TBH, I can't even stand more than four 3drops.
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I know hehe, I used to cut 1 knight because I liked my curve lower but I put it back in because of peer pressure I guess so I'm running 5 with excavator (not including the 1 mana sink which is Batterskull in my case).
Crucible Snake has won me a game against Lands by himself (although I still lost the round). It's a pretty good feeling being able to out-last the best wasteland deck in the format :cool:
Planning on playing the following at a Win a Mox Saturday. Not sure if I'm gonna play the teeg main or not, may end up swapping the SoLaS main for it. Haven't played the deck since Top got banned so I'm unsure on how much I need Teeg main.
Maverick:
Maindeck (61)
1 Birds of Paradise
4 Deathrite Shaman
4 Mother of Runes
1 Gaddock Teeg
2 Qasali Pridemage
2 Scavenging Ooze
1 Scryb Ranger
2 Stoneforge Mystic
3 Thalia, Guardian of Thraben
4 Knight of the Reliquary
1 Ramunap Excavator
2 Thalia, Heretic Cathar
4 Green Sun's Zenith
4 Swords to Plowshares
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sylvan Library
2 Bayou
1 Dryad Arbor
2 Forest
1 Gaea's Cradle
1 Karakas
1 Plains
1 Rogue's Passage
2 Savannah
1 Scrubland
4 Wasteland
4 Windswept Heath
3 Wooded Foothills
Sideboard (15)
1 Ethersworn Canonist
2 Faerie Macabre
2 Duress
2 Fatal Push
2 Zealous Persecution
1 Krosan Grip
1 Sword of Light and Shadow
2 Banishing Light
2 Choke
Shared via TopDecked MTG https://www.topdecked.me/decks/8abb1...1-2d9fa3876ead
Heya fellow Maverick players,
Today I want to get a closer look on a specific card, Voice of Resurgence, and how it MIGHT be actually more viable than it was before.
Let's start off with the advantages of playing it:
- Generally quite good vs blue tempo decks
- boardpresence after boardwipes
- usually a 2 for 1 in control matchups (except white variants)
- quite nice synergy with Cradle (if you play it)
- forces opponent to play on their turn, therefore less blowout potential (snapcaster, k-command etc)
- tutorable with GSZ
- cmc 2 instead of the awkwardly overfilled cmc 3
going to the negative aspects of playing it:
- doesn't do very much against unfair decks
- weak against exile effects (Swords to Plowshares, Path to Exile, also Terminus though not really exile)
- relatively low impact compared to other hatebears
- has to replace something else in the list since there aren't too many flex spots
- qiute useless against Bloodmoon/Prison lists
What changed so it could be viable again:
- OG Miracles got banned, and new Miracles isn't as good of a deck as OG miracles was.
- Grixis Delver / 4c Control Meta, Voice is actually quite good against both
- All around less Exile effects
How many to play?
Since its tutorable you don't need to commit much slots to it, the other question is: do you want to tutor it up instead of something else?
It's often a nice to have but quite rarely the best answer.
So what's your opinion, do you think Voice could see any play in Maverick nowadays? If yes how many? I'd love to get your opinion.
Best regards,
Amace
PS: I'll cover another card each day the following week (either new or fallen out of favor and maybe even established cards that gotten into question lately; P.M. me if you have any suggestions) because I'm on vacation and would like to produce some nice content
hello Amace,
great that you make serious thoughts about single Cards.
at first look i thought voice of resurgence is a great card and that it would have Impact playing in maverick when it came out.
lots of testing have changed my mind and since then it gathers dust in my binder.
as i remember back then it never did what it promises because opponents can just play around its effect
and than its just a a bad 2 drop 2/2 beater --> qasali pridemage is strictly better in this spot.
- your thought of bringing it against grixis sounds good indeed - but thats all i think.
for testing it again i would recommend not more that 1.
in general its not the 2-mana-hatebear that we need these days...
Heya again fellow Maverick players,
today I want to cover a whole field of our deck: equipments!
First off a little table of content:
1. Which will I cover?
2. How useful are they?
3. Synergies and Anti-Synergies
4. How many equipments/Stoneforge Mystic should I play?
1. Which will I cover?
Since I want to help experienced as well as newer players I'll cover quite a lot this time:
- Umezawa's Jitte
- Batterskull
- Manriki-Gusari
- Sword of Fire and Ice
- Sword of Light and Shadow
- Sword of Feast and Famine
- Sword of War and Peace
- Sword of Body and Mind
How useful are they?
