rose (Ruby/Weiss), Bumblebee (Blake/Yang) and Flower Power (Ren/Nora). Legendaries, representing their value, were impossibly rare and had an infinitely small chance of actually appearing (The most reliable method was to buy the premium chests and hope you'd roll a Legendary, which often cost tons of money), and if you did get one, there was no way to guess which Legendary you'd actually get. Some such as White Rose and Adam were high tier units, others like Hazel or Checkmate were... kinda broken at launch. The playerbase isn't happy at this, especially as free to play players are left out in the cold and reliant on the game giving them high tier units effectively out of pity.
Neon would get a small nerf in the April patch which lessened her taunt range and killed the Disco Bear meta, but her invincibility would be left untouched, even as players submitted feedback regarding how to make it more efficient. The official Amity Arena discord has a weekly feedback section on Tuesdays where players could submit up to four suggestions on how to nerf/buff units and general requests for quality of life such as "Can this character get a new skin from this part of the show," or "Can we have an option to lower music volume that's not just muting all music?" (they never did add that second request) Neon would then remain in this state until the November patch, despite constant weekly requests for a Neon rework, and all it would do is make Neon functionally mortal, in that she had a flat shield bar of 20 that would be lowered by one for each attack before the next hit would kill her. Neon could now die... but your chances of actually doing enough damage to stop her were slim, and regardless, you were now at a serious Aura defecit.
It took seven months for this one unit to get a substantial nerf, all while the game added new units every week and the number of units being affected by patches each month began to gradually sink. To round up some of the major issues people had with Amity that developed throughout 2019 alongside Neon's general existance making life hell:
Unfortunately, the Novemember patch did little to stop the problems with Neon, and a new problem would rear its head for Christmas: Jinn. This unit embodied many of the problems players had: She was a Legendary so it would be hard for free players to get her, and only added to the sheer number of Legendaries that were out there. She was another structure card, and she was horrifically broken. Stopping time for seven seconds in an area around any friendly units, Jinn broke the game overnight, with players horrified at how little playtesting she'd clearly had. Most chip units now couldn't damage structures as Jinn simply could stop time and freeze the turret for the duration of the attack. And to make matters worse? She cost two Aura, meaning it was very easy to cycle a deck and start Jinn spamming.
And yet at two aura she was still one of the only cost-efficient Neon counters... until they patched her to be worth three Aura instead. Talking of the feline menace, January saw Neon get a HP nerf that set her shield at 14. Finally, Neon could be realistically be taken out, still at an Aura defecit but at least it can be countered and now they just have to raise her Aura- why are you buffing her game?
Less than a month later, Neon got, of all things, a buff. Her HP shield was set at 20, and her attacks now did double damage. This is around the point where a lot of players begin to suspect the developers aren't listening to feedback and more long-term players dip out or drop the game. Neon got touched one more time in April, which slowed her down (which itself was a problem as Neon's lessened speed on spawn simply made her better at generating aggro), she dealt 10% less damage and made it somewhat easier to hit her enough to kill her, but a new problem was on the horizon. Because Neon was now no longer the game's White Whale for patches.
Meet the White Fang Gunner Barracks. Added in September 2019, the Barracks fell under many player's radar simply because they were horrifically undertuned. Their gimmick was that every few seconds, a White Fang Gunner would spawn, with three spawning on death. In April, as Neon got her last appearance in the patches, the Barracks got a huge buff and became the centerpiece of the meta; they now spawned two Gunners, which made them immensely valuable for just five Aura. You could overwhelm many anti-swarm units before they had a chance, and shred your way through turrets.
The Barracks would then go six months before this overtuning was rectified, barring one nerf in August that lowered their health to try and stem the tide of units. To sum up every other thing that went wrong during the year meta-wise:
As OctobeNovember comes in, the players are getting more and more furious. The weekly feedback includes a near constant demand for an acknowledgement from the developers given how often it feels like the feedback is being ignored. The social media team get caught several times hyping up how the coming patch would address player concerns, only for said patch to lack those units. The meta has been locked down to the Xiong Family, Flynt, Launcher Nora, Spider-Mines and the hell-cat herself in Neon. Everyone runs at least one of these, people run meta decks not because they want to, but because it's the only way to have a chance of victory.
And then in December, things implode. The patch for the month was set to launch on December 10th with the monthly event missions. But when the clock rolls around, the event missions (which usually take about two weeks to do if you're doing as many as you can a day)... has a six day timer. And the update doesn't come out. The art team doesn't release new unit art. The shop has no special timed bundles. There's no patch notes. And then the Twitter team who've been hard carrying the game through... actually talking to the players and acknowledging the grievances they have... admitted that they don't know what's going on either. The best guess is that the devs have come down with Covid, but no statements to confirm or deny this leave it as guesswork. The timer eventually got reset and people could do the event, but then on Christmas itself, another issue.
Ruby has appeared in the plaza on Halloween (her canonical birthday) and Christmas, and if you go talk to her you get free stuff. But on Christmas people, people discovered that Ruby was talking as if you'd already talked to her. Because they hadn't updated Ruby yet for 2020. She still thought it was 2019 so if you'd talked to her then for goodies, she had none now. They patched it eventually but a lot of people didn't see this fix before the timer ran out to get the free stuff.
Some have resorted to memes to cope with the fact that the game just seems to have died out of the blue. Others have been trying to desperately rally the players and find a way to save it. Some resorted to friendly mockery of the whales who'd spent thousands on a game that seems to be dying (seriously though gacha games need to curb this shit but they won't because whales are godsends for their bank balances).
If the game doesn't get an update in January then two months without new content will mark the end, and the already significant playercount drops will only increase. And it's hard to say if any one thing could have turned Amity Arena's fate around beyond just "Have a better balancing team who can respond better to feedback." Neon began the time of death, but by the time December rolled around the meta was in a horrifically toxic place where if you wanted to make any progession, you had to get down and dirty with the pigs. The team just constantly failed to balance problem units outside of their emergency hotfixes of Jinn, and more often then not they went after units and buffed or nerfed them at random going off playcounts to determine what needed fixing instead of the actual written feedback they were getting. It's clear from the references to the show and some of the attempts to reach out to the community that at least one person in the team genuinely wanted to make the good appealing to RWBY fans, but somewhere during the game's lifespan, they lost their way. Less focus needed to be put on how to milk the players, and instead focusing on making a game sustainable and enjoyable enough to warrant the cosmetics and emotes. The game's failure ultimately isn't on the playerbase. It's on the people who were actually making the game who chose to slack off because they thought it acceptable to do so.
Thanks for reading.
EDIT: HOT OFF THE PRESSES, I JUMPED THE GUN
Had I waited one more day, my story would have had a far more sudden ending, as the game just announced its shutdown for January.
RIP.
submitted by GoneRampant1 to HobbyDrama [link] [comments]

My 2021 WFT Mock Offseason (This is really long)

