Sesame Street (1969-Present)
Source: Muppet Wiki
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@thegreatklaid
Sesame Street (1969-Present)
Source: Muppet Wiki
@lesserknownwaifus

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Cornwall's Random Card of the Day 07/06/2026: Spider-Sense
Spider Sense is a rare from that Spiderman tie-in product.
Web-Slinging is a sort of variant on Ninjitsu. It mostly just needs you to return a tapped creature to your hand and can go on noncreature spells, as seen here. I guess this is one way to show the preparedness that Spiderman's weird psychic powers give him. More accurate would be to flip a coin beforehand to see if it works, but really that's more of a knock on the source material. In theory, you could use this spell to counter a combat trick and bail something you control out of a bad attack, but I wouldn't expect that to happen all too often.
I give it a More Consistent Than Real Spidey Sense/10.
Interesting that it doesn't have to grab an attacking creature. Just a tapped one. Actually, now that I think on it. I guess ninjutsu only has to be attacking. So you could play vigilant ninjas.
Cornwall's Random Card of the Day 28/05/2026: Geist of Saint Traft
Who's the geist who won't cop out, when there's removal all about?
TRAFT!
You're damn right.
Geist of Saint Traft is a mythic rare from Innistrad, seen here in its Duel Decks: Blessed vs Cursed printing. Looking like he died a great deal YOUNGER in fact.
This is one of the first cards with hexproof after they replaced shroud with it and it showed off a good way to be completely unbalanced and unfun. Unlike the Invisible Stalker, who couldn't be blocked, the Geist was just straight up too good value, being able to pick up an overpowered sword and then just charge in, and on the off chance it was killed somehow, you still eat 4 to the face from a temporary 4/4. And if not, you just kind of lose, since it's doing so much damage. Didn't help that the swords it was paired with got you value for hitting the opponent as well, so the boot was REALLY in if you managed to hit an opponent before their board was ready. Pretty sure it was part of the Caw Blade decks before they decided to go full bird and tutor for their creatures. This guy just goes to show how important interaction is to the game and how many of the overpowered pieces of cardboard they print are only balanced due to kill spells existing.
I give it a Hexproof/10.
Ah Geist, my one true love. Probably my favorite of the Ux Win Cons. Twin was nice, and it won. But Geist was just fun.
Cornwall's Random Card of the Day 18/05/2025: Six
Six is a rare from Modern Horizons 3.
Weird having a card be only one number(Hex doesn't count). This is the treefolk that the planeswalker Wrenn bonded with to become Wrenn and Six. Not really sure about the backstory behind the name there.
This guy gives all the nonland permanent cards in your graveyard retrace, a keyword which had previously only appeared on instants and sorceries, and never given to something else. I can only assume that the retrace, combined with the easy way to get more lands via Six itself, makes for some frustratingly samey gameplay and card combos. All you need is, say, an enchantment keeping Six from being blocked or targeted, and you've just made it VERY hard for a single opponent to ever take it out.
I give it a You Were So Concerned With Whether You Could Do It You Never Considered, Uh, If You Should Do It/10.
Regarding the name, Wrenns power is animating treefolk. The treefolk are numbered. Here's Wrenn with Seven
what if tumblr brings back editing other people's posts but the op has to turn it on
honestly that is the only situation in which that feature should ever be brought back
any other way goes wrong far far too easily
I am just now realizing that newer users who werenât chronically obsessed with tumblr history before joining the site maybe donât know about this past and deceased feature.
and so then they also maybe donât know that itâs what drove john green off of tumblr??? (wait actually was that the whole reason or just part of the reason? I wasnât actually here for that, iâve just heard the story)
did you know about the edit other peopleâs post feature?
yes and I was there to experience it
yes iâve heard of it
no???
letâs bring that back
I got to watch the John Green thing in real time. God that was a fun day.

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Cornwall's Random Card of the Day 10/05/2026: Mu Yanling, Sky Dancer
Mu Yanling, Sky Dancer is a mythic rare from Magic 2020, seen here in its Jumpstart 2025 printing.
