A list of puns related to "RAL colour standard"
I never trust the competitive colour option when matching colours, too many are way off, but we have a Sherwin RAL fan deck. Anyone know if those matches are trustworthy or if thereβs another way to get the Sherwin RAL colours?
Edit: i have multiple RAL fan decks, just annoyed that sherwin slapped their name on them but doesnβt have it in the colour system.
Weβve painted the interior of our hallway in Cromarty by Farrow & Ball.
We are now changing our door and the manufacturers have asked for a RAL color reference. F&B wonβt give us the RAL.
Any suggestions how we could try and get this RAL reference?
So I have been focusing on Ral's combo, as combo is one of my favorite archetypes. I believe the list I have came up with so far is quite consistent and resilient to most aggro/midrange, but I haven't had a chance to test against much control. Let's dive in shall we?
Lands
2 [[Blast Zone]]
4 [[Sacred Foundry]]
3 [[Clifftop Retreat]]
3 [[Steam Vents]]
3 [[Sulfur Falls]]
4 [[Hallowed Fountain]]
3 [[Glacial Fortress]]
1 [[Mountain]]
1 [[Island]]
Instants/sorceries
1 [[Tamiyo's Epiphany]]
2 [[Lazotep Plating]]
2 [[Doublecast]]
3 [[Deafening Clarion]]
3 [[Ral's Outburst]]
3 [[Time Wipe]]
4 [[Opt]]
4 [[Expansion//Explosion]]
Planeswalkers
4 [[Teferi, Time Raveler]]
4 [[Ral, Stom Conduit]]
Creatures
4 [[ Augur of Bolas]]
Enchanments
2 [[Search for Azcanta]]
Sideboard
3 [[Spell Pierce]]
4 [[Adanto Vanguard]]
3 [[Dovin's Veto]]
2 [[Niv Mizzet, Parun]]
3 [[Lava Coil]]
The way the mana base is set now, may not be optimal, but in current testing it has seemed fine so far. 14 of each source seems fine as the only real card we plan on casting on time with ww casting is Time Wipe.
Blast Zone - this is the card in the mana base I'd like to talk about. I think this card is absolutely great. A lot of the time we have no wish to use it. Yet the card allows us to answer hard to answer threats that we can't tech against much. It can also be used as a pseudo wrath vs aggro/mono blue.
Augur of Bolas - This guy really helps the deck tick. Early blocker against aggro, helps dig for relevant spells. He's gas.
Teferi, Time Raveler - This card is bonkers. Dropping him against aggro/midrange, after a clarion is very difficult to come back from. He also shuts down control quite well. Midrange absolutely needs to find an answer to him once he lands and bounces a relevant piece on their board, effectively blanking 2 of their turns. Not only does this guy bounce almost anything, he also draws us a card, NICE!
Ral, Storm Conduit - This card is the core the deck/combo is built around. Never be scared to drop him into a small board, as once you play him he ticks up to 6 loyalty which allows him to live through some decent hits. Most people think that the combo is difficult to get in hand, it really isn't, also I don't always win with t
... keep reading on reddit β‘Storm has been my favorite deck in modern ever since and I've experimented around in standard with [[Thousand Year Storm]] but it just doesn't feel consistent enough. Since the release of [[Ral, Storm Conduit]] in WAR, I've set my eyes on building a deck revolving around the combo with [[Expansion // Explosion]] [[Narset's Reversal]] and/or [[Double Cast]]. For those unaware of the combo, Ral's static ability pings an opponent every time you cast or copy an instant or sorcery. The basic plan is to cast a cheap spell like [[Opt]] then use a copy spell copying the Opt. You then use another copy spell targeting the original copy spell which puts a new copy spell on the stack which you then target the original copy spell making an infinite loop and in turn, infinite pings.
The thing is I'm not sure what the best shell for it would be. I've thinking about putting the combo in a sort of Jeskai control shell with [[Teferi, Hero of Dominaria]] for some safety and consistency. Grixis also comes to mind but if I'm going to play Grixis, I feel it would be better to straight up cut out the combo for Bolas and stuff. I've also thought about shenanigans with [[Wilderness Reclamation]] as Temur reclamation is already a thing and I'm not sure if adding the combo in it would make it better or worse. Plain straight up Izzet is also an idea as there's less things to think about. You just focus on slamming Ral on the board and pray that he lives the next turn for you to combo off. I've listed pros some and cons I could think of for each type of deck and I'd love to hear insights on each.