Intro:
(I want to start by saying I was inspired to do this by u/quixotikdylusion)
What a year 2020 was for this team, it had plenty of bad but there was a lot of good and a lot of progress that was made. I think the biggest thing is that we have a good coaching staff, especially on defense, that can cover up some of the flaws on this team. Besides that, we have a good core and some good depth as well. However, there are still areas that need to be addressed and fixed for this team to take the next step.
Offense:
First, the most important position: the QB position. When it comes to QB I view it as either you have a top 12 QB or you have no QB. This is why losing out on Stafford changes things. In my opinion, the only guys left that are worth going for are Dak, Carr, and Watson. I would much rather start the year with Heinicke and Allen than:
  1. Trade a first or second for Mariota/ Wentz/Darnold (if you want a reclamation project you already have two in Heinicke and Allen and you don't have to give up any high picks for them)
  2. Overdraft Jones/Trask (there are too many good players at 19 and you have too many holes besides QB)
If we can't get one of those guys I would rather go into the year with Heinicke, Allen, Montez, and a veteran QB. If Heinicke turns into a star you have your QB of the future, if he burns out then
Second, this team needs WR help. Terry McLaurin is a star and is a great X receiver but besides him, there is no one on this team that scares you. This team could use a Z receiver and a Slot receiver. Cam Sims was the Z last year but I view him as a WR4 rather than a WR2. Steven Sims was the Slot last year and I would be annoyed if he's the starting Slot in 2021; I would either cut him or have him as a WR6 behind Harmon and Cam Sims.
Third, this team needs a TE #2. Logan Thomas had a good year and looked to be a good starting TE option for the next couple of years. However, there is no depth at the position. Jeremy Sprinkle is a terrible TE and every time he is on the field bad things happen, Baugh and Hemingway would be out of the league if WFT didn't pick them up. This team desperately needs someone to backup Thomas.
Lastly, the team could use some depth at OL and RB. At OL, we could use a backup guard because Wes Martin is terrible. At the tackle spots, we could pick up a developmental player since both Moses and Lucas are going into their age 30 seasons next year. At RB you don't really need anyone but I would look to upgrade over Peyton Barber and to do so I would add a young bowling ball style power back who can help you in those short-yardage situations.
Defense:
On defense, the priority should be to bring in two new LBs. In the 4-3, you need three LBs (WILL, MIKE, and SAM) and right now you only have one in Cole Holcomb. Holcomb is more of a WILL backer but because of how poorly the others played he was asked to play the SAM. This offseason you need to get a MIKE and preferably a SAM because Bostic and KPL are not good enough.
The second priority should be to add a true centerfielder FS. Del Rio likes to run cover 1 and cover 3 and in both of those coverages, you need to have a deep middle safety. Apke last year was the first one who played this role and he was terrible at it, Reaves was next and he played better but you can still upgrade the position.
Lastly, you can get depth at positions like CB and Edge. If you let Darby go you have a real need at corner and it becomes your main priority but he likes the staff and the staff likes him so he probably gets resigned. However you still need depth at the position, Moreau is not going to get resigned and Stroman/Johnson as your CB 4 and 5 is a recipe for disaster if a starter gets hurt.
When it comes to Edge you need replacements for Kerrigan and Anderson. To replace Kerrigan, you should bring in a rotational pass rusher. When it comes to Anderson, the loss might be shrugged off as who cares but it’s lowkey a bigger deal because you lose a rotational run defender and the guys on this team that are supposed to replace him, like Toohill, are not good enough.
Offseason
I used OverTheCap for Free Agency and The Draft Network for the Draft
Before Free Agency
Cut Alex Smith: It was a great story and is an inspiration but you cannot pay $23 Mil for below-average QB play. I hope he retires and we don't have to cut him but he probably won't retire so I would cut him and save $14.7 Mil.
Free Agency
Each player will be listed in this format:
Name, Position, Contract Length Full Salary (includes signing bonus), Signing Bonus, Total Guarantees
2021: Cap Hit, Guaranteed Money for that season. 2022: Cap Hit, Guaranteed Money for that season. (So on if applicable)
Description about the signing.
Resigned
Brandon Scherff, OG, 4 years $60 Mil, $15 Mil, $35 Mil
2021: $12.75 Mil, $8.75 Mil. 2022: $14.75 Mil, Fully Guaranteed. 2023: $14.75, $7.75 Mil. 2024 $17.75 Mil, $3.75 Mil
This is a really tough decision because Scherff is often injured and he is a guard. However, this team has been devoid of top talent so when you have a guy that's as talented as Scherff you should look to keep him. Also, he did just make 1st team all pro and this OL looked way better when he was in the lineup. So all in all I think you have to pay him and this contract is a 3 year deal with an out in 2024 and that isn’t a bad deal for either side.
Ronald Darby, CB, 4 Years $40 Mil, $10 Mil, $20 Mil
2021: $9.5 Mil, $7.5 Mil. 2022: $8.5 Mil, $7.5 Mil. 2023: $10.5 Mil, $2.5 Mil. 2024 $11.5 Mil, $2.5 Mil
Darby played solid last year and so he gets rewarded with a new contract. Good corners are really hard to find so if you find one it's best practice to keep them in town. This contract is about the same as the Kendall Fuller contract and I think that is what Darby’s market value will be. Now there are injury concerns with Darby and so that's why this deal is structured to give you an out in 2023, so if he regresses/gets injured all the time you can easily cut him.
Taylor Heinicke, QB, 2 Years $13 Mil, $2 Mil, $6 Mil
2021: $5 Mil, Fully Guaranteed. 2022: $7 Mil, $1 Mil.
The legend of Heinicke is coming back. As I said above, in my opinion, the best realistic option is to bring back Heinicke and see if he's the real deal or not. If he is, you just got yourself a franchise QB but if he is not you move on after this year. This contract is structured to give you 3 options:
  1. If he is good, you have your QB and a bonus is that you don't have to pay him a lot in 2022, that is important because A. That buys you time to negotiate the deal so you don't have to do a Kirk Cousins 2.0 with the franchise tag B. Gives you plenty of flexibility to make a splash in Free Agency
  2. If he is decent but not good enough to be the starter, you can still keep him around since the contract is relatively cheap for a backup QB. (Go after Dak)
  3. If he is terrible, you can easily release him and save $6 mil. Then either you draft a QB or you go after Dak Prescott who would inevitably be coming off the second franchise tag
(Edit: As I was writing this, Taylor got signed by the team for 2 years $8.75 Mil. However, I will still be counting the contract I gave him instead of his IRL contract when it comes to the salary cap)
Nick Sundberg, LS, 4 years $5.57 Mil, $1 Mil, $1 Mil
2021: $1.325 Mil, $250k. 2022: $1.370 Mil, $250k. 2023: $1.415 Mil, $250k. 2024: $1.460 Mil, $250k
Yeah, Sundberg is not leaving Ashburn. He has been great on the field and off the field in the community. (Should've won WPMOY last year) He gets a nice pay raise and the team is set at LS for the next 4 years.
Dustin Hopkins, K, 1 year $1.07 Mil, $0 Mil, $500k
This is a one year prove-it deal for Hopkins. He was terrible last year and cost the team many wins so I thought about letting him walk. However, it was just one year, and he’s been good every other year so I would try and see if he can get back to old Hop. That being said there is no chance I would pay him more than $1 mil, if he wants anything more I am happy letting him walk out of the building
Kevin Pierre Louis, 1 year $2 Mil, $500k, $1 Mil
KPL is coming back but in a reduced role. I don't think you should be actively starting him but he is an above-average backup and I would bring him back at $2 Mil.
Cam Sims, WR, 1 year $2.24 Mil RFA Tender, 0, $2.24 mil
Kyle Allen, QB, 1 year $850k RFA Tender, 0, $850k
I would pick up both options, both are cheap and both are above average for a WR4 and a QB2.
Free Agency
Corey Davis, WR, 4 years $47 Mil, $12 Mil, $25 Mil
2021: $11 Mil, Fully Guaranteed. 2022: $11.5 Mil, $8 Mil. 2023: $12 Mil, $3 Mil. 2024 $12.5 Mil, $3 Mil.