- Umezawa's Jitte's
Probably the bread and butter equipment in most creature matchups. It does just so much: It's much needed repeatable removal, can speed up your clock and even gain you life if you need it. All of that for the quite low mana cost of 2 and another 2 to equip. Also its fairly easy to enable it: pretty much just attack, the only reasonable way to stop it is by either bouncing the bllocker(like elves) or remove the attacker. So it's sometimes not the worst idea to attack with a quite weak creature which will die if you opponent blocks to enable the jitte to remove some otherwise awkward creatures (multiple x/1 creatures are just the best feeling).
Good Matchups: Elves(if you have some evasion, like Scryb Ranger or a live Mother of Runes), Death and Taxes, Mirror, and pretty much any other creaure based deck(exception:Leovold and Truename Nemesis Decks)
Rating: 5/5 - Super useful in many Matchups
- Batterskull
While Batterskull is pretty much a no-brainer in Death and Taxes and Stone-/Deathblade lists, Maverick doesn't necessarily need Batterskull. Since we usually don't run the 4 of Stoneforge Mystic, the value of Batterskull goes down immediately, because if we naturally draw a Batterskull without a Stoneforge Mystic in hand or on the battlefield, we have a 5-Mana 4/4 vigilance lifelinker that can get countered - not too bad but also not too impressive. Nevertheless Batterskull is quite impressive against BGx based lists since they don't have any good way to get rid of batterskull(Abrupt decay and Fatal Push can only kill the token, not the equipment itself) but also against most other control decks since it's a recurring threat on its own. Also pretty much any beater with an active Mother of Runes or a Sylvan Safekeeper can outrace pretty much any deck.
Good Matchups: Blue Control Matchups, BGx-Decks
Rating: 3/5 - Good in some matchups, gets better the more Stoneforge Mystics we play
- Manriki-Gusari
A quite specific equipment which can be pretty nice if you expect to face a huge load of Death and Taxes and Stone-/Deathblade Decks. Although you're maybe better of upping the number of Qasali Pridemages or Reclamation Sages, Manriki-Gusari is still a viable option.
Rating: 1,5/5 - Niche Equipment, you probably better of adjusting some other numbers
- Sword of Fire and Ice
The other stock-list staple powerhouse of Maverick's equipments nowadays. Like Umezawa's Jitte Sword of fire and Ice offers repeatable removal but also offers card advantage and evasion + protection. The protection of red offers protection from common removal spells like Lightning Bolt and Punishing Fire and gives evasion through Young Pyromancer Token armies. The blue part offers protection of Jace, the Mind Sculptor's bounce and evasion against hard to deal threats like True name Nemesis and annoying blockers like Baleful Strix. But be aware of blowout potentials like attacking with a mediocre sized threat into a untapped Truename Nemesis into artifact removal and losing your threat to the opposing Truename Nemesis.
Good Matchups: Pretty much all blue control decks featuring Truename Nemesis, Delver decks, Lands, Blue Stone-/Deathblade decks
Rating: 4,5/5 - Pretty much the best of the Sword-Cycle in the current meta and an all around solid choice.
- Sword of Light and Shadow
The second sword of the cycle, Sword of Light and Shadow offers us an awesome combination of color protection/evasion. It blanks Fatal Push, Abrupt Decay(even though the sword itself can get destroyed) and swords to plowshares, some of the best and most popular removal spells in the format and provides evasion against a lot of annoying creatures, most prominent Baleful Strix, Deathrite Shaman, Gurmag Angler, Leovold, Emissary of Trest and Griselbrand. The life gain is pretty nice but not too spectacular. The real deal is the rebuy mechanic of the sword, but it opens us up to graveyard hate, more specifically the overwhelming masses of Deathrite Shaman. This creature is the single reason, why Sword of Light and Shadow sin't too good of a choice right now, but nonetheless it's still a pretty good choice.