This planeswalker was originally made for the Chinese-only cardset they made to try and tempt the Chinese into Magic. Not sure how well that worked. I don't really know much about this character, so I'll have to talk purely about the mechanics, which is always difficult for planeswalkers. So much to cover, but they mostly all boil down to "Play me, opponent must throw all caution to the wind and destroy me or win the game, probably losing a fair few cards in the process".
And this one is no exception. Low cost, but TWO ways to defend itself on its first two abilities, and the ultimate ability, yeah, kind of just wins you the game. Overall, probably pretty powerful!
I give it a Planeswalker/10.
I don't remember this card getting played much. It's alright, but it doesn't do a whole lot. Like, it's really only good if your opponent is swinging one dude. But it doesn't generate or cost your opponent any value in any sort of efficient manner. That ultimate is nice, but I wouldn't be too excited about it.
Came to see what clown is constantly arguing with the creator of Little Guys Metrics and seeing that you comment on everything like they're 13 and trying so hard to feel cool and grown up, or 85 and trying so hard to feel cool and young. If you're in between those ranges, congrats on using tumblr Really Really Strangely.
As anyone who has ever listened to @hardcore-gaming-101 will tell you. You are 100% correct.
Unless if this is @aaronderschaedel . Then you have always known this
There is a lot of context I'm probably missing here.
And I don't care to have it.
You weren't gonna get it anyways
Cornwall's Random Card of the Day 29/04/2026: Traverse the Ulvenwald
Traverse the Ulvenwald is a rare from Shadows Over Innistrad, seen here in its Shadows Over Innistrad Remastered printing.
This is a pretty simple and unimpressive card: pay a green to fix yourself a land of any kind, seen it a bunch before, but never at rare. If you're late in the game and have Delirium, however, you can get any CREATURE you want for only one mana! A pretty good way to find your delirium payoff, especially if you happen to be running a three-or-more colour deck(though that admittedly is a pretty damn specific deck).
I do like the idea of turning a tiny cheap land tutor into a tutor for something better, I just kind of wish it did a little more in its normal mode to be worth putting into the deck in the first place. I guess in high-variance-deck formats like Commander, however, the juice may well be worth the sqeeze.
I give it a Great For Very Specific Delirium Deck/10.
This saw some play that standard. Delirium isn't as hard as it sounds. Remember, for example, that Artifact Creatures count double.
kinda bother me how people always say there are three archetypes in magic: Aggro, Control and Combo. And I disagree, those are not the three archetypes, Combo is not a strategy, its just synergy dialed up to 11. Every deck can be combo if you have one available. I think the three archetypes are Aggro, Defence (Control goes here) and Economy (Midrange). Any of them can run a combo. An aggro combo tries to come online early, are usually cheap and easy to put together. A defensive combo tries to come in late to take the win or lock your opponent, they are usually more complex and expensive. An a midrange combo gives you a ton of resources that build up to a win, but dont usually let you win on that turn.
"Aggro, Control, Combo" was en vogue when I first entered the game some two decades ago(bones turning to dust etc, etc), but it has long been ceded to "Aggro, Control, Midrange" as the true trifecta of archetypes in Magic deckbuilding. Combos can happen in the game and the game is richer for it, but having fully a third of your entire range of decks trying to pull one off is pretty annoying to deal with, as I'm pretty sure WotC has realised over time. I'm frankly surprised that newer players still even encounter the phrase "Aggro, Control, Combo".
I don't even like calling midrange a third thing in some regards. The best definition I have ever come across is
Aggro - Win as fast as possible
Control - Win as slow as possible
Midrange - Win the opposite of what the other guy is trying to do.
This has held up pretty good for me for years. Its always been good advice for my own deck building, and helping others. And it carries out even in to other games.
But to further the idea. Aggro cards are best defined as fast cheap early value. I think the defining aggro card is Goblin Guide. It is a card that gets increasingly worse as the game goes on. Whats a free land to hand turn 1 or 2? Your opponent probably didn't keep that few anyways. And its for some ridiculous damage.