The big splash in Free Agency is to bring in the former Titans receiver. Davis is a former top 5 pick who had a breakout year in 2020 and is just entering his prime (he is 26 years old). I think Davis is a great option in free agency cause I think you are getting a guy who is going to get even better over the next couple of years for relatively cheap. He also is a guy who fits the profile of what you need at WR, this team desperately needs a big body Z receiver and Davis fits that since he A. played the Z in Tennessee and B. is 6’3. Now if Davis doesn't live up to expectations, you can cut him at the end of 2022.
Denzel Perryman, ILB, 2 years $13 Mil, $4 Mil, $6 Mil
2021: $6.5 Mil, $4 Mil. 2022: $6.5 Mil, $2 Mil.
At times last year, this team's run defense was poor and that was mainly because of how bad the LBs were in run defense. Enter Denzel Perryman to change that. Perryman got an 86.3 grade against the run by PFF, now PFF isn't always the greatest site but the grade shows that he is really good against the run. Perryman is also a true MIKE and that is also something this team desperately needs. You cannot have Jon Bostic be your MIKE if you want to have a good LB core. The best part about this deal is that Perryman fills the needs of this team at a cheap price.
Trey Burton, TE, 2 years $8 Mil, $2 Mil, $4 Mil
2021: $4 Mil, $3 Mil. 2022: $4 Mil, $1 Mil.
As I talked about above, you needed to get depth at TE and that's exactly what you get in Trey Burton. Immediate upgrade at the TE 2 spot and a guy who can do everything you want from a TE 2. Burton was graded as the best blocking TE in 2018 by PFF and in 2020 he was an above average blocker. Burton can also be a decent pass-catching option if you need to start him.
Demarcus Walker, Edge, 2 years $5 Mil, $2 Mil, $3.5 Mil
2021: $2.5 Mil, $2 Mil. 2022: $2.5 Mil, $1.5 Mil.
Demarcus Walker came into the league as a second-round Edge rusher who was picked by the Broncos, but he did not live up to expectations in Denver. However, that is because he was playing as a 3-4 outside LB and that was not his natural position. Once the Broncos moved him down from outside LB to the DL he started producing. In Washington, he could be a good rotational Edge rusher in the 4-3. He is still a guy with untapped potential so some growth could happen.
Jourdan Lewis, CB, 1 year $2 Mil, $500k, $1 Mil
This team needs depth at CB, especially NCB, and Lewis gives you depth. Lewis gives you depth because of his versatility, he can play both slot and boundary corner. Lewis is coming off of a really bad year but it is only 1 year and from 2017 to 2019, he was a solid corner. Because of this I would be willing to take a chance on Lewis, after all, he would be your CB4 at best and it's only a 1-year deal.
Blake Bortles, QB, 1 Year $1.075 Mil, 0, $500k
Backup QB who should be your QB 3 at best. I decided to bring Blake in instead of a guy like Alex Smith because Bortles doesn't have the injury concerns Smith has. Bortles is a decent option if both Heinicke and Allen get injured.
Alex Redmond, OG, 1 year $1.090 Mil, $0, $900k
Starting OG for the Bengals who wasn't anything special so you bring him in on a cheap deal to be a backup guard. He is better than Wes Martin and that's all that matters when it comes to this signing.
NFL Draft
Each player will be listed in this format:
Name, Position, College, Height, and Weight
Description about player
Round 1: Zaven Collins, LB, Tulsa, 6’4 260 lbs
The Bronko Nagurski Trophy winner is coming to DC. Zaven Collins is a great pick in many ways. First, as a player he is instinctive and that allows him to be good in both run and pass defense. In run defense, he will fill gaps nicely and in pass defense, he has great ball skills that allow him to cover most running back/tight ends. Second, he fills a position of need since he is a SAM LB and this team does not have one, right now Holcomb plays the SAM but this move allows him to move to his natural WILL position. The main concern with Collins is that he has mediocre speed, however, he has other tools that can make up for his speed and besides speed, he has good athleticism.
Round 2: Alex Leatherwood, OT, Alabama, 6’5 312 lbs
As discussed above, you have two good tackles on this team but they are both turning 30. So here in the second round, you take a good tackle prospect who with development could turn into your franchise LT. Alex Leatherwood is a tackle who is good against first moves in pass protection and he is also good as a run blocker. His main weakness is that he tends to get beat when guys use counter moves on him in pass pro. The good news is that good coaching can clean that up. This is a pick that may not help you this year but will help you in a couple of years.
Round 3: Andre Cisco, S, Syracuse, 6’0 203 lbs
This team desperately needs a center fielder FS and that's the guy you're getting in Andre Cisco. I talked about how JDR likes to call cover 1 and cover 3 and how there is no one on this team to play that deep center safety role, well Cisco thrives in the deep center role. Cisco is a ballhawk who plays really good coverage. Now you might be wondering how he fell, well he fell for two reasons: 1. He is a bad tackler and 2. He freelances sometimes. Now problem number one isn't a big deal for this team, you have 10 other guys who are good tacklers especially if you bring in Zaven Collins and Denzel Perryman. Number two is concerning but I trust JDR to reel him in and teach him how to play within the confines of the defense. While there are some problems to his game, the talent is there and it is just too good to pass up.
Round 3: Brevin Jordan, TE, Miami, 6’3 245 lbs
Now I know I have the team signing Trey Burton in free agency and I know that this team doesn't need 3 TEs but Brevin Jordan is just too good to pass up. Jordan is a player that can play all over the field and is a dynamic weapon that can be used creatively on this team. Jordan is an athletic player with good size and speed. He has good ball skills and hands as well. When it comes to route running, he is solid but still needs some development. The same can be said about his blocking. Sitting behind both Logan Thomas and Trey Burton would be beneficial for a guy who in the (near) future could become your TE1.
Round 4: Dazz Newsome, WR, North Carolina, 5’11 190 lbs
Dazz Newsome, starting slot receiver for the Washington Football Team in 2021. You finally find a good slot receiver. Newsome is the final piece to this top 10 receiver core of Mclaurin, Davis, and Newsome. Newsome is fast and shifty, when it comes to route running he runs crisp routes, and most importantly he has good hands. Newsome could add more routes to his game but besides that, there are no major weaknesses in his game. Newsome is also a punt returner so next year you don't have to worry about Steven Sims muffing any punts.
Round 5: Rashad Weaver, Edge, Pittsburg, 6’4 265 lbs
This may seem strange to take an edge rusher but you do need a couple of guys there to make up for the loss of Kerrigan and Anderson. The Kerrigan replacement was signed and Rashad Weaver is your Anderson replacement. Weaver is a good run stuffer and is a guy that you could rotate in on 1st and 2nd down. When it comes to pass rush, Weaver has all the rushes and tools in the bag but he lacks the bend and athleticism that you need. Weaver may not have the upside when it comes to pass rush but that's not what you are drafting him for, you're drafting him so that he can occasionally stop the run and that is something he can do.
Round 7: Thomas Graham Jr, CB, Oregon, 5’11 197 lbs
You always need depth at corner and that is what this pick is about. Thomas Graham Jr can come in and be a decent CB5 on this team. Graham Jr is a guy that has good technique, good timing, and good ball skills but he is not fast or agile. His athleticism lowers his ceiling but his traits raise his floor. A high floor player is what you should look for in a CB5 and Graham Jr offers you that.
Round 7: Spencer Brown, RB, UAB, 6’0 235 lbs
This man is built like a bowling ball and that's exactly why I am drafting him. Brown isn’t athletic and he can't catch. However, he has good vision, he is big and he can run between the tackles. Brown sounds exactly like a prototypical short-yardage back because he is one. Brown would be a younger, bigger version of Peyton Barber in this offense.
Post Draft Cuts:
Geron Christian, Peyton Barber, Jon Bostic, and Wes Martin were cut to save $2 mil. These players were expendable because replacements for them were either signed or drafted. Plus, $2 mil was needed to sign draft picks and leave some money over for UDFAs.
Final Salary Cap Numbers (Before signing draft picks and UDFAs but after all the cuts)
2021: $9,422,545
2022: $72,777,075
2023: $138,468,706
2024: $181,130,000
That concludes my offseason. Thank you for reading this post, I really appreciate it.
TL;DR
(Main guys)
Resigned: Scherff, Darby and Heinicke
Signed: Corey Davis and Denzel Perryman
Drafted: Zaven Collins, Alex Leatherwood, and Brevin Jordan
submitted by jerry17381 to washingtonNFL [link] [comments]