Good Matchups: black and white decks in general, Death and Taxes, midrange decks wihout deathrite shaman
Rating: 3,5/5 - Looks amazing but Deathrite Shaman is the real fun police here
- Sword of Feast and Famine
This is a sword that got in my focus recently. It offers great protection against Fatal Push and Abrupt Decay and evasion against Deathrite Shaman, Tarmogoyf, Baleful Strix, Leovold, Emissary of Trest and elves. Though the more important effect is the reliable card advantage engine and the mana advantage it provides after hitting. It really helps to create some game winning tempo plays. If deathrite shaman wouldn't be in the format, this would be worse than Sword of light and Shadow, but right now, this is the more viable option imo.
Good Matchups: BGx Decks, Midrange decks
Rating: 4/5 - Good Colours, reliable card- and mana advantage
- Sword of War and Peace
A choice that was more of a house when miracles was still around, but it still has some quite good usability. The Protection of red is useful against Lightingn bult but also Punishing fire and provides evasion against tokens of Young Pyromancer. The Protection of white blanks Swords to Plowshares and hoses death and Taxes. Maybe the best way to utilize this sword is against lands, it protects your threats against Punishing Fire and provides a massive clock, your opponent will think twice if they loam every turn.
Good Matchups: Lands, Death and Taxes, New Miracles
Rating: 3,5/5 - Can be quite good, but maybe too narrow
- Sword of Body and Mind
Though I don't really like this sword, it has some nice applications, it's quite good against Truename Nemesis decks with its colors as well as elves by providing multiple threats and evasion. The reason why I don't like this sword is because it actively help some enemy decks by providing them with fuel for their delve cards. Although there are some nice interactions with our Deathrite Shamans and Scavenging Oozes I think this is the weakest sword of the cycle in the current meta.
Good Matchups: Truename Nemesis Decks, Blue and Greens decks in general
Rating: 3/5 - Has some aplications, but I don't think it's very viable right now
Synergies and Anti-Synergies
Umezawa's Jitte offers incredible utility with Firststrike creatures, since the firststrike damage resolves before the non-firststrike damage, so the counters are put on it before the enemy blocker deals any damage. Now you can use the -1/-1 ability to finish of enemy creatures before they get the chance to kill our first striker or any other creature.
Pay attention the protection your swords provide also affect your own spells and abilities, here a little example:
If your creature is equipped with a Sword of Light and Shadow, you control an active Mother of Runes and your opponent casts a Lightning Bolt targeting you equipped creature, you can't protect it with your Mother of Runes because of the protection of white provided by Sword of Light and Shadow. Same goes for Sylvan Safekeeper and Swords providing protection of green.
How many equipments/Stoneforge Mystic should I play?
Unlike Death and Taxes or Stone-/Deathblade decks, we don't need to play the full package of 4 Stoneforge mystics for a few reasons:
- We have more powerful creatures in terms of power and toughness, so we don't have to rely on the power of Stoneforge Mystic into Batterskull
- Equipments are really really good in maverick even without cheating them into play, because we can power them out early with all the ramp we have and utilize them right away or later after a potential board wipe to turn a random hatebear/ramp creature into a serious threat.
So depending on the open slots in you list you can run 2-3 Equipments alongside 2-3 Stoneforge Mystics.
Note: If you want to play Batterskull, either play more(3+) Stoneforge Mystics or consider it as a serious manasink, maybe even both.
That's it from me today, I hope you had a good read.
Please let us know what you think about the points I made and consider replying your point of view.
I'll be creating more content the coming week, so if you have any idea/question about certain cards, please pm me.
Best regards,
Amace
Hi @Amace, thanks for doing this! I appreciate the time you took to draft those articles, they were a good read. Here are a few other single card discussion cards for future topics to consider: Thalia, Heretic Cathar; Sylvan Library. I like Thalia, HC but there seems to be an opinion split on her. Same with whether Sylvan Library is still a worthwhile add or whether we should transition that over to something else, such as another GSQ bullet.
Note that Sword of Fire and Ice is particularly bad into Leovold - since it draws them an additional card and doesn't draw you anything at all.
Not bad. Ended up 4-3 which is worse than i wanted to but im not complaining. Il make a small tournament report.
Round 1 Aluren (2-0)
This was actually my friend from my LGS, so we both know what we are on. I lay a stream of hatebears both games and he couldnt combo off despite having a library in play for many turns.
Round 2 DnT (1-2)
Game 1 he gets an early vial into sfm for jitte and then just plays 3 serra avengers back to back and i get swarmed by flyers. Game 2 i get a fast hand and have double knight beating him in while killing all his permanents. Game 3 we both get a jitte in play but his mirran crusader plus mom gets him there.