The defining control card is Celestial Collonade. Weird choice, but I think it examplifies my point. You can play it for free, keeping up mana for answers. But it only gets better as the game goes. Vigilance means that at a point it can attack and block. And as a flying 4/4 its real good at both.
Midrange is defined by its defining card. Lightning Bolt. It lives in all three decks. While Aggro and Control both love the card for its flexibility. Using it to kill creatures in Aggro is a bad place to be. And Control usually isn't bolting faces until it is time. And that is exactly why midrange plays it. It looks at the deck its facing and knows control isn't gonna give any targets except faces and aggro is gonna need the help for pest control.
I consider cards like Bloodbraid Elf and Blightning to be more characteristic of Midrange(You can tell when I started Magic). They can beat down, but they'll also value you out if you're running a more aggro strat than them.
I think the Goyf is the most emblematic, but I liked Lightning Bolt because it shows up in all three. I've played it in all three, and used it in three roles.
I used to play Death Shadow you see...
kinda bother me how people always say there are three archetypes in magic: Aggro, Control and Combo. And I disagree, those are not the three archetypes, Combo is not a strategy, its just synergy dialed up to 11. Every deck can be combo if you have one available. I think the three archetypes are Aggro, Defence (Control goes here) and Economy (Midrange). Any of them can run a combo. An aggro combo tries to come online early, are usually cheap and easy to put together. A defensive combo tries to come in late to take the win or lock your opponent, they are usually more complex and expensive. An a midrange combo gives you a ton of resources that build up to a win, but dont usually let you win on that turn.
"Aggro, Control, Combo" was en vogue when I first entered the game some two decades ago(bones turning to dust etc, etc), but it has long been ceded to "Aggro, Control, Midrange" as the true trifecta of archetypes in Magic deckbuilding. Combos can happen in the game and the game is richer for it, but having fully a third of your entire range of decks trying to pull one off is pretty annoying to deal with, as I'm pretty sure WotC has realised over time. I'm frankly surprised that newer players still even encounter the phrase "Aggro, Control, Combo".
I don't even like calling midrange a third thing in some regards. The best definition I have ever come across is
Aggro - Win as fast as possible
Control - Win as slow as possible
Midrange - Win the opposite of what the other guy is trying to do.
This has held up pretty good for me for years. Its always been good advice for my own deck building, and helping others. And it carries out even in to other games.
But to further the idea. Aggro cards are best defined as fast cheap early value. I think the defining aggro card is Goblin Guide. It is a card that gets increasingly worse as the game goes on. Whats a free land to hand turn 1 or 2? Your opponent probably didn't keep that few anyways. And its for some ridiculous damage.
The defining control card is Celestial Collonade. Weird choice, but I think it examplifies my point. You can play it for free, keeping up mana for answers. But it only gets better as the game goes. Vigilance means that at a point it can attack and block. And as a flying 4/4 its real good at both.
Midrange is defined by its defining card. Lightning Bolt. It lives in all three decks. While Aggro and Control both love the card for its flexibility. Using it to kill creatures in Aggro is a bad place to be. And Control usually isn't bolting faces until it is time. And that is exactly why midrange plays it. It looks at the deck its facing and knows control isn't gonna give any targets except faces and aggro is gonna need the help for pest control.

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the urge to remark on something really fundamental about disco elysium that isnât a new thought but still:
the game is about the experience of waking up after a drunken rampage and going about playing detective about your own life to find out the damage you did that you donât remember. addiction and its aftermath. and it heightens that idea by having it also be an actual detective story, youâre literally solving a murder case. but then it goes further and makes it into a communist narrative because every new generation gaining class consciousness and learning about capitalism and the history of class struggle is also that âplaying detective for past mistakes and trying to amend what feels like irreparable carnage that affects you now but you donât have memories ofâ experience that resonates so intimately with alcoholism and other despair driven addictions. we all start our political journeys on the back foot, without historical memory, in media res, saddled with burdens we donât feel responsible for but ultimately we will have to take that responsibility because if not us, no one will
I will always question people who claim they played Disco Elysium and then claim it to be a communist narrative. Like if nothing else, the last boss disavows that whole notion. That isn't even subtext. It is the text text.