Jeskai
Pros:
Cons:
Grixis
Pros:
Cons:
Reclamation
Pros:
Title, basically. Ral, Caller of Storms combines with two Expansion // Explosions to deal infinite damage to an opponent. A straightforward infinite combo composed of pieces that aren't individually bad seems like just what the doctor ordered. Even creature decks like Golgari Adventure decks have instants/sorceries worth copying with Expansion thanks to Adventure, and Ral copying anything is perfectly fine value if you don't need the combo.
Is there another combo deck that's outcompeting this more controlling deck? Is there too much disruption around (Aether Gust, Duress, Mystical Dispute, Thought Erasure)?
Hey Spikes,
I am not usually a combo player; I genuinely love the midrange playstyle of crafting a gameplan and adapting turn by turn. Combo decks have always been too fragile for my liking, the decks' weaknesses compounding on the salt of counterspells. M20 was a great set and I have really enjoyed the standard and limited environments since then, but Eldraine is another beast. So many powerful cards. Today we are going to be looking at [[Escape to the Wilds]], a growth spiral for people who don't play blue. The natural curve of Teferi into a 4 mana planeswalker to either find your gas or set up a massive turn 5 ends up being a very efficient threat. Early ramp guarantees consistent timings, and with the mana ramp later you combo off turn 5 most games.
Anyone not familiar with the combo should refer to the first link below for a helpful image primer. I'll save you the confusion of my own explanation because honestly I still am not a master of which stacks can be comboed off of and which cannot. Anyone who can succinctly summarize it will be greatly appreciated.
https://www.reddit.com/r/magicTCG/comments/b8kq5r/infinite_combo_in_war_standard/
https://scryfall.com/@ruferdhs/decks/2a22f346-460c-437e-88d5-27d60d1e54be
Card Selections-----------
Ramp:
4x [[Arboreal Grazer]]
4x [[Once upon a Time]]
2x [[Rosethorn Acolyte]]
The early ramp package of 4x Grazer and 4x Once upon a Time negates the inherent disadvantage that grazer usually brings to a deck. Once upon a Time definitely lives up to the hype both as a free grab of a missing color and also being a productive start to the Ral combo. The deck is technically 4 color because pushing for Teferi is just that worth it, and we can afford tap lands and stretching for colors is less of a problem with 4x Golden Eggs both acting as one time mana fixing as well as cantripping. Finally we include 2x Rosethorn Acolyte as mana fixing that is findable off Once upon a Time, the cheapest start to our Ral combo, and dropping the 3 mana dork after a grazer doesn't even feel that bad. All around a worthy include.
Interaction:
4x [[Root Snare]]
2x [[Tamiyo, Collector of Tales]]
I really thrive on interactive cards as a card player in general, so it kills me to throw 4x Fog in the deck. But it really is the best way to save
... keep reading on reddit β‘Why does this deck exist in its current form?
Right now in Bo1 ranked standard 2020 mono red cavalcade is everywhere. This deck includes 4 clarions, 2 timewipes, 2 Sonic Assaults (cast 4 times with jump start), and 4 3feri for early bounce including cavalcade itself. I'm not including prison realm or conclave because I'm playing baby Ral and Electrostatic which burn face/planeswalkers when I cast instants. At it's core this is a control deck that burns face using Glint Horn, Electrostatic Field and Ral Storm Conduit to burn face to win the match.
What does it do well / not so well in the current/established metagame? (If Bo3)
It's really important to start with Clarion or at least Sonic Assault in opening hand to slow down aggro decks which run Bo1 standard. Aggro decks can get through the control but and early board wipe is really important. Because of Jump Start mechanic and the double cast from Kefnet/Ral you can run counter spell control decks out of counters. Mid range decks struggle with all the board wipes, including double casting clarion for 6 dmg. No good defense against Planeswalkers but no a lot of Super Friends deck that I've seen.
How do you currently sideboard with this deck against the established metagame? (If you don't have a sideboard, please explain your thought process behind the cards you chose.)
Main win-con
3 Ral, Storm Conduit - Primarily in deck for double cast but also burns face for 1 each time you cast instant/sorcery
4 Electrostatic Field - Burn face for each instant/sorcery
4 Glint-Horn Buccaneer - Burn face mechanic built in when attacking, usually wins the game by using 1R to discard hand and burn face. Works really well with multiples on board. Deck is built around this cards discard text and includes 12 Jump start cards to trigger this for as much damage as possible.