Old Austin Tales: Forgotten Video Arcades of The 1970s & 80s

In the late 1980s and early 1990s when I was a young teen growing up in far North Austin, it was a popular custom for many boys in the neighborhood to assemble at the local Stop-N-Go after school on a regular basis for some Grand Champion level tournaments in Street Fighter 2 and Mortal Kombat. The collective insistence of our mothers and fathers to get out of the house, get some exercise, and refrain from playing NES or Sega on the television only led us to seek out more video games at the convenience store down the road. Much allowance and lunch money was spent as well as hours that should have been devoted to homework among the 8 or 9 regular boys in attendance, often challenging each other to 'Best of 5' matches. I myself played Dhalsim and SubZero, and not very well, so I rarely ever made it to the 5th match. The store workers frequently kicked us out for the day only to have us return when they weren't working the counter anymore if not the next day.
There is something about that which has been lost in the present day. While people can today download the latest games on Steam or PSN or in the app store on your smartphone, you can't just find arcade games in stores and restaurants like you used to be able to. And so the fun of a spontaneous 8 or 10 person multiplayer video game tournament has been confined to places like bars, pool halls, Pinballz or Dave&Busters.
But in truth it was that ubiquity of arcade video games, how you could find them in any old 7-11 or Laundromat, which is what killed the original arcades of the early 1980s before the Great Crash of 1983 when home video game consoles started to catch up to what you saw in the arcade.
I was born in the mid 1970s so I missed out on Pong. I was kindergarten age when the Golden Age of Arcade Games took place in the early 1980s. There used to be a place called Skateworld on Anderson Mill Road that was primarily for roller skating but had a respectable arcade in its own right. It was there that I honed my skills on the original Tron, Pac Man, Galaga, Pole Position, Defender, and so many others. In the 1980s I remember visiting all the same mall arcades as others in my age group. There was Aladdin's Castle in Barton Creek Mall, The Gold Mine in Highland, and another Gold Mine in Northcross which was eventually renamed Tilt. Westgate Mall also had an arcade but being a north austin kid I never went there until later in the mid 1990s. There were also places like Malibu Grand Prix and Showbiz Pizza and Chuck-E-Cheeze, all of which had fairly large arcades for kids which were the secondary attraction.
If you're of a certain age you will remember Einsteins and LeFun on the Drag. They were there for a few decades going back way before the Slacker era. Lesser known is that the UT Student Union basement used to have an arcade that was comparable to either or both of those places. Back in the pre-9/11 days it was much easier to sneak in if you even vaguely looked like you could be a UT student.
But there was another place I was too young to have experienced called Smitty's up further north on 183 at Lake Creek in the early 1980s. I never got to go there but I always heard about it from older kids at the time. It was supposed to have been two stories of wall to wall games with a small snack bar. I guess at the time it served a mostly older teen crowd from Westwood High School and for that reason younger kids my age weren't having birthday parties there. It wasn't around very long, just a few years during the Golden Age of Arcades.
It is with almost-forgotten early arcades like that in mind that I wanted to share with y'all some examples of places from The Golden Age of the Video Arcade in Austin using some old Statesman articles I've found. Maybe someone of a certain age on here will remember them. I was curious what they were like, having missed out by being slightly too young to have experienced most of them first hand. I also wanted to see the original reaction to them in the press. I had a feeling there was some pushback from school/parent/civic groups on these facilities showing up in neighborhood strip malls or next to schools, and I was right to suspect. But I'm getting ahead of myself. First let's list off some places of interest. Be sure to speak up if you remember going to any of these, even if it was just for some other kid's birthday party. Unfortunately some of the only mentions about a place are reports of a crime being committed there, such as our first few examples.
Forgotten Arcade #1
Fun House/Play Time Arcade - 2820 Guadalupe
June 15, 1975
ARCADE ENTHUSIASM
A gang fight involving 20 30 people erupted early Saturday morning in front of an arcade on Guadalupe Street. The owner of the Fun House Arcade at 282J Guadalupe told police pool cues, lug wrenches, fists and a shotgun were displayed during the flurry. Police are unsure what started the fisticuffs, but one witness at the scene said it pitted Chicanos against Anglos. During the fight the owner of the arcade said a green car stopped at the side of the arcade and witnesses reported the barrel of a shotgun sticking out. The crowd wisely scattered and only a 23-year-old man was left lying on the ground. He told police he doesn't know what happened.
March 3, 1976
ARCADE ROBBED
A former employee of Play Time Arcade, 2820 Guadalupe, was charged Tuesday in connection with the Tuesday afternoon robbery of his former business. Police have issued a warrant for the arrest of Ronnie Magee, 22, of 1009 Aggie Lane, Apt. 306. Arcade attendant Sam Garner said he had played pool with the suspect an hour before the robbery. He told police the man had been fired from the business two weeks earlier. Police said a man walked in the arcade about 2:45 p m. with a blue steel pistol and took $180. Magee is charged with first degree aggravated robbery. Bond was set on the charge at $15,000.
First it was called Fun House and then renamed Play Time a year later. I'm not sure what kind of arcade games beyond Pong and maybe Asteroids they could have had at this place. The peak of the Pinball craze was supposed to be around 1979, so they might have had a few pinball machines as well. A quick search of youtube will show you a few examples of 1976 video games like Death Race. The location is next to Ken's Donuts where PokeBowl is today where the old Baskin Robbins location was for many years.
Forgotten Arcade #2
Green Goth - 1121 Springdale Road
May 15, 1984
A 23-year-old man pleaded guilty Monday to a January 1983 murder in East Austin and was sentenced to 15 years in prison. Jim Crowell Jr. of Austin admitted shooting 17-year-old Anthony Rodriguez in the chest with a shotgun after the two argued outside the Green Goth, a games arcade at 1121 Springdale Road, on Jan. 23, 1983. Crowell had argued with Rodriguez and a friend of Rodriguez at the arcade, police said. Crowell then went to his house, got a shotgun and returned to the arcade, witnesses said. When the two friends left the arcade, Rodriguez was shot Several weeks ago Crowell had reached a plea bargain with prosecutors for an eight-year prison term, but District Judge Bob Perkins would not accept the sentence, saying it was shorter than sentences in similar cases. After further plea bargaining, Crowell accepted the 15-year prison sentence.
I can't find anything else on Green Goth except reports about this incident with a murder there. There is at least one other report from 1983 around the time of Crowell's arrest that also refer to it as an arcade but reports the manager said the argument started over a game of pool. It's possible this place might have been more known for pool.
Forgotten Arcades #3 & #4
Games, Etc. - 1302 S. First St
Muther's Arcade - 2532 Guadalupe St
August 23, 1983
Losing the magic touch - Video Arcades have trouble winning the money game
It was going to be so easy for Lawrence Villegas, a video game junkie who thought he could make a fast buck by opening up an arcade where kids could plunk down an endless supply of quarters to play Pac-Man, Space Invaders and Asteroids. Villegas got together with a few friends, purchased about 30 video games and opened Games, Etc. at 1302 S. First St in 1980. .,--.... For a while, things, went great Kids waited in line to spend their money to drive race cars, slay dragons and save the universe.
AT THE BEGINNING of 1982, however, the bottom fell out, and Villegas' revenues fell from $400 a week to $25. Today, Games, Etc. is vacant Villegas, 30, who is now working for his parents at Tony's Tortilla Factory, hasn't decided what he'll do with the building. "I was hooked on Asteroids, and I opened the business to get other people hooked, too," Villegas said. "But people started getting bored, and it wasn't worth keeping the place open. In the end, I sold some machines for so little it made me sick."
VILLEGAS ISNT the only video game operator to experience hard times, video game manufacturers and distributors 'It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100 .
Pac-Man's a lost cause. Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Ronnie Roark says. In the past year, business has dropped 25 percent to 65 percent throughout the country, they say. Most predict business will get even worse before the market stabilizes. Video game manufacturers and operators say there are several reasons for the sharp and rapid decline: Many video games can now be played at home on television, so there's no reason to go to an arcade. The novelty of video games has worn off. It has been more than a decade since the first ones hit the market The decline can be traced directly to oversaturation or the market arcade owners say. The number of games in Austin has quadrupled since 1981, and it's not uncommon to see them in coin-operated laundries, convenience stores and restaurants.
WITH SO MANY games to choose from, local operators say, Austinites be came bored. Arcades still take in thousands of dollars each week, but managers and owners say most of the money is going to a select group of newer games, while dozens of others sit idle.
"After awhile, they all seem the same," said Dan Moyed, 22, as he relaxed at Muther's Arcade at 2532 Guadalupe St "You get to know what the game is going to do before it does. You can play without even thinking about it" Arcade owners say that that, in a nutshell, is why the market is stagnating.
IN THE PAST 18 months, Ronnie Roark, owner of the Back Room at 2015 E. Riverside Drive, said his video business has dropped 65 to 75 percent Roark, . who supplied about 160 video games to several Austin bars and arcades, said the instant success of the games is what led to their demise. "The technology is not keeping up with people's demand for change," said Roark, who bought his first video game in 1972. "The average game is popular for two or three months. We're sending back games that are less than five months old."
Roark said the market began dropping in March 1982 and has been declining steadily ever since. "The drop started before University of Texas students left for the summer in 1982," Roark said. "We expected a 25 percent drop in business, and we got that, and more. It's never really picked up since then. - "It used to be fairly common to get $300 a week from a machine. Now we rarely get more than $100. 1 was shocked when I looked over my books and saw how much things had dropped."
TO COMBAT THE slump, Roark said, he and some arcade owners last year cut the price of playing. Even that didn't help, he said. Old favorites, such as Pac-Man, which once took in hundreds of dollars each week, he said, now make less than $3 each. "Pac-Man's a lost cause," he said. "Six months ago, you could resell a Pac-Man machine for $1,600. Now, you're lucky to get $950 if you can find a buyer." Hardest hit by the slump are the owners of the machines, who pay $3,500 to $5,000 for new products and split the proceeds with the businesses that house them.
SALEM JOSEPH, owner of Austin Amusement and Vending Co., said his business is off 40 percent in the past year. Worse yet, some of his customers began returning their machines, and he's having a hard time putting them back in service. "Two years ago, a machine would generate enough money to pay for itself in six months,' said Joseph, who supplies about 250 games to arcades. "Now that same machine takes 18 months to pay for itself." As a result, Joseph said, he'll buy fewer than 15 new machines this year, down from the 30 to 50 he used to buy. And about 50 machines are sitting idle in his warehouse.
"I get calls every day from people who want to sell me their machines," Joseph said. "But I can't buy them. The manufacturers won't buy them from me." ARCADE OWNERS and game manufacturers hope the advent of laser disc video games will buoy the market Don Osborne, vice president of marketing for Atari, one of the largest manufacturers of video games, said he expects laser disc games to bring a 25 percent increase in revenues next year. The new games are programmed to give players choices that may affect the outcome of the game, Os borne said. "Like the record and movie industries, the video game industry is dependent on products that stimulate the imagination," Osborne said "One of the reasons we're in a valley is that we weren't coming up with those kinds of products."
THE FIRST of the laser dis games, Dragonslayer and Star Wan hit the market about two months ago. Noel Kerns, assistant manager of The Gold Mine Arcade in Northcross Mall, says the new games are responsible for a $l,000-a-week increase in revenues. Still, Kerns said, the Gold Mine' total sales are down 20 percent iron last summer. However, he remain optimistic about the future of the video game industry. "Where else can you come out of the rain and drive a Formula One race car or save the universe?" hi asked.
Others aren't so optimistic. Roark predicted the slump will force half of all operators out of business and will last two more years. "Right now, we've got a great sup ply and almost no demand," Roark said. "That's going to have to change before things get- significantly better."
Well there is a lot to take from that long article, among other things, that the author confused "Dragonslayer" with "Dragon's Lair". I lol'd.
Anyone who has been to Emo's East, formerly known as The Back Room, knows they have arcade games and pool, but it's mostly closed when there isn't a show. That shouldn't count as an arcade, even though the former owner Ronnie Roark was apparently one of the top suppliers of cabinet games to the area during the Golden Era. Any pool hall probably had a few arcade games at the time, too, but that's not the same as being an arcade.
We also learn from the same article of two forgotten arcades: Muthers at 2522 Guadalupe where today there is a Mediterranean food restaurant, and another called Games, Etc. at 1302 S.First that today is the site of an El Mercado restaurant. But the article is mostly about showing us how bad the effects were from the crash at the end of the Golden Era. It was very hard for the early arcades to survive with increasing competition from home game consoles and personal computers, and the proliferation of the games into stores and restaurants.
