Beyond the Basics: Advanced Strategies for the 30 Most Versatile Mag8c Cards

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Mag8c (short for Magnetic 8c) is a world-renowned card trick that has fascinated audiences for decades. This mind-boggling trick involves a deck of 30 playing cards, each with a magnetic property. The Mag8c trick is a favorite among magicians and is often performed as a standalone act or as part of a larger magic show. The trick begins with the magician showing a shuffled deck of 30 cards to the audience. The cards are then spread out and thoroughly mixed together to ensure complete randomness. Next, the magician instructs a member of the audience to select any card from the spread.


This wiki contains spoilers for all stories of Critical Role. This includes the story for unaired episodes of The Legend of Vox Machina, as it's based on the first campaign of Critical Role from 2015-2017.

Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere unless specifically commanded not to do so. Then I cut across foresight to get the jewel east of Sion and NE of Necromantic Aegis so that I would be able to put a point into Aegis as soon as I was able to pick up a Victario s Charity.

Amulet of the Golem sovereign

Next, the magician instructs a member of the audience to select any card from the spread. Once the audience member has chosen a card, they are asked to examine it thoroughly to ensure that it is indeed an ordinary playing card with no hidden devices or markings. The selected card is then returned to the deck and the magician proceeds to shuffle the cards once again.

3.7 In-Depth Ice Golems Guide - Snowybois - On Hiatus for 3.8

I went for Witch area, then Templar, it's all around there. smooth sailing, start the build at 34.

Posted by
DamageIncorporated
on Sep 14, 2018, 6:57:46 PM

As far as starting out I leveled arc+zombies until 34 when I bought 2 clayshapers and then immediately switched to Golems. In hindsight I would have leveled with flame golems not ice until I had more harmonies but it's not that much difference. SRS levels almost as well as arc if you prefer it.

Early pathing priority I went left towards Spiritual Command/Sacrifice and then grabbed Quick Recovery and the branch down towards Sanctity for a bit of health. Pathed down towards EE and grabbed the jewel next to Shaper just left of Sion. Then I cut across foresight to get the jewel east of Sion and NE of Necromantic Aegis so that I would be able to put a point into Aegis as soon as I was able to pick up a Victario's Charity.

After that it was just chasing HP nodes and more jewels. Hope that helps, i'll make a leveling section when I get some free time next week.


Feel free to msg me in-game with any questions in the meantime!

Last edited by Utopian238 on Sep 14, 2018, 7:15:56 PM Posted by
Utopian238
on Sep 14, 2018, 7:12:32 PM Utopian238 wrote:

As far as starting out I leveled arc+zombies until 34 when I bought 2 clayshapers and then immediately switched to Golems. In hindsight I would have leveled with flame golems not ice until I had more harmonies but it's not that much difference. SRS levels almost as well as arc if you prefer it.

Feel free to msg me in-game with any questions in the meantime!

This is perfect. I'm currently using my Burial Chambers farmer to get all my gear ready for this character. What total % of Golem Cooldown from all harmonies combined would you recommend for the Snowybois? I'm getting all the harmonies and want to know how much I can skimp on those high rolls if I need to.

Posted by
TheMotherGoose
on Sep 14, 2018, 11:19:29 PM

did Uber at 71. Dat Chaos Golem buff is no joke as Elementalist.

So glad I followed this!

Posted by
DamageIncorporated
on Sep 14, 2018, 11:50:36 PM

That's a great question goose but I don't have enough experience with the build yet to answer it. There will be a breakpoint between Cyclone CDR and Harmony Effectiveness, at some point we reach diminishing returns on that CDR. If you check out your PoB you can see your cyclone cooldown time.

For Reference my character has a cyclone cooldown of 1.76 seconds and as you can see in the videos my golems spend the vast majority of their attacks cycloning.

If your Golem is cycloning you are doing peak DPS.
If your Golem is in range to melee you are still doing great dps.