But I like your ultimate conclusion. In fact makes him even more poignant. A man taking responsibilty in the worst way possible.
How is this attitude towards Disco Elysium still so prevalent? Yes itâs a communist narrative, it is not up for debate.
The creators are Marxists. The way that Disco Elysium analyzes the world is informed by Marxism. I myself am an anarchist communist and our politics are enormously more critical of what is commonly equated with communism (various forms of Leninism) than Disco Elysium is, even if the narrative is grappling with unavoidable historical failures. I can tell, for instance, that itâs not truly an anarchist critique, even with the nods to anarchism it makes. The critique is directed inwards.
Unfortunately, mistaking communist self-critique or conflict between fundamentally opposed types of communists as anti-communism is nothing new even when you know what the authorial intent is.
Sure you could play the game and initially assume the final encounter with Dros is an anti-communist message, but if you learn more about original ZA/UM, literally take them at their word that theyâre communists, then you have to approach the text with that understanding.
That self critique goes a bit further than I think you are realizing
The DE creatorsâ Marxist politics are literally not a mystery, so why are you getting all vague and mysterious now? Thereâs loads of communist theory that aligns with the central ideas of the game and the book, including theory that the writers were directly inspired by. This is just basic facts about the context of the gameâs creation. I donât think you realize how deep communist self-crit can go and still be communist.
I'm not saying they suddenly became capitalist or that's the game either. But the game is a rejection of radical ideas. Revolution only allowed more capitalism. Those who follow the party do it for twisted and selfish means.
It's kind of like Animal Farm, now that I say out loud. Orwell never stopped being a socialist, but I wouldn't call Animal Farm a communist work. Both not only a rejection of Communism, but saying Marxism won't work.
Like I'm not saying it isn't left wing. Or secretly capitalist. Or saying that Socialism is a waste of time, but the work is very flatly, saying Glorious Revolution isn't gonna work. Isn't gonna happen. The Party is a poor way to go. There has to be a better way to a better world.
the urge to remark on something really fundamental about disco elysium that isnât a new thought but still:
the game is about the experience of waking up after a drunken rampage and going about playing detective about your own life to find out the damage you did that you donât remember. addiction and its aftermath. and it heightens that idea by having it also be an actual detective story, youâre literally solving a murder case. but then it goes further and makes it into a communist narrative because every new generation gaining class consciousness and learning about capitalism and the history of class struggle is also that âplaying detective for past mistakes and trying to amend what feels like irreparable carnage that affects you now but you donât have memories ofâ experience that resonates so intimately with alcoholism and other despair driven addictions. we all start our political journeys on the back foot, without historical memory, in media res, saddled with burdens we donât feel responsible for but ultimately we will have to take that responsibility because if not us, no one will
I will always question people who claim they played Disco Elysium and then claim it to be a communist narrative. Like if nothing else, the last boss disavows that whole notion. That isn't even subtext. It is the text text.
But I like your ultimate conclusion. In fact makes him even more poignant. A man taking responsibilty in the worst way possible.
How is this attitude towards Disco Elysium still so prevalent? Yes itâs a communist narrative, it is not up for debate.
The creators are Marxists. The way that Disco Elysium analyzes the world is informed by Marxism. I myself am an anarchist communist and our politics are enormously more critical of what is commonly equated with communism (various forms of Leninism) than Disco Elysium is, even if the narrative is grappling with unavoidable historical failures. I can tell, for instance, that itâs not truly an anarchist critique, even with the nods to anarchism it makes. The critique is directed inwards.
Unfortunately, mistaking communist self-critique or conflict between fundamentally opposed types of communists as anti-communism is nothing new even when you know what the authorial intent is.
Sure you could play the game and initially assume the final encounter with Dros is an anti-communist message, but if you learn more about original ZA/UM, literally take them at their word that theyâre communists, then you have to approach the text with that understanding.