Round 3 burn (2-1)
Game 1 im able to set up a board and scryb ranger with jitte gets me there though i had to waste myself to be able not die to price. Game 2 he sets up a fast clock, and double fireblast plus bolts kills me quick. Game 3 jitte gwts me there by having drs swing backed by mom.
Round 4 grixis delver (2-0)
Not much to say, we trade resources early game, but scryb ranger and double drs hold the fort til kotr can finish off the game
Round 5 DnT (2-1)
Game 1 he sets up flickerwisps and flyers and is able ti kill me with jitte and sofi. Game 2 i needle his vials, and proceed to beat him quicj as he kept a 2 vial hand with no colored mana. Game 3 drs and scryb ranger proved invaluable as i had only forest andn3 wastes, but being able to still produce 2 mana a turn meant that i was able to play jitte anf swing to seal the deal quicj even though we went to turns.
Round 6 dredge (1-2)
Game 1 i open with birds into ooze into teeg and the game ends quick. Game 2 he nut draws and has double led faithless and gets to dreaf return a grave troll and a bun h of zombies and attacks for 18 on his turn 2. Game 3 was sort of similar. He dredges hard and gets all 4 narcos but no bridges. He makes a giant troll and i try to play blockers, and draw a plow.If i hadnt boarded out my maze i woukd have won because he would of decked out. But hey thats magic.
Round 7 miracles (1-2)
Game 1 mom into teeg into thalia beats him down pretty quickly. Games 2 and 3 he is able to run me out of resources and overwhelm me with mentor and tokens.
Overall i had a lot of fun, and dont think i played poorly other than boarding out maze vs dredge. Gonna continue working on the list and mess around with stuff to see if i can find an optimal list i like
Yesterday I made top 4 of the TJ Collectibles Titanium Series legacy event. It was a relatively small turnout with 57 players but had a diverse field with some good players.
My list:
2 Bayou
1 Dryad Arbor
1 Forest
1 Gaea's Cradle
1 Ghost Quarter
1 Horizon Canopy
1 Karakas
1 Plains
2 Savannah
1 Scrubland
3 Verdant Catacombs
4 Wasteland
4 Windswept Heath
4 Deathrite Shaman
4 Mother of Runes
1 Gaddock Teeg
1 Qasali Pridemage
1 Scavenging Ooze
1 Scryb Ranger
2 Stoneforge Mystic
4 Thalia, Guardian of Thraben
4 Knight of the Reliquary
1 Ramunap Excavator
1 Renegade Rallier
4 Green Sun's Zenith
4 Swords to Plowshares
2 Abrupt Decay
1 Sylvan Library
1 Umezawa's Jitte
1 Sword of Fire and Ice
Sideboard:
1 Blessed Alliance
2 Choke
1 Containment Priest
2 Ethersworn Canonist
1 Garruk Relentless
2 Sanctum Prelate
1 Sword of Light and Shadow
3 Thoughtseize
2 Zealous Persecution
Matches:
Rd 1 vs Storm Win (1-0)
G1 led off with Karakas into Mother on the draw. He cast Ad Nauseum on his T2 and I scooped rather than let him resolve a Duress and let him know I wasn't on D&T. G2 he was totally surprised by my T1 Thoughtseize into Canonist into Teeg. G3 I thoughtseized away his only action and he just drew a billion Rituals and nothing to do with them.
Rd 2 vs B/R Reanimator Win (2-0)
G1 he mulled to 2 and never made a play before scooping. Had no idea how to board until he got a T1 Sire of Insanity in G2. Of course my next two draws after that were StP and land, in that order. G3 I had DRS T1, Ooze T2, and Karakas + StP for good measure.
Rd 3 vs U/W Stoneblade Win (3-0)
He had an interesting version with Squadron Hawk and mainboard Supreme Verdict. That said, Thalia into SFM fetching a Sword is pretty good. In both games he was forced to Verdict after I had beaten him down, and had a fetch available to grab Dryad Arbor and finish him off with it carrying a sword.
