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最終更新日:2010年06月16日 (水) 06時23分53秒 国名 日本 設立 2006年 代表 森田 直行 オフィス THE ITOYAMA TOWER(泉岳寺) 従業員数 124名(2009年6月現在) URL http //www.kcmc.co.jp/ 基礎知識 京セラのSI子会社である京セラコミュニケーションシステム(KCCS)からコンサル業務を分離独立させた会社。 京セラ伝統の「真のアメーバ経営」なる経営手法を売りにしており、日系企業的な風土を持つ。 給与も外資系と比較すると大きく見劣りする。 採用選考 現在は採用活動を行っていない。
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メニュー トップページ 画面の見方 キャラの見え方 簡易MAP 心構え・マナー 基本行動・立ち回り 武器の特徴 攻撃と防御 DC攻略? 貫通力を知ろう 特殊武器 小ネタ・マメ知識 資材置き場 リンク Hitachi Clan HP スペシャルフォース2公式HP @wiki @wikiご利用ガイド 合計: - 今日: - 昨日: - トップページの合計: - ここを編集
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Tachelhit【shi】 タシルハイト語 00 Afro-Asiatic 01 Berber 02 Northern Berber 03 Atlas Arabic script【Arab】 Berber Arabic script【Zzzz】 Berber Latin script【Zzzz】 Latin script【Latn】 Tifinagh script【Tfng】 《現》living language アルジェリア【DZ】 フランス【FR】 モロッコ【MA】 言語名別称 alternate names Shandu Shendu Shilha シルハ語 Soussiya Southern Shilha 南部シルハ語 Susiua Susiya Śandu Tachelhait ◆三省堂「言語学大辞典」全文データベース Tachelhiyt Tachilhit Tashelhait Tashelhayt Tashelheyt Tashelhit Tashelhiyt Tashilheet Tashlhiyt Tasoussit タシュリヒート語 方言名 dialect names Susiua (Sūs, Sus, Sousse) 表記法 writing Arabic script【Arab?】Berber Arabic script【Zzzz?】 Latin script【Latn】Berber Latin script【Zzzz?】 Tifinagh script【Tfng?】 参考文献 references WEB ISO 639-3 Registration Authority - SIL International LINGUIST List Ethnologue Wikipedia ウィキペディア
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(A)ブルー (C)ライトベージュ (H)ライトグレー (K)メタリックブラック (N)シャンパン (P)ピンク (S)シルバー (W)パールホワイト ドラム 寸法の表示形式は「幅×奥×高」(足幅×足奥)です。BD-S7400L/R(K/N/W) 600×715×1050(570×538)BD-V9400L/R(N/W)BD-V5400L/R(C/H) 695×620×1060(575×538) BD-V7300L/R(N/W) BD-V5300L/R(C/H) 695×620×1060(575×538) BD-V3200L/R(N/W) BD-V2200L/R(C/H) 695×620×1050(575×538)BD-V1400L/R(W) BD-V1300L/R(W) 695×600×1037(575×538) 縦型 洗乾BW-D9MV(N/W) 610×645×1040(580×540) BW-D9LV 610×645×1040(606×540)NW-D8MX(S) 570×625×1011(556×540)BW-D8MV(N/W) BW-D8LV 570×625×1011(556×540)BW-D7MV(K/N) BW-D7LV 544×600×1011(540×520) 縦型 洗 BW-9LVBW-9MV(N) 570×590×1030(566×526) BW-8LVBW-8MV(A/P)BW-7MV(A/P) 570×590×1000(566×526)
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itachiP(いたち) 春香の”魅力”にいち早く注目したitachiP ガチ系からネタ系まで制作しています 最新動画 名誉会長Pとのコラボ 今と未来の美希を鏡音リン・レンで表現。 代表作 iM@S Collaboration Festivalの参加作品。kirPとの合作です。 「iM@S KAKU-tail Party 3」に参加。テーマは、春香:忘。 いおりんのツンデレーション マジ最高!! ここはいつでもクリスマス どうしてトレイラーPVだけから作れちゃうのかな… P団結にも参加 アイドルマスター プロデューサーさん、団結ですよ!団結! オススメ 黒春香の始祖。これはひどいネタキャラ。 オールスターでチョコレイトディスコ。 ニコ動一覧 タグ-itachiP マイリスト-つくったもの ニコニコ大百科-itachiP ブログ フェレットハウス 使用ソフト Adobe Creative Suite 3 Production Premium EDIUS Pro 4.5 Ulead Video Studio 9 特別版 AviUtl AVI Operator MixMeister BPM Analyzer BPMCounter Sound Engine Audacity タグ一覧: KAKU-tail3 P名 P名_I i@コラ im@s新年会 まっこまこにされたP デビュー2007.3下旬 制作環境公開P 大百科収録P 投稿数10作品以上
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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