That self critique goes a bit further than I think you are realizing
the urge to remark on something really fundamental about disco elysium that isnât a new thought but still:
the game is about the experience of waking up after a drunken rampage and going about playing detective about your own life to find out the damage you did that you donât remember. addiction and its aftermath. and it heightens that idea by having it also be an actual detective story, youâre literally solving a murder case. but then it goes further and makes it into a communist narrative because every new generation gaining class consciousness and learning about capitalism and the history of class struggle is also that âplaying detective for past mistakes and trying to amend what feels like irreparable carnage that affects you now but you donât have memories ofâ experience that resonates so intimately with alcoholism and other despair driven addictions. we all start our political journeys on the back foot, without historical memory, in media res, saddled with burdens we donât feel responsible for but ultimately we will have to take that responsibility because if not us, no one will
I will always question people who claim they played Disco Elysium and then claim it to be a communist narrative. Like if nothing else, the last boss disavows that whole notion. That isn't even subtext. It is the text text.
But I like your ultimate conclusion. In fact makes him even more poignant. A man taking responsibilty in the worst way possible.
whoever coined "there are no stupid questions"; clearly didn't anticipate mark rosewater's blog
for non mtg players imagine if the head Flavor Scientist at pepsi cola had a blog and people kept going on it to ask like "do you think you'll make a pepsi that tastes like sewage? why haven't you ever made a pepsi with a drowned rat in it? i notice that the pepsi is always on the inside of the can and not the other way round, is there a reason for that?"
OP is missing the part where WotC tries Pepsi Drowned Rat after Mark Rosewater said it would never ever happen. And it becomes the best selling flavor of Pepsi
Came to see what clown is constantly arguing with the creator of Little Guys Metrics and seeing that you comment on everything like they're 13 and trying so hard to feel cool and grown up, or 85 and trying so hard to feel cool and young. If you're in between those ranges, congrats on using tumblr Really Really Strangely.
As anyone who has ever listened to @hardcore-gaming-101 will tell you. You are 100% correct.
Unless if this is @aaronderschaedel . Then you have always known this

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I donât wanna come in your space and tell you how to do your job but a dwarven guard is eminently chuckable
So Chuckability is measuring if the average person can chuck a guy - Little Guys like Bowser (of Koopa King fame) have 0 chuckability, because the average person is NOT Super Mario. The chuck needs to be a complete arc, landing on the ground some distance away - This is why flying/hovering guys do not get points in chuckability, much to the chagrin of all my ornithologist followers. There are some other obvious disqualifiers as well - the guy can't be too heavy or unwieldly like, oh I don't know, let's say a bottle nosed dolphin. The guy has to be tangible in order to even attempt the chuck, for instance, oh I don't know, just off the top of my dome, a purely digital avatar of a bottle nosed dolphin. Danger is factored in on a case-by-case basis. Sometimes a Little Guy who does not want to be chucked will try and fight back, sometimes they pose a danger passively that makes them impossible to pick up. It depends on the guy! Sometimes they have some other non-hazardous attribute that just makes them impossible to pick up. The final Chuckability score is an aggregate of how nice/easy a guy is to chuck, and distance chucked. A little guy who is a baseball is 3 star chuckability. A paper airplane might also get 3 chuckability, under the right conditions, but the delicate technique required to achieve distance on that bad boy is straying away from what is commonly understood to be a 'chuck', which is more of a rough throw than a delicate dart tossing. BUT I DIGRESS. We got ourselves a full grown fantasy Dwarf here, trained and ready for combat, so he weighs in at about 130kg. Factor in his plate armor at ~25kg, plus all his equipment, we'll put his total weight at ~185kg. So, if you are pretty strong, you could bear hug this guy and hoist him off the ground. But then you'd drop him! Even without his equipment, he is well outside the chucking range of professional athletes, even some of the strongest people in the world.
"Oh, but Gimli gets tossed-" https://journals.le.ac.uk/index.php/jist/article/view/806/758
I already read this. I have some disagreements with the conclusion, but it doesn't matter what they are - 'chucking gimli this distance is technically within the realm of human possibility' does not make a guy chuckable. The average person is not Aragorn. Gimli is not nice or easy to chuck. Wow, this guy is eminently chuckable alright. Good thing you aren't coming into my space and telling me how to do my job.