If your golem's cyclone is on CD, and he is not yet in range to melee, he will throw his stupid freaking icicle. This is a waste of time and energy as it does roughly 1% of the damage of cyclone. Anytime your golems are throwing snowballs, they are not doing their job and should be fired immediately. The best thing you can do to prevent snowball throwing is increase cyclone CDR/make sure your golems have a path to the monster they are trying to snowball.

One of the few problems I have with this build is it's inverse map effectiveness when compared to flame golems. Maps like Shrine or Sunken City where a ranged attack is shooting fish in a barrel suddenly become death traps as your golems don't have a path to the monsters but the monsters can shoot at you with impunity. However indoor Maps like Torture Chamber that are painful to run as flame golems due to line of sight issues are safe as safe can be.


Updated: Hall of the Grandmasters down!

Holy shit do not recommend trying HoG with this. The golems handle the non-bow characters really well but they just melt to the bow builds. It was rough, but the first build i've run that could finish it.

Shield guardians have the same statistics as the base golem, but with the following additional special qualities.
Mag8c 30 cards

At this point, the magician reveals the true magic of Mag8c. They hold the deck in their hand and, with a simple wave, all the other cards in the deck instantly fall away, leaving only the selected card remaining. The audience is left in awe as they witness this impossible feat. The secret behind the Mag8c trick lies in the magnetic properties of the deck of cards. Each card is equipped with a tiny, powerful magnet that allows it to adhere to the magician's hand or other magnetic surfaces. The chosen card is pre-selected to have a stronger magnetic pull than the others, allowing it to remain attached to the hand when the rest of the deck is released. The magician's skill lies in their ability to palm the selected card, using sleight of hand techniques to make it appear as if it is still with the rest of the deck. The magician's wave simply releases the other cards, leaving the chosen card behind. Mag8c is a classic card trick that never fails to captivate its audience. It combines elements of sleight of hand, misdirection, and the element of surprise to create a truly magical experience. Whether performed on stage or in an intimate setting, Mag8c continues to mystify and entertain audiences of all ages..

Reviews for "The Gatekeepers: How the 30 Most Powerful Mag8c Cards Define the Meta"

1. John - 2/5
The Mag8c 30 cards were a disappointment for me. The quality of the cards was poor, with some of them already showing signs of wear and tear after just a few uses. The design of the cards was also lackluster, with unappealing colors and generic images. Additionally, the instructions provided with the cards were unclear and confusing, making it difficult to understand how to play the games. Overall, I would not recommend the Mag8c 30 cards to anyone looking for a high-quality and enjoyable card game experience.
2. Sarah - 1/5
I regret purchasing the Mag8c 30 cards. First of all, the cards were extremely flimsy and easily bent, making them difficult to shuffle and handle. Secondly, the games included in the set were not fun or engaging at all. They felt like child's play and lacked any strategic or competitive element. The artwork on the cards was also unimpressive and uninspired. I was honestly bored within minutes of playing with these cards and ended up giving them away to a friend who might appreciate them more.
3. Michael - 2/5
The Mag8c 30 cards were a letdown for me. The gameplay was simplistic and repetitive, quickly becoming monotonous and uninteresting. The quality of the cards was subpar, with the ink smudging and the edges fraying after just a few rounds of play. I was also disappointed with the limited number of games included in the set, as well as the lack of variety in gameplay options. Overall, I found the Mag8c 30 cards to be a lackluster and underwhelming purchase.
4. Emily - 1/5
I was not impressed with the Mag8c 30 cards at all. The cards themselves felt cheap and flimsy, with a thin and easily tearable material. The artwork on the cards was unappealing and did not add any aesthetic value to the games. The instructions provided were also confusing and poorly written, making it difficult to understand how to play the different games. Overall, I found the Mag8c 30 cards to be a waste of money and would not recommend them to others.

Unlocking the Power: Exploring the 30 Most Unique Mag8c Cards

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