Jump Start
3 Quasiduplicate - Duping electrostatic burns face for 1 and if you have 6 mana you cann cast again for 2 more damage. Builds wall for defense while burning face for 3. Duping Glint Horn and recasting does 1 damage to face and you can swing in for 4 because haste.
1 Chemister's Insight - 1 of for mid/late game draw.
3 Radical Idea - Early game draw. Once opt is released I would probably sub this out because it's a better card even in this deck
3 Risk Factor- burn face for 4 or draw three. Underrated card in current meta. Can be cast for R with Kefnet effect and when double cast with Ral you are going in for 1
... keep reading on reddit β‘Do you make parts that are painted, powder coated or Injection moulded? Need to get the colour matched? Check the Free "RAL+Pantone+Munsell Colour Generator for Inventor" https://clintbrown.co.uk/2019/01/20/colour/
https://preview.redd.it/m3skmhzi8ok21.png?width=748&format=png&auto=webp&s=b83a83deffd588d8da269b1ed49e813229915975
Hey guys, Iβve been playing UB Control exclusively since the new standard and recently got completely tired of it offering no finishers. The best we have is Doom Whisperer and it does a very poor job by easily being removed by everything they have, and not offering any card advantage. Itβs raw power is undeniable but it probably has a better home in a midrange shell somewhere, somewhat like Lyra Dawnbringer.
Now why Dimir when Izzet offers Niv Mizzet and Azorious offers Teferi, the best card in standard, and Jeskai gives you both? The answer is black has by far the best answers in standard to resolved planeswalkers/Creatures in Vraskaβs Contempt and Eldest Reborn. Eldest Reborn especially doubling as removal and win con is insane, a lot like Teferi. He basically functions like an overpowered planeswalker in most matches. +1, kill a threat, +1 Opponent discards a card, +1 Get the best threat in the game back with all your mana up to protect it. Beyond that the discard angle is substantially different from Jeskai strategy that itβs a completely different control deck and not just an inferior version.
Hereβs the most common forms of UB Control in the current meta:
Dimir: Most of the decks have moved away from Doom Whisperers have gone on the ultra grindy plan with Karn and Eldest Reborns. It works and I like it but Dimir based decks are already insanely grindy and the plan with Karn even more so. Iβm worried about it not translating well to paper.
Esper: You get Teferi, that alone seems good enough. Chromium also means itβs probably the best anti-control control deck. Unfortunately the mana is horrendous, and without Deafening Clarion and the bad mana youβre really weak to aggro. I think itβll be really good with Hallowed Fountain but right now itβs not there yet.
Sultai: Basically splashing green for the big Vraska and Trophy, both powerful cards. Vraska is the fastest finisher in standard with built in protection for Eldest Reborn. My biggest gripe with it that it doesnβt offer card advantage. Of course it ends the game so fast you donβt even need that sometimes.
Grixis: The most popular version plays some amount of Nicol Bolas and 1-2 Ral. In paper Nicol Bolas fits the plan perfectly. Itβs even more discard and a win con. My issue is itβs 3-4 extra slots that are taken away while turning on their creature removal.
Why Ral, Izzet Viceroy: It gives us that finisher we need, performing a similar role to Teferi in the deck. Packin
... keep reading on reddit β‘I'm reaching out to you all hoping for pointers in the right direction to find some LED downlights to replace existing in-ceiling CFL fittings.
I'm in Australia where we run on 240v 50hz.
A challenge is the 135 mm cut-out size as I can't find many options to fit, or even close.
An adapter plate is an option, but of course I'd like to keep any bezel to a minimum (ie fitting a 90 mm light into the 135 mm cut-out is not something I'm going to do).
Cutting slightly larger is an option!
Can any of you think of a product that would match the following 'wish list':
Bonus if the product is available from an Australian supplier.
If anyone here is savvy enough to chat about room shape, number of fittings, ceiling height & lux requirements, send me a message - I've tried local lighting stores, but none have the knowledge to go into such detail.