Rd 4 vs Burn Win (4-0)
G1 we spent the first few turns with me playing a Mother and him bolting it on sight, until one of mine finally stuck. I was stuck with Karakas and Ghost Quarter for lands, and in response to his Price of Progress I blew up my own Karakas, got a basic forest which allowed me to finally play the DRS I had rotting in my hand. He was utterly stunned when he realized I wasn't on D&T. Then I was able to land a Knight and made short work of him. G2 saw Mother into Thalia and some other beaters against a few Eidolons that got outclassed. Eventually I got him low enough that he couldn't cast any spells as his own Eidolons would kill him.
Rd 5 and 6 - Intentional Draws (4-0-2)
Had the #5 seed going into Top 8
Quarterfinals vs D&T Win (5-0-2)
Super grindy matchup that I took in two games. G1 I resolved 2x Mother and 2x DRS against his board with Thalia carrying a Jitte. Eventually got the Excavator + Wasteland online and killed off his lands. Then found a Jitte of my own and ended things quickly. G2 we had quite a board stall going on with both of us possessing multiple Mothers. Eventually I found a Sword of Light/Shadow and was able to move it around pre- and post-combat. Eventually he finally found a Flickerwisp, and when he attempted to blink a Recruiter I was ready with ZP to kill like 4 of his creatures.
Semifinals vs 4c TNN Blade (5-1-2)
This was on the stream. He naturally had TNN on turn 3 in all three games I think. G1 I managed to double Wasteland with Rallier and won a simple race. G2 I didn't have much going on and he beat me down with TNN + Leovold. G3 was super grindy but involved his TNN and my giant Knight staring at each other. At one point my Knight was 18/18. I had gone through all my Wastelands and had mostly kept him off colored mana. Finally found a SFM, grabbed Sword Fire/Ice. Sacrificed my last land to get a Cradle so I could activate SFM and equip the sword in one turn, but he totally blew me out with a ZP he cast in response, killing the Thalia I tried to equip. He then peeled a StP for my knight and Wasted my Cradle and equipped a Jitte. And that was that.
Overall thoughts: Maverick still has game against most decks and it felt good.
I switched one Pridemage to the Rallier at the last minute, and Rallier seemed to do work all day long. I liked Excavator when I saw it, but did not really like the Ghost Quarter. I felt like the decks that have basics tend to have enough to make that combo relatively irrelevant (if I have to GQ you 8 times to run you out of basics, I'd rather have already won some other way by that point). Excavator seems REALLY INSANE in some matchups and quite bad in others, and similar to Teeg in that regard. I think one is the correct number. I am not missing the second Teeg in the sideboard.
Maybe it's just me but one of my favorite tactics with this deck is to throw people off who don't know what deck I'm playing by starting off as if I'm D&T or Elves. T1 Karakas or Plains into Mother or T1 Forest and GSZ for Dryad Arbor send pretty strong signals. I've gotten many people to really contort their early game play and choose suboptimal lines this way.
I'm looking forward to tuning the deck as we approach Eternal Weekend and the next SCG open. Comments on the list are appreciated :)
I watched your match in the semi finals. Pretty miserable. I complained about true name piece of shit much. If only you had my hot Rogues Passage Tech ;)
But seriously good job. You just got fucked by that piece of shit card and I think you made the correct play. Thalia at that point is probably less important than Pridemage. That match truly made me realize how boring a card TNN is. You out played him and you just got boned by a broken blue card.
I played a major event with my above list. Ended up 3-2 with both losses coming against burn where I got nut drawn on once and the other died to Mulligan. Game 3 in the second burn match up, kept a hand of STP, plains, wasteland, knight, knight, green Sun. I figure I have a scry to find something, and any draw between any white creature or Green land is good for me. Unfortunately I scry a Scrubland to the bottom and proceed to draw all of my colorless non basics and die. Maybe that's a Mulligan, but it felt alright
Were the streamed games recorded? I would love to watch a replay of that semifinals game you had, if someone could link it :)
Congrats on top 4~
I'm on something close to your MD with a 4 cards different in the main
-1 Thalia +1 Batterskull
-1 Swords +1 Decay
-1 Rallier. +1 Noble
-1 Ghost Q. +1 Cavern
Few questions,
are you going to keep the Rallier over the 2nd QPM?
What are you going to play over Ghost Quarter?
How was Blessed Alliance?
