• Member Since 26th Sep, 2011
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FanOfMostEverything


Forget not that I am a derp.

More Blog Posts1338

  • Sunday
    Friendship is Card Games: Trixie and the Razzle-Dazzle Ruse

    We return to the pony novels this week, and hopefully a better showing from the titular mare. Last time we saw Trixie in one of these, G. M. Berrow was channeling the fandom circa 2011 and making her and Gilda the designated antagonists of the piece. Let’s see what she’s up to this time.

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    5 comments · 125 views
  • 1 week
    Friendship is Card Games: Kenbucky Roller Derby #2 & #3

    We return to the cutthroat world of G5 roller derby, where Sunny’s trying her darndest to prove she’s more than just a casual skater… and has assembled one of the most ragtag teams of misfits this side of the Mighty Ducks in the process. Let’s see how the story’s developed from there.

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    6 comments · 167 views
  • 1 week
    Swan Song

    No, not mine. The Barcast's. The last call is currently under way, and if you want to hear my part in the grand interview lightning round, you can tune in at 4:20 Eastern/1:20 Pacific (about an hour from this posting.)

    Yes, 4:20 on 4/20. No, I do not partake. Sorry to disappoint. :derpytongue2:

    1 comments · 131 views
  • 1 week
    Pest List

    Just something I whipped together for fun one day, set to a possibly recognizable tune, all intended in good fun. And hey, given that I derived my Fimfic handle from a misremembered detail of the Mikado, it's only appropriate. :derpytongue2:

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    22 comments · 386 views
  • 2 weeks
    Friendship is Card Games: d20 Pony, Ch. 9, Pt. 1

    Goodness, it’s been almost two years since I last checked in on Trailblazer’s adventures. IDW putting out comics almost as quickly as I could review them will do that, especially given all of the G5 video media coming out concurrently.

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    2 comments · 176 views
Nov
12th
2023

Friendship is Card Games: Camp Bighoof #2 & #3 · 1:14pm Nov 12th, 2023

Time to catch up on the side comics. While I may complain about the minutiae (and not-so-minutiae) I am genuinely glad to see so much pony content still coming out, especially the Classics Reimagined line giving the G4 cast more to do. But first, we’re heading back to camp.

Issue #2

I do want to highlight the gorgeous panorama formed by the alternate covers. The main cover isn’t as breathtaking, but it is still fun. Look, even cryptids like to take a load off sometimes.

In any case, the story itself resumes just after the collapse that has trapped everypony at Camp Bighoof within Horseshoe Canyon, with the main cast assuring the foals who caused the rockslide that nopony’s blaming them, nopony’s hurt, and they can fix this given time and cooperation. They have plenty of supplies, and the pegasi can still leave if a true emergency arises.
I’m honestly fine with undercutting the climax of the previous issue if it’s to address both logistics and the obvious solution to the problem. Honestly, that’s how this kind of dramatic but ultimately solvable disaster usually pans out: Shock, followed by actually addressing the issue.

Also, Hitch is excited about making “a step-by-step plan to go about this as efficiently as possible,” and I am again reminded of how the tales of Twilight Sparkle left a much different impact on him than on Sunny.

The campers interrupt to question who’s going to do something about the bloodcurdling howl that led to the mishap. Naturally, Zipp volunteers to investigate. Hitch insists that it’s dangerous to go alone, and that she should take this him. Sunny insists that he needs to stay, since he’s camp director, and she’ll go with Zipp.

Izzy has some parting wisdom: “If it is a bridlesquatch, whatever you do… don’t look it in the eyes! Or is that what to do for a minotaur?
I get the feeling that this is the only acknowledgement of minotaurs we’ll get out of G5.

Even with the counselors’ relentless positivity, the campers who caused the rockslide are afraid to use their magic again. Izzy reassures them by comparing magic to art: Experimentation and practice may not always yield what you’re looking for, but they provide experience that refines the process. This reassures the campers enough to make them willing to try again.

“We are all artists, and life is out canvas!”
Seriously, can we have more of this Izzy? Please?

… Huh. And the campers are in fact so encouraged that the three of them—one of each tribe, as a reminder—immediately start picking up after themselves even though night has already fallen. (Well, the earth pony and the unicorn are hard at work. The pegasus just seems to staring gormlessly at the floating rocks.)

