To confirm, look at the lives of champions like Usain Bolt, Messi, and Bishop Oyedepo. This is the reason why some persons’ results are always predictable even before the task is executed. Champions refer to every single person who want to better their best. Champions compete to best themselves as much if not more than they compete to best others. And try harder the next time…and even harder the next time“. Simon Sinek once said that “ Champions are not the ones who always win races-champions are the ones who get out there and try. A great man once said “ If you are waiting for risk free moments, you will never move.” The truth is that the lesser the risk, the less valuable the results, but greater risk produces deeper encounters. The truth is that every courageous step also has some degree of risk attached to it. Many at times, a lot of people are willing to pursue and possess the price of greatness but they are not ready to encounter the thorns and valleys that look so fiery on the way to greatness. Is it not obvious that a price has to be paid in order to get to our level of significance? Only those who are ready to get to the extra mile are permitted to benefit from the treasure hidden in the extra mile. “ A champion is someone who gets up when he can’t”. My first encounter with the quote above by Jack Dempsey turned me on, figuratively. Today, I want to discuss with you something I have captioned: THE PATHWAY OF CHAMPIONS.Ī champion is someone who gets up when he can’t. The month is still new, so permit me to say happy new month. Hello friends, I welcome you to another session of IGNITE SERIES. 1995 - Gold Medal - Image by © Duomo/CORBIS This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.Ca. Option 3: Make the spell either burst or fast speed. Option 2: Give the unites Overwhelm or Elusive when under its effect. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions. PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used. So unless you have another MM you are now dead in the water. So you cleared the board but didn't even harm the enemy nexus 99% of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. The problem is mind meld is meant to be a finisher but it fails at its job. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. By consistently I mean literally every time I played it. Its either one or the other.Īt least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. Then it wants you to flood the board with units. One it wants you to play a ton of spells. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another. The reason the card doesn't see play has nothing to do with the cost. You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
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