Welcoming all input! Thanks for reading. :)
Hello! First of all, english is not my natural lenguaje; so plz excuse me for the grammar errors i might have. Well, as its mentioned im developing a Jeskai deck based on Saheeli and Reinforcements but from a "combo" aproach. Second, im gonna try to explain the idea of the deck by the basics, and i meaning "basics" by establishing the type of strategy/ intention and its difference with other similar decks. Obviously its not new neither the "swarm plus pump spells" (all tokens archetype) or the combo (example: Empty the warrens plus haste), so, im trying to replicate the "combo" archetype around those cards. Its important for me to establish this difference cause alredy is around a Jeskai Token around twitter or youtube and seems a really good/fun/consistent deck. That deck, as many others like Selesnya Tokens, intents to buildup an army gradually (or kind of) and swings for lethal.
By the other hand, the combo aproach, obviusly, tries to make that but in one turn (in the ideal scenario). The deck im running (not entirely cause im missing some cards) could potentialy make the "one turn kill" but 1) you need to build up the scenario by playing the planeswalker, so, is hard to pull off cause you need to secure those permanents, but 2) it can stabilize or even win without making the combo works ( i mean, if you can kill their creatures and make an army of tokens eventually could win) 3) the deck has the tools to pull out TWO combos, (and "combo" doesnt mean "synergie" between cards, it means "this turn i win"), not simultaneusly (lel), but if one of the strategy fails, may as well win by the other (wich is Ral Infinite Combo)
Whitour further do, the examples of the combo, its plays around Saheeli, Ral (Storm Conduit), Heroic Reinforcements, Expansion/Explosion
(The next list of combos are in the "ideal" scenarios, in the ladder you can pullout this maybe one out of twenty or less in the early turns, but overall the deck has the tools to survive and then win the reinforcements or Ral's Infinite Combo)
A) Turn 5 Kill. Saheeli (T3), Ral (T4), Turn 5: Opt or Shock Ral -2 and Heroic Reinforcements. You have one servo Token from Saheeli's pasive ability when you casted Ral on T4 and one for the opt or the shock, then you got another token from casting reinforcements, then two Heroic Reinforcements resolves = you have five 3/3 and two 2/2 (19 damage) and 3 more damage from Ral's pasive.
B) Wit
... keep reading on reddit β‘With Ral, Storm Conduit dealing 1 damage for every cast or copied spell, the infinite triggering chain of 2 expansions or 1 expansion+doublecast/league guildmage/primal amulet/narsetβs reversal, you have a combo kill deck with some level of redundancy. For this deck would you want things like Treasure Map and Search for Azcanta, that let you dig to find those core combo pieces? Or maybe you want interaction, to survive the early turns to get your combo off? Or protection, so that your combo doesnβt so easily crumble when facing any level of control?
What would you suggest?
Hey guys, how many instants/sorceries would a player need to run to efficiently use him for his minus on turn 5-6 in the formats standard and historic? I always feel like including him, 20 seems to be the minimum it seems.
Hi! I need advice. I bought OnlineLabels Standard Matte Sticker Paper but I can't figure out the Silhouette print settings so the colours would be similar to the design. The colours are just completely off. My design is in standard RGB colours (drew it in procreate then assembled the sticker sheet in photoshop). My printer is Epson ET 2710.
I tried to change the Silhouette printing settings to normal paper, matte paper, glossy paper, photo paper. I even tried plenty of different colour profiles for example Epson IJ Printer 07, sRGB IEC6 1966-2.1, Epson Standard RGB Gamma 1.8, Pro Photo RGB and Epson Colour Controls on different settings.
The closest I got to the actual design was the sRGB IEC6 1966-2.1 on normal paper but dark purple and similar colour shades look more like a very nasty mix of green and brown in each colour settings I tried.
I normally print kiss cut stickers on vinyl sticker papers from a different brand on Epson Matte settings with the Epson IJ Printer 07 profile and they look perfect.
Does anyone know what to setup so it prints the colours as it should?
A friend of mine is absolutely in love with Narsets Reversal and realized immediately that comboing it with a reverberate allows you to gain infinite copy effects and then i threw in the addition of the new ral and expansion//explosion. Which would make this a standard legal combo. Now my question is. How would you guys make this viable? I feel like itd be possible to pull the rotating pieces out of izzet drakes and use the copy effects to enable more draws by copying discovery and your other draw spells but I'm not quite sure. It's an 8 mana combo but you can cast ral and if he survives, you win next turn.
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