We cut back to Sunny and Zipp, who wandered deep into the wilderness before realizing that having a plan might be helpful for their investigation. Amazing work, ladies. :ajbemused:

Zipp conveniently has a map of the canyon on hoof, which she was keeping in… Sunny’s saddlebag. Well, it’s better than hammerspace. In continuing feats of the blitheringly obvious, Zipp marks a grid on the map (which it didn’t already have) to make the search effort better organized. She then boasts about how “someday I’ll be Equestria’s finest detective!” Today is not that day.

An investigation montage follows, with Sunny and Zipp fleeing from nesting swan (entirely reasonable,) choosing not to go in a cave, running from angry bees… and not going through the squares of the grid in anything resembling a regular pattern. Heck, they leave the confines of the canyon for several searches before eliminating every space within it.

That said, they do eventually check off every part of the map… though given what I saw of the investigation, I can easily see something slipping through unnoticed. Especially since the first two howls came from opposite ends of the canyon; Bighoof’s also moving, girls. And going by the lighting between when they started and when they finished, this took all night. Though that may just be on the artist exaggerating how dark the woods get.
Also, while there’s no compass rose on the map, the sun appears to be setting (or possibly rising) in the north going by how they’re looking at it across the shore of a lake that was shown as the map’s top edge.

Cryptid hunting is hungry work, so the two decide to hit the mess hall before checking in with the others… and wouldn’t you know it, it’s always in the last place you look. And by “it,” I mean Bighoof, who is indeed snacking its way through a dozen bags of Pony Poofs per the cover. Also, it really does have a question mark for a cutie mark, which raises its own set of questions. Likewise Izzy coming in, happily saying “I could eat a—” Something, something, grinded pony hooves.

And then, through the magic of not being on camera, the following sequence happens:
• Sunny and Zipp are staring at Bighoof.
• The others are directly behind them, staring at those two staring at something .
• They turn to the crowd, telling them to look at the thing they’re already facing.
• By the time they do, there’s nothing to be seen.

I like a good Batman Exit as much as the next guy, but it doesn’t work when the oblivious crowd’s sight lines point in the exact same direction as the shocked onlookers. This one’s definitely on the artist.

In any case, that sudden disappearance ends the issue. At least there’s multiple eyewitnesses and plenty of physical evidence in the form of the chip bags.

Issue #3

I do appreciate the nod to the Bigfoot photo in the main cover. Even Magic’s done a spin on that one.

Also, one of the alternative covers provides a “Know your cryptids” identification sheet, and we manage to get a third kind of kelpie from the comics, after the freshwater siren and the water elementals of Farasi. It’s like trolls; every fantasy world has them and no two are alike. (Also the “gelgantus,” and I don’t know what to make of that.)

The comic resumes the moment after the last one ended, with everypony but Zipp and Sunny inexplicably unable to see what had been literally right in front of them. Hitch dismisses the sighting as a sign that everypony needs a good meal… and given the fully stocked lineup of cafeteria steam trays that have apparently always been there, I have to wonder both who prepared those and why Bighoof went for the bags of cheese puffs. Also, nopony’s questioning the pile of chip bags, though Zipp does take photos of them for future reference (which raises the point of how she could have done the same for Bighoof, but, you know, shock.)
Seriously, there’s conflict aversion and then there’s willfully ignoring the blindingly obvious for the sake of pacing.

Seeing the meals in detail, there are very clearly burgers, and I have to wonder what’s in them. Also where they’re getting the milk in those cartons; by all evidence, even the cattle abandoned ponies (or vice versa) ages ago.

But before we can dig too deep into that, Pipp decides she’s been out of the spotlight for long enough and breaks into song. One actually from Make Your Mark, no less. My favorite camper, who I’m naming “Gloomy Skies” until further notice, wants nothing to with this. And indeed seems to have lost her wings out of the shame of being associated with Pipp, despite having them in the previous panel.

“I think I was little pitchy in a couple places, but nopony was recording so it’s like it never happened.”
Heh. If it’s not on the Canternet, it’s plausibly deniable. And really, Pipp’s been conducting herself quite well given how offline she’s had to be.

It’s already been getting late, so Hitch sends the campers to their cabins. Only when Zipp and Sunny ask to keep investigating Bighoof does he even confront the idea that an incident happened a bit ago, and he insists the two of them have an obligation to the campers that takes priority. He’s especially mad at Sunny, since Camp Bighoof was her idea in the first place. She insists that this is part of the larger mission of reuniting not just all ponies, but all creatures. Bighoof represents a chance to gain knowledge that’s been lost, or possibly never found. (Zipp just wants to remembered for something she’s done herself rather than just inheriting the throne by virtue of being born first.)
Still, they agree that it’s not fair to throw the work of five ponies on the withers of three and promise to prioritize the camp before the ongoing investigation.

