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#dlg1
doreas · 2 years
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enablesllamas · 5 years
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Marley Duncan.  Shes completely CC free, except my defaults.  :) I am going to attempt to start a legacy with her. No specific rules. 
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littlesharksims · 6 years
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yet more good things happening today!
oliver: hey, are these for sale?
diana: oh, you betcha! are you interested?
oliver: yeah, they’re nice. how much for this one?
diana: um. i’ve never thought about the pricing. no one’s ever wanted one before.
oliver: i’ll give you §1,500 for it.
diana: 🤑 sold!
jana and caspar also bought paintings. i’ll take that as a win.
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octaviaday · 6 years
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at least they didnt die?
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ohsimheavens · 6 years
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Bailey: Oh...Oh my god.
shit.
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Dark Magician Collection!
I wanted to give a detailed view and update of my DM card collection since I have ‘finished’ it - at least as far as I can. 2 cards are still missing, but I can’t find them online atm. Goal was to have all English and German prints - there are some other nice ones in my collection, too! You will see :D
Long post ahead!
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Starting of with the very old starter deck cards and the secret rares of this artwork (which is my favourite - who would have guessed!) I really love the secret rares of this artwork and secret rare as a rarity in general <3 But as you can see, the DDS card has a crease - but I’m okay with that since it dropped it worth to an amount I could buy :’D Maybe I will get a flawless one in the future. The card itself funnily is without scratches. I would really like to know how the bend happend.
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Next up: DUSA ultra rares - which I don’t like very much since for some reason the duelist saga UR is not very appealing to me. The foil is weird. The CT13 tin promos are great tho ;D The others are commons, so nothing special to say about them.
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Trivia time! I will use the CT13 cards as an example since they’re here :U American und European cards often slightly differ in colour and brightness in general. American versions are often lighter and that’s why there are many players who prefer them over the European prints (at least here in Europe, can’t say anything about other places). The right one is an American print and the purple is a lot warmer and the ornaments on the armor are more pink (but I couldn’t capture that on a single pic alone, so just imagine it ;D)
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Here we have the lasts cards of artwork 1 - The oldest DM I have in the left corner with signatures of my old school buddies which I let them give me before moving away all the years ago. This card is heavily damaged :’D on the spot right to it is a card I was very unsure about putting it into the collection since it actually is an OCG card even if it’s English. It’s a promo card from the 2015 Japanese championship. BUT I got it relatively cheap on ebay a few weeks ago, so well, I won’t complain. Also here: The ghost rare DM and another 2015 promo - but in Korean - both 201 promo cards have the same rarity (Millennium Rare) so I assume tehy’re the same card...? Moving to the right we have the original booster pack 1 - LOB - Dark Magician and below the cards from the second Yugi themed starter deck. One of the LOB magicians (German) belonged to a friend (one of them who signed the card on the left) and it was a very hard fight for getting him to trade it as a kid. But I never gave it away afterwards. I met this friend again, 12 years later, and he actually remembered and was very happy about (and still slightly mad since he collects all old cards and this one was hard to get for him again) me keeping it <3
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Just a try to get the millennium rare effect on camera, but it’s actually hard to do - there are hieroglyphs all over the card!
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Detail shot of the ghost rare card - this rarity is so cool. It has a little 3D effect and the colours only come through in the perfect light (artificial light works much better than sunlight for some reason) - but it can’r be captured in only one photo. So enjoy the nice eye he has here - they really pop out in the ghost rare!
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Moving on to the page of shame since this is the page with the last missing 2 cards - which are the red rare and blue rare English DL11 Dark Magician. I actually bought the blue rare - but it went missing in the shipping process. It’s a shame. This makes me sad and angry. But besides that, I like the coloured rares. I don’t know, but it just adds a nice twist to the normally a little boring rares.
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I don’t have much to say about this page... the Retro Pack DM are nice URs and we have 2 SCRs again... Oh! I know what to tell you about them: this artworks BPT print is quite cheap - the other one, 1st artwork, is most times actually expensive. And the FL1 SCR has the most disappointing foil I’ve ever seen. I tried to capture it on the next pic:
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You can guess the SCR effect, but it’s so bad/weak I had this card for weeks until I read online that it’s a SCR card - I didn’t even realise it! I thought it’s a normal rare on the first glance :’D You can guess how weak it is in comparison to the BPT card on the right which is also not the brightest SCR, but this one is glittering like crazy next to FL1
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The last card (DLG1) of artwork two on the left with two random Japanese cards I happend to have - look how worn out they are! I had them for a very long time, getting them as a teenanger, and I don’t know where they came from. There were a lot of Japanese cards flowing around in my childhood. On the right we got Arkanas best buddy - he only got this one print in German and English and they’re not even that old. It’s a shame they took so long to get printed in the TCG. The Japanese one again is one of the cards I had for a long time - it came from a pack in which DMG, Dark Magic Curtain, Thousand Knives and Magical Box also were included (correct me if I’m wrong, I may not remember it correctly) The card on the bottom right... I don’t know what it is, but the artwork is cool :D
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I mean, look at it!
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Artwork number 4! Structure deck cards in the top left, below them promos from the old PC game (they have a nice SCR effect which glitters like this # instead of a straight line or /) On the right some commons and the sexy ultimate rares.