Forgotten Arcades #5 #6 & #7
Computer Madness - 2414 S. Lamar Blvd.
Electronic Encounters - 1701 W Ben White Blvd (Southwood Mall)
The Outer Limits Amusements Center - 1409 W. Oltorf
March 4, 1982
'Quartermania' stalks South Austin
School officials, parents worried about effects of video games
A fear Is haunting the video game business. "We call it 'quartermania.' That's fear of running out of quarters," said Steve Stackable, co-owner of Computer Madness, a video game and foosball arcade at 2414 S. Lamar Blvd. The "quartermania" fear extends to South Austin households and schools, as well. There it's a fear of students running out of lunch money and classes to play the games. Local school officials and Austin police are monitoring the craze. They're concerned that computer hotspots could become undesirable "hangouts" for students, or that truancy could increase because students (high-school age and younger) will skip school to defend their galaxies against The Tempest.
So far police fears have not been substantiated. Department spokesmen say that although more than half the burglaries in the city are committed by juveniles during the daytime, they know of no connection between the break-ins and kids trying to feed their video habit But school and parental worries about misspent time and money continue. The public outcry in September 1980 against proposals to put electronic game arcades near two South Austin schools helped persuade city officials to reject the applications. One proposed location was near Barton Hills Elementary School. The other was South Ridge Plaza at William Cannon Drive and South First Street across from Bedlchek Junior High School.
Bedichek principal B.G. Henry said he spoke against the arcade because "of the potential attraction it had for our kids. I personally feel kids are so drawn to these things, that It might encourage them to leave the school building and play hookey. Those things have so much compulsion, kids are drawn to them like a magnet Kids can get addicted to them and throw away money, maybe their lunch money. I'm not against the video games. They may be beneficial with eye-hand coordination or even with mathematics, but when you mix the video games during school hours and near school buildings, you might be asking for problems you don't need."
A contingent from nearby Pleasant Hill Elementary School joined Bedichek in the fight back in 1980, although principal Kay Beyer said she received her first formal call about the games last Week from a mother complaining that her child was spending lunch money on them. Beyer added that no truancy problems have been related to video game-playing at a nearby 7-11 store. Allen Poehl, amusement game coordinator for Austin's 7-11 stores, said company policy rules out any game-playing by school-age youth during school hours. Fulmore Junior High principal Bill Armentrout said he is working closely with operators of a nearby 7-1 1 store to make sure their policy is enforced.
The convenience store itself, and not necessarily the video games, is a drawing card for older students and drop-outs, Armentrout said. Porter Junior High principal Marjorie Ball said that while video games aren't a big cause of truancy, "the money (spent on the games) is a big factor." Ball said she has made arrangements with nearby businesses to call the school it students are playing the games during school hours. "My concern is that kids are basically unsupervised, especially at the 24-hour grocery stores. That's a late hour for kids to be out. I would like to see them (games) unplugged at 10 p.m.," adds Joslin Elementary principal Wayne Rider.
Several proprietors of video game hot-spots say they sympathize with the concerns of parents and school officials. No one under 18 is admitted without a parent to Chuck E. Cheese's Pizza Time Theatre at 4211 S. Lamar. That rule, says night manager David Dunagan, "keeps it from being a high school hangout. This is a family place." Jerry Zollar, owner of J.J. Subs in West Wood Shopping Center on Bee Cave Road, rewards the A's on the report cards of Eanes school district students with free video games. "It's kind of a community thing we do in a different way. I've heard from both teachers and parents . . . they thought this was a good idea," said Zollar.
Electronic Encounters in Southwood Mall last year was renovated into a brightly lit arcade. "We're trying to get away from the dark, barroom-type place. We want this to be a place for family entertainment We won't let kids stay here during school hours without a written note from their parents, and we're pretty strict about that," said manager Kelly Roberts. Joyce Houston, who manages The Outer Limits amusements center at 1409 W. Oltorf St. along with her husband, said, "I wouldn't let my children go into some of the arcades I've visited. I'm a concerned parent, too. We wanted a place where the whole family could come and enjoy themselves."
Well you can see which way the tone of all these articles is going. There were some crimes committed at some arcades but all of them tended to have a negative reputation for various reasons. Parents and teachers were very skeptical of the arcades being in the neighborhoods to the point of petitioning the City Government to restrict them. Three arcades are mentioned besides Chuck-E-Cheese. Electronic Encounters in Southwood Mall, The Outer Limits amusements center at 1409 W. Oltorf, and Computer Madness, a "video game and foosball arcade" at 2414 S. Lamar Blvd.
Forgotten Arcade #8
Smitty's Galaxy of Games - Lake Creek Parkway
February 25, 1982
Arcades fighting negative image
Video games have swept across America, and Williamson and Travis counties have not been immune. In a two-part series, Neighbor examines the effects the coin-operated machines have had on suburban and small-town life.
Cities have outlawed them, religious leaders have denounced them and distraught mothers have lost countless children to their voracious appetites. And still they march on, stronger and more numerous than before. A new disease? Maybe. A wave of invading aliens from outer space? On occasion. A new type of addiction? Certainly. The culprit? Video games. Although the electronic game explosion has been mushrooming throughout the nation's urban areas for the past few years, its rippling effects have just recently been felt in the suburban fringes of North Austin and Williamson County.
In the past year, at least seven arcades armed with dozens of neon quarter-snatchers have sprung up to lure teens with thundering noises and thousands of flashing seek-and-destroy commands. Critics say arcades are dens of iniquity where children fall prey to the evils of gambling. But arcade owners say something entirely different. "Everybody fights them (arcades), they think they are a haven for drug addicts. It's just not true," said Larry Grant of Austin, who opened Eagle's Nest Fun and Games on North Austin Avenue in Georgetown last September. "These kids are great" Grant said the gameroom "gives teenagers a place to come. Some only play the games and some only talk.
In Georgetown, if you're from the high school, this is it." He said he's had very few disturbances, and asks "undesirables" to leave. "We've had a couple of rowdies. That's why I don't have any pool tables they tend to attract that type of crowd," Grant said.
Providing a place for teens to congregate was also the reason behind Ron and Carol Smith's decision to open Smitty's Galaxy of Games on Lake Creek Parkway at the entrance to Anderson Mill. "We have three teenage sons, and as soon as the oldest could drive, it became immediately apparent that there was no place to go around here," said Ron, an IBM employee who lives in Spicewood at Balcones. "This prompted us to want to open something." The business, which opened in August, has been a huge success with both parents and youngsters. "Hundreds of parents have come to check out our establishment before allowing their children to come, and what they see is a clean, safe environment managed by adults and parents," Ron said. "We've developed an outstanding rapport with the community." Video arcades "have a reputation that we have to fight," said Carol.
Kathy McCoy of Georgetown, who last October opened Krazy Korner on Willis Street in Leander, agrees. "We've got a real good group of kids," she said. "There's no violence, no nothing. Parents can always find their kids at Krazy Korner."
While all the arcade owners contacted reported that business is healthy, if not necessarily lucrative, it's not as easy for video entrepreneurs to turn a profit as one might imagine. A sizeable investment is required. Ron Smith paid between $2,800 and $5,000 for each of the 30 electronic diversions at his gameroom.
Grant said his average video game grosses about $50 a week, and his "absolute worst" game, Armor Attack, only $20 a week. The top machines (Defender and Pac-Man) can suck in an easy $125 a week. That's a lot of quarters, 500 to be exact but the Eagle's Nest and Krazy Korner pass half of them on to Neelley Vending Company of Austin which rents them their machines. "At 25 cents a shot, it takes an awful lot of people to pay the bills," said Tom Hatfield, district manager for Neelley.
He added that an owner's personality and the arcade's location can make or break the venture. The game parlor must be run "by an understanding person, someone with patience," Hatfield said. "They cannot be too demanding on the kids, yet they can't let them run all over them." And they must be located in a spot "with lots of foot traffic," such as a shopping center or near a good restaurant, he said. "And being close to a school really helps." "Video games are going to be here permanently, but we're going to see some operations not going because of the competition," which includes machines in virtually every convenience store and supermarket, Hatfield said.
This article talks about three arcades. One in Georgetown called Eagles Nest, another in Leander called Krazy Korner, and a third called Smitty's Galaxy of Games on Lake Creek Parkway "on the fringes of North Austin". This is the one I remember the older kids talking about when I was a little kid. There was once a movie theater across the street from the Westwood High School football stadium and behind that was Smitty's. Today I think the building was bulldozed long ago and the space is part of the expanded onramp to 183 today. Eventually another unrelated arcade was built next to the theater that became Alamo Lakeline. It was another site of some unrecorded epic Street Fighter 2 and Mortal Kombat tournaments in the 90s.
But the article written before the end of the Golden Era tell us much about the pushback I was talking about earlier. Early arcades were seen as "dirty" places in some circles, and the owners of the arcades in Williamson County had to stress how "clean" their establishments were. This other article from a couple of weeks later tells of how area school officials weren't worried about video games and tells us more arcades in Round Rock and Cedar Park. Apparently the end of the golden age lasted a bit longer than usual in this area.
At some point in the next few years the bubble burst, and places like Smitty's were gone by the late 80s. But the distributors quoted earlier were right that arcade games weren't going completely away. In the mid 1980s LeFun opened up next in the Scientology building at 2200 Guadalupe on the drag. Down a few doors past what used be a coffee shop and a CVS was Einsteins Arcade. Both of those survived into the 21st century. I remember the last time I was at Einsteins I got my ass beat in Tekken by a kid half my age. heheh
That's all for today. There were no Bonus Pics in the UT archive of arcades (other than the classical architectural definition). I wanted to pass on some Bonus newspaper articles (remember to click and zoom in with the buttons on the right to read) about Austin arcades anyway but first a small story.
I mentioned earlier the secret of the UT Student Union. I have no idea what it looks like now but in the 90s there was a sizable arcade in with the bowling alley in the basement. Back in 1994 when I used to sneak in, they featured this bizarre early attempt at virtual reality games. I found an old Michael Barnes Statesman article about it dated February 11, 1994. Some highlights:
Hundreds of students and curiosity-seekers lined up at the University of Texas Union to play three to five minutes of Dactyl Nightmare, Flying Aces or V-Tol, three-dimensional games from Kramer Entertainment. Nasty weather delayed the unloading of four huge trunks containing the machines, which resemble low pulpits. Still, players waited intently for a chance to shoot down a fighter jet, operate a tilt-wing Harrier or tangle with a pterodactyl. Today, tickets will go on sale in the Texas Union lobby at 11:30 a.m. for playing slots between noon and 6 p.m.
Players, fitted with full helmets, throttles and power packs, stood on shiny gray and yellow platforms surrounded by a circular guard rail. Seen behind the helmet's goggles were computer simulated landscapes, not unlike the most sophisticated video games, with controls and enemies viewed in deep space. "You're on a platform waiting to fight a human figure," said Jeff Vaughn, 19, of Dactyl Nightmare. "A pterodactyl swoops down and tries to pick you up. You have to fight it off. You are in the space and can see your own body and all around you. But if you try to walk, you have to use that joy stick to get around."
"I let the pterodactyl carry me away so I could look down and scan the board," said Tom Bowen of the same game. "That was the way I found out where the other player was." "Yeah, it's cool just to stand there and not do anything," Vaughn said. The mostly young, mostly male crowd included the usual gaming fanatics, looking haggard and tense behind glasses and beards. A smattering of women and children also pressed forward in a line that snaked past the lobby and into the Union's retail shops.
"I don't know why more women don't play. Maybe because the games are so violent," said Jennifer Webb, 24, a psychology major whose poor eyesight kept her from becoming a fighter pilot in real life. "If the Air Force won't take me, virtual reality will." "They use stereo optics moving at something like 60 frames a second," said computer science major Alex Aquila, 19. "The images are still pretty blocky. But once you play it, you'll want to play it again and again." With such demand for virtual reality, some gamesters wondered why an Austin video arcade has not invested in at least one machine.
The gameplay looked like this.
Bonus Article #1 - "Video fans play for own reasons" (Malibu Grand Prix) - March 11, 1982
Bonus Article #2 - "Pac-Man Cartridge Piques Interest" - April 13, 1982
Bonus Article #3 - "Video Games Fail Consumer" - January 29, 1984
Bonus Article #4 - "Nintendoholics/Modems Unite" - January 25, 1989
Bonus Article #5 and pt 2 "Two girls missing for a night found at arcade" (truly dedicated young gamers) - August 7, 2003
submitted by s810 to Austin [link] [comments]