So naturally, on the very next page, Hitch literally walks facefirst into Bighoof. :rainbowlaugh: He agrees to let Sunny and Zipp focus on getting it away from camp and getting concrete evidence of its existence and how it will no longer threaten the campers.

The next day, they discuss how to even locate Bighoof without the benefit of dumb luck. Sunny theorizes that Bighoof’s just as trapped as the campers after the rockslide (which they insist on calling a cave-in despite it not happening in, you know, a cave.) Going by that and their knowledge of Bighoof’s favorite food—thinking to actually look at the pile of snack bags doesn’t seem like it merits praise, but for Zipp, it is above average investigative acumen—they can try to capture the creature on camera.

They set up several bait patches, proximity sensors, and cameras. I immediately sense how this could go wrong, since there’s no guarantee Bighoof will get to the cheese puffs first.

Cleaning up the rockslide continues, and there is something uniquely surreal in Pipp telling ponies to lift with their legs. I can only assume she’s helped retrieve inventory at Mane Melody, because I can’t think of any time she’d be expected to lift anything heavier than a microphone before she left the palace.

Also, one unicorn camper tries to throw a rock at a bird’s nest for no reason other than to fill a page with telling him off for thinking that tormenting the wildlife qualifies as doing something cool. Or this may be relevant later. We’ll see.

Sunny and Zipp bask in the warm glow of the achievement they’ve been too busy cryptid hunting to help with. Zipp notes, “Everypony united by our magic, and soon, new generations will be born with magic.” This is the most acknowledgement of reproduction we’ve gotten from My Little Pony since Flurry Heart.

There’s a crowbarred-in reference to Argyle, and then Hitch asks about the investigation in that special kind of subtle way that’s much more obvious than just doing it casually. Just as Zipp finishes explaining what they’ve done, the proximity sensors go off. All of them. And apparently, while she could wirelessly sync those with her phone, she couldn’t get the cameras to send her their photos the same way, so they need to go check on them.

The issue ends on one of the camera setups, with cheese powder, a hank of Bighoof’s mane, and a trail of giant hoofprints in shot, and the creature’s retreating silhouette in the distance.

In all, this is an intriguing mystery, but some of the artistic execution feels off and the writing wobbles between brilliant character work and inexplicable non sequiturs. There are very clear points where you can see the plot driving the characters rather than the other way around. Still, there’s some good to be had here. Time to show off more of it:

Paranormal Encounter 1W
Instant
Prevent all combat damage that would be dealt by target creature this turn. Create a 1/1 white Spirit creature token with flying.
Ponies took comfort in thinking their ancestors were still with them… until they got proof.

United Ascension 1W
Enchantment
Whenever you cast a creature spell, note one of its creature types that hasn’t been noted for United Ascension.
As long as five or more creature types have been noted for United Ascension, creatures you control get +2/+2, have hexproof and vigilance, and are all creature types.

Wary Camper 1W
Creature — Unicorn Scout
Protection from enchantments
While Camp Bighoof was largely a success, a few ponies returned home more afraid of their own power than before.
2/2

Nesting Swan 2WW
Creature — Bird
Flying
Ward — Have Nesting Swan’s controller create two 1/1 white Bird creature tokens with flying. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player has you create those tokens.)
3/3

Intrusive Tarts U
Instant
Counter target noncreature spell. Its controller creates two Food tokens. (They’re artifacts with “2, T, Sacrifice this artifact: You gain 3 life.”)
“Casting while hungry never ends well.”
—Izzy Moonbow

Careful Observation 2U
Enchantment
Whenever a creature enters the battlefield under an opponent’s control, investigate. This ability triggers only once each turn. (To investigate, create a Clue token. It’s an artifact with “2, T, Sacrifice this artifact: Draw a card.)
Any good stakeout pays out in time.

Sargassum Kelpie 4U
Creature — Yeti Plant Mutant
When Sargassum Kelpie enters the battlefield, return target creature with power 3 or less to its owner’s hand.
Some species responded to the Ebb of Magic far worse than others.
4/4

Legacy of Insight 4UU
Enchantment
At the beginning of your end step, draw X cards, where X is the number of cards you drew this turn minus one.
First Findings 1U
Instant — Adventure
Investigate twice. (Then exile this card. You may cast the enchantment later from exile.)

