Thursday, May 29, 2025

"The Magazine"

 "The Magazine"

by:

Virgilio F. De leon Jr.MD


While on our usual Fridate, my wife spotted a magazine and surprised me by wanting to buy it. It was about PCOS, so I figured she was genuinely interested.

Fast forward to earlier today(Now a Monday)—I got home and noticed she was holding the magazine. I thought, Maybe she didn’t get to finish reading it because I came home.

Then, right before dinner, I saw her again—still clutching the same magazine to her chest. Maybe she’s planning to read it in the bathroom, I thought. (As one does.)


Curious, I asked during dinner,

Me: “Oh, was the article on PCOS good?”

Hanie: “Huh? Oh, that magazine? I haven’t read it yet.”

Me: “But the other articles? Were they interesting? What’s the latest?”

Hanie: “I just said I haven’t read it.”

Me: “It’s just… every time I see you, you’re holding it like it’s precious or something.”


Hanie: “Di nga. Naiinis lang ako kung saan ko ilalagay.”

(She hands me the magazine)

Hanie: “Palagay nga sa laptop ko. Pakalat kalat kasi eh.”


Nadali na naman ako dun ah. Assumerist kasi ako. Hahaha.


"Draw to Death: Naru Meha and the Sickest Combo One Shouldn’t Love This Much"


 "Draw to Death: Naru Meha and the Sickest Combo One Shouldn’t Love This Much"

by:

Virgilio F. De leon Jr.MD


There’s something undeniably twisted—and kind of beautiful—about a two-card combo that makes your opponents draw themselves into oblivion. Not mill, not exile. Just... here, take your whole deck. Enjoy the slow-motion death by generosity.

There’s something sick about a two-card combo that lets your opponents draw their entire deck… to death.

In Magical Christmas Land, you could drop Naru Meha on turn two—assuming you hit the dream curve: land into Sol Ring into Arcane Signet on turn one, then don’t miss your land drop on turn three. That gives you six mana on turn three, which is enough to pop off this absurd combo.

And yeah, Hinata’s eyes are going to look pretty tragic as everyone’s “advantage” turns into pure doom. Their entire arsenal? Gone in a flood of unwanted cards.

This isn’t just a combo—it’s a chaotic act of kindness turned weapon. If you ever wanted to watch hope drain from the table in three turns flat, this one’s for you. Just don’t expect anyone to let you play it twice.


"Balamb Garden, Finally on a Card: My Personal Hogwarts Returns"

"Balamb Garden, Finally on a Card: My Personal Hogwarts Returns"

by:

Virgilio F. De leon Jr.MD


Some cards don’t just show up—they hit you right in the nostalgia. When I saw this one, it instantly transported me back to Final Fantasy VIII. I spent countless hours running through this place, then soaring above the world in it. For me, it wasn’t just a school—it was the school. My own version of Hogwarts.

Ah, the nostalgia is hitting me right smack in the face with this card. I spent days running around this place, and later in the game, flying around in it! This place was my Hogwarts, hahahah. The school where so many things happened.

I’m honestly surprised it’s not a legendary card. Sure, there were others like it in the game, but this one always felt special to me.




Still, I’m just happy to see it finally show up in card form. And hey, I’ll be more than happy ramming this 5/4 thing into someone soon, hahah.

Legendary or not, this card brings back everything I loved about that world. It’s more than just stats—it’s a memory made playable. And yeah, I’ll be slamming this nostalgic beast into someone with a big grin on my face.


"Hit or Miss: Gilgamesh Brings the Chaos from FF8 to Magic"

 

"Hit or Miss: Gilgamesh Brings the Chaos from FF8 to Magic"

by:

Virgilio F. De leon Jr.MD


Final Fantasy VIII gave us a lot of wild moments, but few were as unpredictable—and oddly hilarious—as summoning Gilgamesh. You’d cross your fingers, praying he’d whip out one of his stronger swords for a one-hit KO… and instead, he’d sometimes hit like a wet noodle. Frustrating? Definitely. Memorable? Absolutely.

One of those unforgettable moments in FF8 was summoning Gilgamesh and hoping he’d swing one of his stronger swords and one-shot the enemy. Of course, that didn’t always happen. Sometimes, he’d deal zero damage. I really hated the inconsistency back then, but looking back now, those moments were hilarious.