I thought that might have been you. I was watching that as well and when he had two 7/7 knights out vs. the TNN I sent a screenshot to my friend and said "watch knight guy lose this game." It's not like the decks are all that different... lots of mana dorks, some disruption, some library manipulation, trying to play to the board. But it's just no fun to play with or against that card anymore. It just makes every other 3+ drop look like crap.
note : if u need the second qasali u still can play Renegade Rallier to resurrect the one u played:cool:if they dont have deathrite:laugh:
timmyod17 : the same question as oathbreakers for quarter, u will run a 5th managain (bop or hierarc) or 1 more fetch or Tireless?
Heya fellow Maverick enthusiasts,
today I want to talk about Thalia, Heretic Cathar, which user TheoryCraft asked for(thank you for the feedback)
First of a little table of contents:
1. Analysis
2. Against which decks is she good especially?
3. The right number to play
4. Rating
Analysis
http://gatherer.wizards.com/Handlers...4338&type=card
Let's start to analyze her bit by bit:
Mana Cost:
2W - fairly easy to cast with only one white mana requirement. Nevertheless it's one of her biggest weaknesses compared to other options, which is she can't be tutored up by Green Sun's Zenith. Also we have quite a lot good CMC 3 creature alternatives, so the slots are heavily fought about.
Removal
The Classic dies to...?
- Fatal Push(with Revolt trigger enabled)
- Lightning Bolt
- Swords to Plowshares
- Abrupt Decay
- Path to Exile
- Collective Brutality
- Kolaghan's Command
- Pyroclasm
- Kozilek's Return
- Punishing Fire
- Barbarian Ring
- Cabal Pit
- Molten Vortex
- Karakas
Long story short, she dies to pretty much every single removal spell commonly used in the format.
Abilities
Since he has First Strike, she is quite good vs the most creatures in the format on her own and has nice synergy with our equipments, especially Umezawa's Jitte.
Her real power comes from her second ability: Creatures and Non-Basic lands your opponent gets into play enter the battlefield itapped.
So what does this really mean?
Non-Basic lands enter the battlefield tapped:
This ability plays into our plan to disrupt our enemy's manabase. The earlier you get her onto the battlefield, the better her potential effect. Effectively it delays our opponent manacurve by 1 turn, but this isn't the only aplication. Since even fetchlands enter the battlefield tapped, we have the chance to wasteland them right away instead of waiting until they crack it and fetch a basic land just to see our wasteland beeing useless. So there is definetly some nice interaction. But land the destruction isn't the only upside of this ability, since it also interrupts most utility lands(except Dark Depths if there is an active Thespian Stage in game, Tabernacle at Pendrell Vale, Glacial Chasm). So it potentially gets us a turn to find an answer like Pithing Needle, Wasteland, Ghost Quarter or to get our Knight of the Reliquary active.
Creatures enter the battlefield tapped:
This ability is great if you're ahead on board and almost useless if you're behind. In general it's quite good vs creaure based decks, since they have less potential blockers available for your next turn. It also effectively negates haste effects and abilities that don't care about summoning sickness(like Heritage Druid).
Against which decks is she good especially?
- Lands:
She delays a lot of plays lands players would like to do and weakens Loam loops of Barbarian Ring and Cabal Pit(if they play them) but most importantly delays the Thespian Stage/Dark Dephts combo.
- Sneak and Show:
Renders Sneak Attack practically useless.
Mono Red Sneak/Big Red:
Renders Sneak Attack practically useless.
Elves:
Stops them from comboing off with Glimpse of Nature/Heritage Druid/Gaea's Cradle all in one turn. A Tapped Craterhoof Behemoth isn't as scary as a Tapped one.
The right number to play
Since we can't tutor her up with Green Sun's Zenith, we almost have to play her in multiples if we want her. By that in mean 2-3. We don't want 4 Since she is legendary and not as impactful as her younger self. We want her EARLY, so we would want to play at least 3, but then we are at the space problem again. We can't justify to make enough space to support her in those numbers, since she basically is a pain in the ass of our opponent, but doesn't win the game on her own most of the time, like Knight of the Reliquary does.
We want her as early as possible but can't fit those numbers, this is in my opinion her biggest problem.
Rating
3,5/5 - She does a lot of things - but we can't really support the numbers. Maybe she fits better in a Aether Vial shell, but i don't see her too impressive in a GSZ shell.
Anyway I hope you had a good read and would love to get some feedback and interesting Ideas, also for future articles.
Best regards,
Amace