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バックアップの頻度を変更する 対応:10.5.x 非対応:10.4.x以前 例えば30分おき(1800秒)にする場合は sudo defaults write /System/Library/LaunchDaemons/com.apple.backupd-auto StartInterval -int 1800 戻す場合は sudo defaults write /System/Library/LaunchDaemons/com.apple.backupd-auto StartInterval -int 3600 バックアップ先にネットワークボリュームを指定する 対応:10.5.x 非対応:10.4.x以前 defaults write com.apple.systempreferences TMShowUnsupportedNetworkVolumes 1 戻す場合は defaults delete com.apple.systempreferences TMShowUnsupportedNetworkVolumes ※問題が発生する場合があるそうなので、情報収集してから行うこと。 ログアウト中にバックアップを取る 対応: 非対応: Time Machineはユーザがログインしていないとバックアップを取れません。ログアウト中にバックアップを取る場合には、以下のコマンドを実行し、再起動します。 sudo defaults write /Library/Preferences/SystemConfiguration/autodiskmount AutomountDisksWithoutUserLogin -bool yes スリープしないようにしておけば、ログアウト中でもバックアップが取れるようになります。 元に戻す場合は sudo defaults delete /Library/Preferences/SystemConfiguration/autodiskmount AutomountDisksWithoutUserLogin Time Machineはログイン・ログアウトに関わらずバックアップを取ろうとするらしいのですが、ユーザがログアウトするとディスクのマウントが外れてしまい、バックアップ先がなくなるために実行できなくなるようです。
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配信名 HGSTの~ ジャンル 麻雀 性別・年齢 男・23 マイク 有 配信者ページ http //livetube.cc/HitachiGST/ あなたは - 人目のお稲荷さんです。 ▼実況作品名など 天鳳 特徴 一人称が私 独り言が多く他人の配信だろうが関係のない素晴らしいトークテク なぜかオカマキャラだが本人は自覚がない(重症) HGSTはかなり空気が読めるな 584 HitachiGST 7/6 0 13 板さんに死ねって言われて感じちゃう私は変かな 主のステータス 喋り S++ 思考力 S++ スケベ度 S++ オカマ度 B 配信環境 OS Windows7 HomePremium SP1 CPU Corei5 2400 マザボ ASRock H67DE3 メモリ DDR3-1333 8GB グラボ Radeon HD5830 サウンド オンボード Realtek HD Audio 合計: - 今日: - 昨日: -
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Contact Huli Jing 緑3に加え多彩なランダム魔法を持つ指揮官Huli Jingを召喚します Contact Huli Jing ジェム 疲労 内部ID 811 30 使用 水中判定 効果 効果量 儀式 Summon Commander 主属性 主Lv 効果発生数 射程距離 Nature 2 1 副属性 副Lv 効果範囲 命中補正 - 0 0 領域 Lv 防御判定 抵抗判定 Conjuration 6 専用国家 EA T ien Ch i, MA T ien Ch i ゲーム内説明文 The Huli Jing is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Huli Jing is a trickster and often whimsical or even mischievous in nature. In human guise, it might play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Huli Jing are stealthy and in human guise have the abilities of a spy. All Huli Jing are powerful mages of Nature, but most have other magic skills as well. 和訳 Huli Jingは、狐の魂です。それは多くの尾を持つ銀色の狐の姿を持ちます。魔法的な強力さを持ち、美しい女性の姿をとることができます。Huli Jingは詐欺師で、しばしば気紛れであり、事実上災いをなすことさえあります。人間の姿で、不用心な旅行者をからかったり、生まれの卑しい農民を大成させるよう手伝ったり、王国の隆盛や没落を計画したりします。Huli Jingは隠れるのが得意で、人間の姿ではスパイとしての能力も持ちます。全てのHuli Jingは強力な緑の魔術師ですが、大半のものは同じく他の魔法の技術も持ちます。 注記 変身能力を持つ妖狐、Huli Jingの召喚魔法。同等の話が日本にもあるため、名前だけが異なるKitsuneがShinuyamaやJomonの固有魔法として存在する。 40という非常に高い補正を持つ隠密能力を持ち、人間の姿ではスパイ技能も得る優秀な偵察係。また狐の姿では移動が素早く、山岳の移動阻害も無視できるので飛行できないながらも機動力に富む。 要求スキルに対して魔力も非常に高く、緑3に加えて風水地星のいずれか1つを50%ずつで3回判定、25%でさらに風水地緑から1つ得る。運次第で魔力が大きく変動するが、よほど運が悪くなければ緑3のみということはないだろう。 変身中も魔力は低下しないが、狐の姿ではHPが極端に低く装備もその他欄2つしか持てないので、戦闘に出す際は人型にしておいたほうが良いだろう。またアイテムを与える場合、うっかり変身で紛失しないように注意。 コメント 名前 コメント
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《Aesthetic Consultation》(美的診断) #whisper Demonic Consultationのパロディで、アーティスト・マターカードの一枚。 しかし、デッキのカードのイラストレーターさえ把握しておけば本家とまったく同じように使うことが出来るため、ちゃんと使えば非常に強力であることは間違いないだろう。 まぁ、土地絵師を同じにしておいて土地をゲットするのが無難な使い方。 土地の種類によって変えるのもいいかもしれない。 自分が使っているカードのアーティストを把握するのも大事だが、ある程度以上アーティストが偏らないようにバラさないといけない。同じアーティストのカードばかりを使いすぎると、すぐにHITしてしまってライブラリーが余分に減るだけのキャントリップになってしまうからだ。別々のカードのアーティストは別々のアーティスト、という風に、カード名とそのアーティストが1対1対応になっているのが理想。 イラストの右下に描かれているカードはPersecute Artist。 参考 カード個別評価:Unglued系