The Flame in the Flood: a Girl and her Dog’s Hopeful Journey

When I started up “The Flame in the Flood”, there was a short cutscene where your trusty dog, Aesop, drags a backpack in his mouth and encounters your character: A girl sitting idly by a campfire. No words are exchanged, but the girl pets the dog and accepts the pack. Then you stand up, and you guide the girl to the nearest dock, passing by a sign that says, “DO NOT IDLE”.

“Do Not Idle” are three words that encompass the entire game. You start at Pinewood, a forest somewhere on the bank of an unnamed river. You and the dog go silently through the forest, picking up useful items as you go., before reaching your raft. Then, you’re put in charge of controlling the raft, dodging obstacles and making your way to the next destination, marked by a yellow circle at the top of the screen.

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Wild Exodia Mage: The Basics

This isn’t the most original meme, as I’m well aware.

 

Exodia mage is a deck that aims to win after playing Archmage Antonidas and four Sorcerer's Apprentice in one turn, then killing the opponent with a barrage of 0-cost Fireballs. In the Wild format, the Mage has access to Emperor Thaurissan, a card that allows you to reduce the cost of all the cards in your hand by 1. When you have Archmage Antonidas, [Sorcerer’s Apprentice], and Molten Reflection in your hand, the cost reductions from Emperor Thaurissan will be enough to play them all in one turn, and finish the game! Exodia mage is strong against decks that don’t have a lot of minion pressure, like the ever-popular Reno Priest. In this article, I will explain how to create and successfully play an Exodia Mage deck, and explain when not to play Exodia Mage.

Disclaimer: Because I don’t have a 50-game sample size, the contents of this article are my own opinion. I do have a working knowledge of Exodia Mage after playing it in Legend near the beginning of the Frozen Throne expansion.

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Star Trek Discovery: Lethe

In “Lethe”, Sarek is nearly killed when his acquaintance V’Latak destroys his shuttle while he is on the way to Klingon peace negotiations. Michael Burnham, who shares part of Sarek’s Katra, suddenly collapses while having lunch. She is pulled into the mind of Sarek, who is fixated on Burnham’s failure to make it into the Vulcan Expeditionary group. Sarek doesn’t welcome Burnham into his mind, so he pushes her out. As Sarek is near death, Burnham pleads with Captain Lorca to arrange a rescue mission. Meanwhile, Admiral Cornwall’s shuttle makes a surprise appearance. Cornwall wants to know if Captain Lorca is mentally fit for his responsibilities as captain of Discovery. She wants to know why he has been ignoring orders, allowing Burnham (a mutineer) to be an important part of Discovery’s mission, and why he has allowed Stamets to undergo eugenic manipulation.

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Star Trek Discovery: Magic to Make the Sanest Man go Mad

This week, Michael Burnham attends a party where she hopes to create new friendships between herself and the Discovery crew. Meanwhile, Harry Mudd (from “Choose your Pain”) boards the Discovery by hiding inside a Gormagander, an endangered species that Lorca is required to beam aboard. Mudd emerges and somehow takes control of the ship’s computer. Mudd declares to Captain Lorca that he will have his revenge for being left to die inside the Klingon ship. He intends to sell the Discovery to the Klingons, which in turn would stop any chance the Federation has of winning the war, and allow him to get back together with the love of his life, Stella. The only thing stopping him is that he doesn’t know how to operate the ship’s Spore drive. Somehow, Mudd obtained a Time Crystal, which lets him repeat the same thirty minutes over and over until he succeeds.

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