Darkroom Technician 1B
Creature — Pony Detective
When Darkroom Technician enters the battlefield, investigate.
1BB, T, Sacrifice a Clue: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
2/1

Unwitnessed Atrocity 1B
Instant
Destroy target unequipped creature.
“No cameras, no microphones, nopony who’ll ever know.”

The Last Place You Look 2BB
Sorcery
Destroy target creature. Up to one target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
After all, then you stop looking.

Cloud of Wasps 4B
Creature — Insect
Flash
Flying, deathtouch
Some historians say that many eusocial insects still carry the burning rage of Queen Chrysalis. Other historians say the first ones should stop poking the nests.
2/2

Hunt the Howler 1R
Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card was a creature card with power 4 or greater, exile that card from your graveyard. Until the end of your next turn, you may cast that card.
To protect Camp Bighoof, they sought its namesake.

Irate Minotaur 2RR
Creature — Minotaur Warrior
Whenever Irate Minotaur becomes the target of an ability of a creature an opponent controls, Irate Minotaur fights that creature.
Never make casual eye contact with a creature who considers the suplex a form of greeting.
4/4

Nest Botherer 3R
Creature — Unicorn Rogue
Reach
When Nest Botherer enters the battlefield, each opponent creates a 1/1 blue Bird creature token with flying.
Birds are goaded and can’t block. (A goaded creature attacks each combat if able and attacks a player other than you if able.)
3/3

Crumbling Collapse 6RR
Instant
This spell costs X less to cast, where X is the number of times you’ve descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
Crumbling Collapse deals 5 damage to each creature, planeswalker, and player.

Bait Patch G
Artifact
5G, T, Sacrifice Bait Patch: Each of any number of target players may put a creature card from their hand on to the battlefield. This ability cost 1 less to activate for each of its targets.
Luring wildlife is easy. Luring the wildlife you want is trickier.

Rustic Reprise 1G
Sorcery
Return target permanent card from your graveyard to your hand. If that card is a Song card, untap two lands you control.
Some forest glens offer acoustics even the finest conservatory can’t match.

Mudhoof Scout 2G
Creature — Pony Scout
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Mudhoof Scout is paired with another creature, both creatures have “Whenever this creature attacks, it explores.”
2/2

Ravenous Bighoof 2GG
Creature — Pony Yeti
Devour artifact 1 (As this enters the battlefield, you may sacrifice any number of artifacts. This creature enters the battlefield with that many +1/+1 counters on it.)
When Ravenous Bighoof dies, create a Food token for each +1/+1 counter on it.
3/3

Search Grid 2
Artifact — Map
X, T, Sacrifice Search Grid: X target creatures you control explore. Activate only as a sorcery.

Cryptid Encounter URG
Sorcery
Each player reveals cards from the top of their library until they reveal a creature card. Choose a creature card revealed this way at random and put it onto the battlefield under your control. Each player puts all revealed cards they own not put onto the battlefield this way on the bottom of their library in a random order.

Echoing Cavern
Land — Cave
T: Add C.
1, T, Sacrifice Echoing Cavern: Copy target activated or triggered ability of a land source. You may choose new targets for the copy. (Mana abilities can’t be targeted.)
An unoccupied cave can still be full of possibilities.

Comments ( 3 )

She then boasts about how “someday I’ll be Equestria’s finest detective!” Today is not that day.

I mean, have we seen any other actual detectives? Just saying. :derpytongue2:

there is something uniquely surreal in Pipp telling ponies to lift with their legs

Especially since, y'know, horses. :derpytongue2: Seriously, I feel like there better have been a unicorn in that shot just to further emphasize how nonsensical that line would be regardless of who said it.

Still, there’s some good to be had here. Time to show off more of it:

Stupid Complicated Game Alert: At 6 mana, I'm not sure Legacy of Insight needed to exclude the natural use of your draw step the way it did.

Stupid Complicated Game Alert: Bait Patch really wants to be in a deck with black discard effects; you want as many not-you targets as possible who have no cards in hand to reduce the risk of the cost reduction.

Seeing the meals in detail, there are very clearly burgers, and I have to wonder what’s in them. Also where they’re getting the milk in those cartons;

I would assume soy milk. Actually, because they're horses, more probably oat milk.

There’s a crowbarred-in reference to Argyle,

I didn't read the comic -- is that what the art has looked like the entire time? Having a distinct take on established character models is one thing, but Zipp looks like a melted pillow.

5754685
The art style is unique to this particular Camp Bighoof side series. The mainline comic looks more...normal I guess.

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