For Demonstration Purposes Only

Hey, folks, Steve here again. As my name implies, I'm a slot techician, which means I fix the machines and get asked if I can rig it to win so many times, it might as well be a Friday Evening, Pre-Recorded sketch.
Like my other stories, any names, brands, amounts, and locations that may appear have been changed for anonymity. Procedures and timelines may be changed if altering them does not break the flow of the story. Industry-standard terms (e.g. "TITO") have been left as-is.
This happened a few months ago, so some details are fuzzy.
It was a somewhat peaceful night so far in the casino. Calls for doors and other stupid-easy miscellany were down - so far, all save one or two calls were legitimate issues. At about 7:30, I was replacing some of the heads on the thermal printers (and chatting with $sup about the price of tea in China) when the radio crackled to life in my earpiece.
$radio: "I need a slot tech to 2-Charlie-1501 for a patron dispute."
$me: "2-Charlie-1501, be there in a minute."
I knew the voice on the radio as Jenny, one of the better attendants. She was one of the better ones out there; she'd troubleshoot and do everything she could before calling us, and if she called in a patron dispute, it almost always meant one of two things: either she herself did not understand (and in such a case she'd hang around while I dug through the game rules and explained it to the patron), or she had already explained it to the patron and the patron refused to believe her.
I set the printer parts aside and hiked upstairs to 2-CC-1501, where the patron was rambling on at her about how she saw this and how it did this and why didn't it pay her? Jenny saw me coming and stepped me aside to brief me:
$jenny: "She says she won several times while playing this, but I can't find anything in the game history."
I nod and Jenny goes back to deal with the patron while I check the credits on the game (zero), turn the audit key, and start doing my detective work. The game's history only goes back 20 games, so I start at the most recent and work my way back - there's some little wins here and there, but nothing on the scale that the patron was claiming - just ten credits here, fifteen there, so on and so forth - nothing out of the ordinary since they were playing 3 reels on a penny-denom 5-reel Royalty Mach 6 game.
After thumbing through all twenty games, I turn my attention to the game's internal logs. Nothing out of the ordinary shows up, just the usual start-of-play, end-of-play, start-of-play, end-of-play, ticket print, and audit stuff. And then I notice the timestamps.
03 Sep 19:34:36 2020 - Entered game recall 03 Sep 19:33:07 2020 - Audit mode - ON 03 Sep 19:26:51 2020 - Service Request - OFF 03 Sep 19:21:37 2020 - Service Request - ON 03 Sep 17:55:49 2020 - Ticket removed 03 Sep 17:55:46 2020 - Ticket print XXXXXXXXXXXXXX0001 $3.57 03 Sep 17:55:46 2020 - System authorization successful ... 
...Huh, that's over an h. I check the game recall screen's timestamps, and sure enough, the last play was a bit over an hour and a half ago.
By now, the patron's finished their tirade, so I turn to them.
$me: "How long ago were you playing?"
$patron: "A few minutes ago! Can't you see it?"
I turn back to Jenny, lean in, and softly advise her to call her manager. I hear her call for one and I go back to ticking boxes off the Standard Dispute Checklist - button test, video test, touchscreen test, the usual suspects. While I'm checking the logs one last time to make sure I didn't miss anything, Beth - the department manager on duty - arrives.
Beth was a good manager. She took care of everyone in the department, and I'm actually disappointed she left at some point between this story and now.
$beth: "Whatcha got, Steve?"
$me: "She says she was playing a few minutes ago and was winning - quite a lot - and it never paid her. Last game recall says the last game played was at 5:54 this evening."
$beth: "Okay. I'll call Big Brother1 and get them to run back the tape."
$me: "Alright. Buttons all tested good, touchscreen's dead-on."
Beth nodded and dismissed me, and I went back to fixing the printers in the tech shop while she did the needful.
A couple of hours later, I see her back-of-house and talk shop with her.
$me: "So what's the story on that dispute at 2-Charlie-15?"
$beth: "Oh, it was the demo. Surveillance saw her watching the demo for a few minutes before she called an attendant."
Reels turn on, electronic bells ring, and most likely, someone up in the surveillance room was laughing their butt off that day.
1 We use a discreet codename for Surveillance when we're radioing them. We don't actually call them "Big Brother", however - that's just the anonymized name I chose for them.
submitted by SlotTechSteve to talesfromtechsupport [link] [comments]

Competitive Budget Deck Masterpost (January 2021)

i'm starting to feel like modern Yugioh is a clown car, and every time the banlist apprehends the first few clowns that lead the format, 4-5 more step out to take their place. we didn't even have Linkross in handcuffs yet before VFD took the wheel and Vanity's Ruler got into the passenger seat. happy new year
 
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
Decks are grouped into four "tiers" and listed alphabetically by tier. Decklists are built prioritizing simplicity and effectiveness on a budget. Not all of them are perfect, but this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists. Don't feel obligated to stick to the sample lists either; you should experiment and play cards that feel comfortable and/or optimal to you.
Feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 23 Jan 2021]
Previous version: October 2020 Post
 

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.
 

