mood board for today
Happy Anniversary to the only day of the year Americans say correctly
I use my accent very correctly for Cinco de Mayo I will have you know
macklin celebrini has autism

TVSTRANGERTHINGS
occasionally subtle
PUT YOUR BEARD IN MY MOUTH

blake kathryn

Origami Around
Keni

Monterey Bay Aquarium

⣠Chile in a Photography âŁ

Discoholic đŞŠ
NASA

romaâ

titsay

@theartofmadeline
almost home
hello vonnie

if i look back, i am lost

Kaledo Art

seen from Malaysia

seen from Malaysia

seen from Switzerland

seen from Canada
seen from United States

seen from Israel

seen from South Africa
seen from Sri Lanka
seen from United States

seen from United States
seen from United States
seen from United States
seen from United States
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seen from Malaysia

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@thegreatklaid
mood board for today
Happy Anniversary to the only day of the year Americans say correctly
I use my accent very correctly for Cinco de Mayo I will have you know

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'Cro-Mag Rally'
[MAC] [USA] [MAGAZINE] [2000]
"Brog is a caveman in this kart racer with a choice of 11 vehicles which vary in acceleration, speed, suspension, and traction such as the Bone Buggy, the Geode Cruiser, and the Logmobile. You compete against rival cavemen on nine courses with different themes such as the Stone, Bronze, and Iron Ages. Brog can collect various weapons such as bone bombs, bottle rockets, homing pigeons, and land mines. There are different game modes such as: Race - challenge three computer opponents on three laps per course; Gather - collect arrowheads found scattered across the track." ~MobyGames
=====
Source: Game Week (Vol. 06, #28, 11/06/2000) || Video Game History Foundation
Ayyy we had this on like two or three computers at school for some reason. Tons of fun
Cornwall's Random Card of the Day 04/07/2026: Deflection
Deflection is a rare from Ice Age, seen here in its 5th edition printing.
So, this is a bit of an odd one just cause normally spells of this kind copy the spell and let you change targets for the copy. But this is effectively a narrow counterspell which also gets you a copy. All that is fine in blue's colour pie btw, and honestly I'm happier with that than blue just copying something on the battlefield.
I think this technically lets you steal auras, since they target by default. There's a surprisingly large amount you can do with this spell. I also like how the oracle text doesn't mention the "legal" part, since obviously, if the target is illegal it is, by definition, illegal, so the spell can't do it.
I give it a What It Says On The Tin/10.
Auras target only when cast. Fun fact I learned that Zur the Enchanter can have Shroud
Ok maybe this is not as universal as I thought it might be...
Are you familiar with how electricity feels coursing through your flesh
Not at all
Best i got is familiarity with static shock
Yeah girl, of course everyone accidentally electrocutes themselves sometimes
Bald
Yeah a decent electric fence counts
Yeah that would do it. Shock collar only the one time though? Are you sure? Just once?
Yes very good that exactly is what i expect to be typical
how the fuck am i, the girl who regularly works on power supplies, which people are famously advised to absolutely never open due to shock hazard, like the only one here without notable electric shock experiences
Dude what are you guys talking about I got hit by an electric fence multiple times and each time it was like getting punched hard in the back. Am I just, like, allergic to electricity?
No that's pretty typical. But there are different kinds. Like wattage kills voltage doesn't. Or maybe it's the other way around. Something like that. But also, could be just good ol' fashioned tumblr pretending
Cornwall's Random Card of the Day 15/06/2026: Deadly Rollick
Deadly Rollick is a rare from some commander thing.
So, this in most black commander decks is pretty much a free spell, since you kinda always have your commander in commander. Like, they are obnoxiously difficult to remove permanently. I wondered what was stopping you casting this with a nonblack deck until I remembered the stupid colour restrictions on commander decks, so no worries there.
I give it a Commander Card/10.
Well it could be a card that has a black cost for an ability. Kenrith for example is a 5 color deck, but a white creature.

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