In MTG, they’ve captured that same “dud or awesome” energy. When Gilgamesh enters or attacks, he digs for equipment from your library. Stack 6 equipment in your deck? Great. But there’s still that tiny chance he whiffs and gets nothing—just like his FF8 appearances.

The upside? He’s got a beefy 6/6 body, so even if he whiffs, he can still punch for 6 damage. As a commander, he has one-shot potential with enough boosts—or you chip away over four turns. Either way, he stays dangerous.

Gilgamesh in Magic is exactly what he should be: chaotic, powerful, and totally unpredictable. Just like in FF8, you never know if you’re about to win big or faceplant—but that’s part of the fun. I’ll be chasing that high when the packs drop.

"Adamantine Dreams and Turtle Tanks: When Final Fantasy Meets Magic"




 "Adamantine Dreams and Turtle Tanks: When Final Fantasy Meets Magic"

by:

Virgilio F. De leon Jr.MD


There’s something weirdly satisfying about the idea of an indestructible turtle. Final Fantasy fans know the grind—especially when farming Adamantine from those massive, pain-in-the-ass turtles on the beach in FF8. It was brutal, but it felt earned. Now, Magic: The Gathering is serving up a version of that same unkillable vibe, and honestly? I’m here for it.

And yet another one of those times in Final Fantasy where this really tough turtle is needed to farm Adamantine. I spent a lot of time on the beach back then in FF8, hahah.

In Magic, there used to be that Pariah + Mother of Runes combo—basically nullifying all damage. This new guy? He’s got a built-in Pariah effect, but updated for all permanents, meaning your planeswalkers and everything else get the same love.

It’s tough at 20 toughness, but let’s be real—Wrath of God could still ruin your day. So, just to be sure… make it indestructible! Bwahaha!

Oh, and hey—another turtle for the turtle tribal deck. Hahah.

Whether you’re grinding beach battles in FF8 or building a fortress in Magic, turtles just keep showing up as the ultimate defense. This one blends nostalgia with raw power—and if you’re into turtle tribal, well, this tank just made your deck a lot meaner.

"Power Creep Hits Hard: Raubahn and the New Face of Red EDH Threats"

"Power Creep Hits Hard: Raubahn and the New Face of Red EDH Threats"

by:

Virgilio F. De leon Jr.MD

Magic: The Gathering has always evolved, but lately, Wizards of the Coast seems dead set on cranking the dial past 11. What used to be a slow buildup of power in Commander (EDH) has started to look more like a sprint. Remember when Godo hitting six mana felt like a big moment? Those days are fading fast.

So WotC keeps escalating the power level of cards. Once upon a time, we would wait for the Godo EDH player to reach 6 mana before worrying if they could pull off a cool equipment from their deck and kill someone with it.

With this guy Raubahn, we could be looking at a turn 2 12/12 swing. Or turn 3 at the latest, assuming the usual one land drop per turn. Land, then Colossus Hammer on turn 2, land drop and Raubahn... turn 3 swing, turn 4 someone’s already dead.



Of course, that assumes no one can remove him, but with Ward, even that gets tricky. And if he’s already holding the hammer, you might just eat some life loss to keep him on the battlefield. After all, 40 life gives you some room to gamble.

Raubahn changes the rhythm of EDH in a big way. He’s not just another strong card—he’s a reminder that the format’s speed limit keeps rising. Expect some wild games ahead. Ready or not, here comes turn-3 carnage.

Monday, May 19, 2025

"Summoning the Knights of the Round in MTG."

"Summoning the Knights of the Round in MTG."

by:

Virgilio F. De leon Jr.MD


Ghen , Arcanum weaver and Go-Shintai of Life's Origin is getting a really great toy! Ghen can normally get an enchantment back into play by sacrificing another enchantment and Go-Shintai of Life's Origin can do a Jodah for enchantments so that you can pay WUBRG and plop these powerful enchantment into play.

The casting cost is absurd of course but hey it was not easy acquiring them in the game so it makes sense that it will be hard getting them the normal way. 

But heck this is magic! And we have been reanimating and cheating creatures into play forever hahahha

So turn 1 swamp dark ritual entomb exhune it is baby!!!!

How absurd is it to have 3 2/2 knights each turn for 4 turns!!!! And then to top it off at the 5th turn they all get +2/+2 and indestructible!!! Insane! 

Just from the tokens that is 48 points of damage!!!!

I kind of like the prospect of opponents sweating it out for 5 turns trying to respond to this summon. Should be fun!