Drytron

Price: $100 Imgur | DuelingBook
 

Virtual World

Price: $150 Imgur | DuelingBook
 

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.
 

Altergeist

Price: $75+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist have seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, and saw recent success with a top 8 finish at LCS 9. That deck was a Dogmatika variant piloted by Lars Junginger, playing the recently released Artemis, the Magistus Moon Maiden to make it slightly easier to summon Ecclesia in some hands.
  • The Dogmatika engine is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package. Of course, the deck is also perfectly playable as pure Altergeist.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, and Evenly Matched. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Virtual World, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • The release of Blazing Vortex in early February also brings along an incredibly powerful staple card in Pot of Prosperity. Altergeist, along with virtually every other deck that enjoys running Pot of Extravagance currently, will appreciate Prosperity as well. Many OCG decks are choosing to play both Extrav + Prosperity in their decklists. Of course, Prosperity is also a Secret Rare, and is virtually guaranteed to be around $100, so this is not applicable on a budget.
 

Prank-Kids

Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Got a great boost in Phantom Rage with Prank-Kids Meow-Meow-Mu, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo.
  • Prank-Kids Place is a little pricey, currently sitting at around $17 per copy in NA. While it contributes to your overall consistency (as it's equivalent to any Prank name), you can definitely get away with cutting copies of Place if your budget is tight.
  • Notably took 1st place at the Canadian Remote Duel Invitational in mid-January, piloted by Hanko Chow.
  • This deck appreciates the inclusion of Predaplant Verte Anaconda (currently over $30 apiece in NA) which can dump Thunder Dragon Fusion to help field Battle Butler, your main win condition. It was dropped from the provided list for budget reasons, but it's a great inclusion if you have a copy already. In conjunction with cards like Link Spider, it also improves your ability to play through disruption and through Nibiru.
  • This deck has many characteristics of a great deck, but suffers from similar problems as Zoodiac in that it struggles to play through disruption on your normal summon, or cards like Ash negating your first Prank-Kid effect. The inclusion of Polymerization in the main deck helps to combat this, but also popular are builds that don't play Poly at all and instead just load the main deck with handtraps and powerful staples like Forbidden Droplet.
  • Pot of Desires is included in this example main deck to help boost consistency and overall power, but some players opt not to run it.
 

Salamangreat

Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is a tremendous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.
  • The provided list plays Rivalry + Strike, a potent option allowing you to sometimes win games even into established boards. Strike is quite solid in the current format, as even the combo decks don't usually end on ways to punish a lot of set backrow.
  • Parallel eXceed is an optional card, and can be cut in favor of more backrow or handtraps. On one hand, it allows you to more easily link climb when going second, and can easily add a Dweller or Bagooska to your board going first (Dweller is very good right now, as well). On the other hand, players may prefer to run more defensive cards instead of eXceed.
 

Subterror

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Pure Guru control is the most played variant, and is more or less a stun deck that tries to abuse Guru as much as possible. While most Guru lists online are Numeron and/or Dragoon hybrids, the pure version saw some success earlier this format at the Benelux Remote Duel Extravaganza, finishing top 4. You can watch that deck profile here, and the sample list is generally based off of that list.
    • While Dragoon isn't budget-friendly, the Numeron engine is very accessible for little cost, and is a viable variant of this deck as well. Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves. If you are interested in this version, you can check the Subterror list on the previous budget post.
  • The sample list doesn't have a complete extra deck, mainly because it doesn't play Extravagance and you barely go into the Extra Deck to begin with. Relinquished Anima is a decent option if you can shell out the $7-8 for it, since sometimes you can turn Fiendess into Anima. Apart from that, provided Extra Deck options include anti-Maximus cards for the Dogmatika matchup, and Aussa + Zoodiac Drident in case you face a Zoodiac player. Taking their Zoo monster and then slapping your Drident on top can be potent.
  • This deck usually plays Extravagance over Desires, but Desires is quite a serviceable replacement. Similarly to Altergeist, this deck also enjoys Pot of Prosperity post-BLVO.
 

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).
 

Dinosaurs

Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinosaur's strength tends to be largely meta-dependent, particularly how well it can counter the existing top decks. During the previous two combo-infested formats with decks like Dragon Link and Adamancipator running around, Dinos had several extremely impressive showing at events, such as TeamSamuraiX1's win at the first NA Remote Duel Invitational, as well as all three first-place players at LCS 7 (a 3v3 event) playing Dino.
  • In the current format, Dinosaurs are struggling. The Virtual World matchup is difficult, and it's hard for Dinosaur to build to beat all of VW, Drytron, Eldlich variants, and the plethora of rogue decks running around. Additionally, Mystic Mine is not very potent this format as both Virtual World and Eldlich have in-engine outs to the card, which is another blow to the Dinosaur strategy. Finally, the popularity of handtraps like Skull Meister and Artifact Lancea in the side or even the main deck are also reasons this deck has declined.
  • The provided variant still plays Mine, as it has utility breaking boards. Deckout is a much less reliable strategy against VW and Eldlich, but you can still stall for some turns until you can make a push for game. The addition of Cosmic Cyclone is also an attempt at neutering cards like Chuche and Conquistador.
  • If you wanted to build this deck without Mines, you would have to find replacements for quite a few cards (and frankly, Dinosaur does not have very many good ones). Most power staples are not budget, such as Lightning Storm, Talents, Droplet, etc. This deck also really appreciates Pot of Extravagance, which still sits barely out of budget range at around $25 each in NA.
  • Budget Dino must also deal with the lack of Animadorned Archosaur, an extremely powerful addition to the deck that opens up many new combos. However, sitting at around $60 per copy, the card is inaccessible on a budget.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.
 

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that was a dominant force in the meta for about half a year, but lost a lot of resilience and power with the recent bans to Linkross and Dragon Buster Destruction Sword.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc. This also means that the budget version doesn't actually care about the Linkross ban at all.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • An interesting option the deck has is to use Union Carrier to equip handtraps such as Artifact Lancea. On the opponent's turn, Hieratic Seal can be used to return the handtrap to your hand, making it live immediately. This is something you may want to consider in the main deck if you frequently have to deal with decks like Virtual World and Dinosaur. Another option is to equip Ally of Justice Cycle Reader to Carrier (they're both machines) and then bounce it to hand, as a weapon against Drytron. Carrier isn't in the example list, but this is a really interesting option to consider.
  • With Linkross out of the picture, playing Fibrax alone is an option if you either already own a copy or can afford the $20 needed to obtain one. You may have to retool your combos to incorporate Fiber, but the card can definitely add flexibility and resilience to your deck if you use it well.
 

Paleozoic Frogs

Price: $50+ Imgur | DuelingBook
  • Backrow-heavy control deck that summons its Traps to the field as monsters and pressures the opponent with Toadally Awesome
  • After being absent from the budget post for about a year, Paleo makes its triumphant return as its boss monster, Toad, returns to 3. Toad's reprint in Maximum Gold also brought this card down from $20 each to just a few bucks, making the entire deck extremely cheap.
  • As a control deck, Paleo suffers from more weaknesses compared to Eldlich, Altergeist, and Subterror. Notably, the engine tends to bleed advantage unless you've managed to maintain access to Swap Frog, and you can be quickly outpaced by stronger decks. However, in games where you can establish a Toad early, or where you can maintain control with your backrow, you can do quite well.
  • Paleo saw a surprising amount of success in various remote duel events this format, though some of that success is likely due to the format being unexplored and some sort of "new toy syndrome" as Toad recently went from 2 to 3.
  • Paleo struggles to out Dragoon, especially without access to Ice Dragon's Prison, a $40 card. An interesting option catching on in the meta lately is the use of Mirror Force cards, particularly Quaking and Storming, as they both pressure Dragoon. Still, the card puts quite a lot of pressure on this deck.
  • Speaking of Dragoon, some Paleo players opt to play that package in this deck as well. Swap Frog is a one card Dragoon as you can simply dump Ronin, turn Swap into Almiraj, and then revive Ronin to make Verte from there.
  • Fiend Griefing is presented as an interesting option which is very decent in the current meta, particularly vs Drytron. Combining it with Absolute King Back Jack is a classic combo that Paleo played a long time ago in 2017, during early Zoo formats.
 