Get a load of this guy who can't grasp the concept of integers.
A ghost has a chuckability of true 0. A dwarf has a chuckability float of 0.1 or SOMETHING LIKE THAT. Sure, that is technically above zero if you treat it as a floating-point number, but the CESSBM rounds UP or DOWN because it is a system which operates on REDUCTIVE REASONING; if it DIDN'T operate that way we would be publishing data that the general public couldn't actually apply. So, Chuckability is a boolean, true or false, and ALL THE CRITERIA LISTED IN THE POST ABOVE set the boolean to false. You can technically pick this guy up, you can technically move him horizontally a non-zero amount, but that does NOT make it a 'Chuck'. A 'Chuck' is not really an objective term, and so while we try and do it as methodically as possible, at some point a value judgement needs to be made - It really does boil down to, the judges know what is or isn't a chuck when they see it. And this guy? Couldn't be chucked. He gets a zero, goose egg, no rounding-up, no consolation prize. If you meet this dwarf on the street and throw him, no you ain't, he's unthrowable, unchuckable, YOU AREN'T STRONG ENOUGH, YOU LACK THAT UPPER BODY STRENGTH, THAT CERTAIN JE NE SAIS QUOI.
Sorry your 'technically a physical object therefore technically chuckable' isn't a gotchya, and is actually a result of your fundamental misunderstanding of how the system works. I know you thought trundling your way into educating me on a system I've dedicated decades of my life to developing was going to work out different.
Yeah once again, cutting me out is cool. Real cool. Also, then smart guy. What does a trebuchet do?
I donât wanna come in your space and tell you how to do your job but a dwarven guard is eminently chuckable
So Chuckability is measuring if the average person can chuck a guy - Little Guys like Bowser (of Koopa King fame) have 0 chuckability, because the average person is NOT Super Mario. The chuck needs to be a complete arc, landing on the ground some distance away - This is why flying/hovering guys do not get points in chuckability, much to the chagrin of all my ornithologist followers. There are some other obvious disqualifiers as well - the guy can't be too heavy or unwieldly like, oh I don't know, let's say a bottle nosed dolphin. The guy has to be tangible in order to even attempt the chuck, for instance, oh I don't know, just off the top of my dome, a purely digital avatar of a bottle nosed dolphin. Danger is factored in on a case-by-case basis. Sometimes a Little Guy who does not want to be chucked will try and fight back, sometimes they pose a danger passively that makes them impossible to pick up. It depends on the guy! Sometimes they have some other non-hazardous attribute that just makes them impossible to pick up. The final Chuckability score is an aggregate of how nice/easy a guy is to chuck, and distance chucked. A little guy who is a baseball is 3 star chuckability. A paper airplane might also get 3 chuckability, under the right conditions, but the delicate technique required to achieve distance on that bad boy is straying away from what is commonly understood to be a 'chuck', which is more of a rough throw than a delicate dart tossing. BUT I DIGRESS. We got ourselves a full grown fantasy Dwarf here, trained and ready for combat, so he weighs in at about 130kg. Factor in his plate armor at ~25kg, plus all his equipment, we'll put his total weight at ~185kg. So, if you are pretty strong, you could bear hug this guy and hoist him off the ground. But then you'd drop him! Even without his equipment, he is well outside the chucking range of professional athletes, even some of the strongest people in the world.
"Oh, but Gimli gets tossed-" https://journals.le.ac.uk/index.php/jist/article/view/806/758
I already read this. I have some disagreements with the conclusion, but it doesn't matter what they are - 'chucking gimli this distance is technically within the realm of human possibility' does not make a guy chuckable. The average person is not Aragorn. Gimli is not nice or easy to chuck. Wow, this guy is eminently chuckable alright. Good thing you aren't coming into my space and telling me how to do my job.
OP still doesn't understand what 0 means.
He is far more chuckable than something incorporeal or intangible. 1 can do a lot of heavy liftnf, ahyuk, but 0 means nothing in this scale if both a dwarf and a ghost are regarded as the same level of chuckability!