Shaddoll (Magistus)

Price: $100+, can be closer to $50 with fewer copies of Schism Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks such as Drytron. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism.
  • The current meta is favorable for Shaddoll not only due to Winda being effective vs Drytron, but also due to Ariel being very strong against a large chunk of the format, including Eldlich variants. Her ability to banish 3 cards from the GY is so strong that some decks are splashing in Sinister Shadow Games + Ariel just for that option, which we saw played in some of the 60-card Eldlich decks at LCS 9.
    • The growing popularity of Shaddoll cards has also caused Shaddoll Schism to go up in price substantially. Currently, it's around $17, but it may continue to rise.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Invoked Shaddoll was a popular hybrid in earlier formats, but with the release of the Magistus archetype in GEIM, Shaddolls got access to Rilliona and Magistus Invocation. This is an improvement since Magistus Invocation can fuse from hand and field whereas the regular Invocation can only fuse from hand when summoning Shaddolls. Additionally, Artemis provides a super convenient way for the deck to turn any Shaddoll into a LIGHT monster, which is important for summoning Construct.
  • While the full Dogmatika package is very expensive due to Nadir Servant being a $75 card, one option is to play just one copy of Ecclesia (around $20) along with Maximus and a playset of Dogmatika Punishment. Maximus and Punishment have a ton of synergy in the Shaddoll deck in conjunction with Apkallone's GY effect, and this combination is deadly even on a budget.
  • Other normal summons such as Mathematician and even Gale Dogra are potent on this deck, and can be played in addition to Rilliona or as a replacement for her. Yet another option is to run 1 copy of the now-cheap Eldlich the Golden Lord as a LIGHT monster for Shaddoll Fusion that can easily revive itself.
  • Another popular variant is a very trap-heavy list, sometimes cutting the Magistus cards entirely. PAK and SirEmanon's YouTube channels both have their own takes on this, if you're interested.
 

Unchained

Price: $50+ Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second quite effectively. Since going second is very difficult this format, the provided list aims to go first, playing a bunch of trap cards.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events. After the December banlist, Unchained has rapidly gained popularity in online remote duel events, and is one of the more prominent rogue decks this format. This success could be because the format is generally slower compared to previous ones, and many destruction-based cards such as Torrential Tribute are very popular currently, which this deck enjoys.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into backrow or Unchained floats can very quickly be fatal. It also matches up decently into some backrow decks as well as Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.
 

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.
 

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Gradually got more and more cards back from the banlist, with Cir and Graff being unlimited on the December 2020 list. The deck is now more or less "full power" with the exception of Beatrice, who is still limited.
  • The deck aims to establish Beatrice on turn 1 backed up with trap cards. The BA cards as well as Beatrice are extremely floaty, so this deck can put up quite a fight in grind games. Fiend Griefing is a solid card in the current meta, and is excellent in the Burning Abyss deck as you can send Farfa for further disruption, Graff/Scarm for followup, or Back Jack for more traps.
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire). Nowadays, Phantom Knight decks are typically either built pure or with an extremely compact BA engine. While it's possible to play a more dedicated hybrid build, the release of PK Torn Scales combined with most key BA cards being unlimited means that it's just better to focus on one or the other.
  • Many other options are playable - Desires for draw power, playing more traps, more handtraps, etc. Consider Needle Ceiling over Torrential as it can be harder to pull off, but combos better with Trap Trick. Players with access to Ice Dragon's Prison should play it, and adventurous duelists can even opt to play Fire Lake of the Burning Abyss.
  • As a deck easily capable of churning out Rank 3 Xyzs, you also have easy access to Divine Arsenal AA-ZEUS Sky Thunder, one of the most powerful extra deck cards in the format. If this is an accessible option, it should be played.
 

Sky Striker

Price: $100+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Formerly an extremely dominant control deck, modern-day Striker no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. Some players opt for alternatives such as the Utopia Double package, which Zoé Weber played in the second EU Remote Duel Invitational last format. Another option is to simply not run it at all, and close games the old-fashioned way.
  • In previous formats, this deck was oftentimes played like an anti-meta going second deck, packing tons of removal cards and usually 3 copies of Mystic Mine in the main deck. In the current format, this strategy is a lot more difficult due to several factors - it's very hard to go second this format in general, and Mine is a lot less effective vs the top decks right now.
  • Instead, the sample list plays a going-first strategy with powerful trap cards like There Can Be Only One and Solemn Strike. It's possible to build this deck to go second, but you'd probably want to play board breakers instead of trap cards, and potentially also maindeck PSY-Framegear Gamma.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list. If your budget is tight, you can definitely cut her down to 1.
 

Zoodiac

Price: $100+ Imgur | DuelingBook
  • Xyz-focused deck with a gimmick allowing you to use any one Zoodiac as the entire Xyz material requirement for another Zoodiac. This lets you stack Zoo Xyz monsters on top of each other, making use of their effects.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. This deck is also commonly played as a hybrid deck, oftentimes with Eldlich and sometimes with Dogmatika cards. Both of these options are quite expensive, so they are not shown.
  • The deck's strength in competitive play comes almost entirely from Divine Arsenal AA-ZEUS Sky Thunder, an extremely powerful Xyz monster that Zoodiac can effortlessly make due to Zoodiac Boarbow. Zoo is also easily able to summon Zeus with many materials, allowing it to repeatedly nuke the board.
  • Budget Zoo without Zeus is extremely weak by comparison. Relying solely on Drident + handtraps is not a reliable win condition, so cards like Parallel eXceed and Pot of Avarice are included in the sample list to give this deck a boost. While Megaclops is a troublesome boss monster in some matchups, the big three decks (Drytron, Virtual World, and Eldlich) generally don't have much trouble dealing with it.
  • Even with Zeus, the deck has been struggling in the current competitive meta. Noteworthy is its performance at LCS 9, where out of a whopping 51 Zoodiac variants that entered the tournament, only 1 survived until top 16.
 

Up-And-Coming

Decks to watch out for, oftentimes due to recent online success or new support being announced. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves.
 

Tri-Brigade

Price: $100 (for now) Imgur | DuelingBook
  • Link-focused deck that plays a variety of Beast, Beast-Warrior, and Winged Beast monsters. The maindeck Tri-Brigades cheat out powerful Link monsters, provided your GY is set up. This deck also trivially access the Simorgh link, which can sometimes seal games on its own through the WIND Barrier Statue.
  • In the current format, Tri-Brigade has seen fairly sparse success, usually mixed with Zoodiac. However, BLVO gives us Tri-Brigade Kitt, a great boost to this deck and a fantastic combo piece.
  • Further support in LIOV and beyond is also very promising, making this deck a potentially solid investment for the future.
  • The Tri-Brigade core is currently quite cheap, but this could change in the future depending on hype and the market.
  • owo
 

Traptrix

Price: $100-150 Imgur | DuelingBook
  • Control deck with an extremely powerful Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • The sample list incorporates a very small Dogmatika engine. Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. Just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful. Another option is to dump El Shaddoll Apkallone, then adding and discarding Ariel in order to trigger her effect and banish 3 cards, which is insane value.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap. Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • This deck is definitely still getting support, as LIOV brings a new Link 2 and main deck monster.
 

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game.
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • Many Plunder lists play Forbidden Droplet, as it has great synergy with the cards. Without Droplet, you could fill the space with several different options. This deck chooses to play the Undine package, but you can also go for cards like Foolish Burial Goods, Salvage, Silent Angler, Tenyi Spirit - Shthana, Toadally Awesome + Bahamut Shark, or just more generic staples.
  • This deck is getting at least one more support card in LIOV, that being Ravenwing. Many people speculate that they'll also get another Patrollship of a new attribute, which would be a huge buff to the deck.
 

Honorable Mentions

  • Megalith, Madolche, Pendulum decks, Cyber Dragon, Orcust, Mermail Atlantean, Magical Musketeers, Crusadia (Guardragon), ABC, D/D, Generaider, and more - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Eldlich, Infernoid, Invoked variants, HERO, etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Chamber Dragonmaid, Cursed Eldland, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
 
 
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions.
submitted by JebusMcAzn to yugioh [link] [comments]

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