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They’re just cool.
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The most valuable page in this binder- because of the baby sitting in the bottom right corner <3 But first, take a look to the left. Top row: commons which also came in the structure/starter deck in which the UMR were included. Bottom row: SCRs but with a shimmer which goes like this: / Top right: URs Bottom right: The two almost identical prints with the most difference in value in the whole collection - the left one is a few € and the right one is a few 100 :’D This P in the serial number must be really valuable. Sad thing: They’re only rares with some starfoil thing going on (I don’t know how the rarity is called, it’s not actually starfoil since there are no stars on it but dots). It’s a shame. They’re not even very pretty :’D
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This page is interesting again since we’re switching artworks :D But I would like to add that the DB1 prints here do have the colour difference between American and European version again (but I didn’t capture it in an additional photo this time) - I mostly own European English versions, so I thought I could mention it again ;> JUMPing to the right (badumm-tss) we have artwork #5 with the promos out of the Jump magazine and the first apprearance of the true Black Magician ;P Below them is one the old promotional cards they had ind the Banzai magazine (I guess). The Magical Circle next to it was just a thing I got as an addition and it was fitting to also put it here instead of losing it in my other cards.
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Another shot of the Jump cards to show some things. First of: They don’t have the bold grey border the artworks usually have on all cards - I did realise this lately. It finally made sense to me why I always thought they look strange! It was a mind-blown-moment. And second: You can see that at some point they changed the size of the picture on the card in direct comparison! And for some reason the newer print (right) is more crisp and a little brighter.
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Artwork #6 - which is pretty nice btw - and the very sexy field center card released this year plus an old bandai card. The tag for the bottom left row is missing since they are the newest prints (came in the Yugi-Kaiba-Deck duo box this year) and I simply was to lazy to stick one of my beautiful tags on them :’D It would have been very nice to have the golden parts on the field center card shiny gold/metallic printed tho.
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Movie artwork and also the last artwork for now - until the new one hits the stores on 22.12.18 in Japan. I should have sorted them in an other way starting with the URs, going to the gold rares and endling with the gold secret rares which are the ultimate shiny glitter-fuck-fest you can have :’D I love them. In the right corner is the Token card from the tins last year and a very nice business card of a German online card shop infront of my Konami ID card. This way I will never lose or forget to bring it since I’m always travelling with my magicians if I’m going for some plays or the small weekly tournament in my city.
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Last additional page - the coloured rares again but in French! :D Exept the purple rare, it’s missing. But instead I put an anime orica in there. And since the oversized DM card also got a serial number and it’s English it’s in my collection, too ;D
Wow, this was a ride. It took me about 1,5 hours to write this wall of text and put pictures in and so on. I actually have a second binder slowly filling up with DMs, but they’re not unique prints and just all the cards in here over again since I just trade for every DM I can get :U It’s fun!
I don’t know for which cards I’m going next. Maybe some more European ones like Spanish, French, Portoguese or Italian or just gong for the Japanese and Korean cards. Maybe a little of both. Just get what I can grab.
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ygoreviews · 6 years
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Gorz the Emissary of Darkness ———————————————— When you take damage from a card in your opponent's possession: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. If Summoned this way, activate the appropriate effect, based on the type of damage: ● Battle damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of battle damage you took. ● Effect damage: Inflict damage to your opponent equal to the amount of damage you took. ———————————————— Can Be Found In: Duelist League 13 (DL13-EN013), Battle Pack: Epic Dawn (BP01-EN014), Gold Series: Haunted Mine (GLD5-EN024), Legendary Collection 3: Yugi's World Mega Pack (LCYW-EN044), Premium Gold: Return of the Bling (PGL2-EN081), Dark Legends (DLG1-EN000), Yu-Gi-Oh! R Volume 3 (YR01-EN003), Retro Pack 2 (RP02-EN000)
Monsters with effects activated directly from our hand were in the game at the very beginning with extremely scarce options such as "Kuriboh", but gradually became more prominent as years passed. Due the majority of Decks having plenty of options to clear the field with little to no effort, there was a good chance that any defenses placed on our board will become a waste as soon we have to deal with one of several removal effects. That's where hand effects became more and more prevalent in many Decks as more options were released, resting in our hand where very few countermeasures can deal with them while their unpredictability could severely disrupt one of several opponent's actions. Reaching the point where Trap Cards are almost obsolete for many Decks, these monsters took over their position as the best way to defend and disrupt the opponent before is too late.
"Gorz the Emissary of Darkness" quickly became a popular monsters upon its debut as hand effects gradually expanded on options, becoming such a threat that was placed in the banlist for a while due the efficiency of its abilities. Able to summon itself once we take damage while our board is empty, "Gorz" arrival will follow with one of two abilities depending of which kind of damage we took to meet its arrival's requeriments. If we took a direct attack and thus damage from battle, "Gorz" will arrive along a Token (Sometimes referred as "Kaien the Emissary of Darkness") which ATK and DEF will equal to the damage we took. If instead we take effect damage, "Gorz" will summon itself and deal damage to our opponent by the same quantity. Obviously in most circumstances "Gorz" will come along its Token and give us a strong board with its own high stats, becoming a strong defense or punishment to the opponent even in scenarios where our field has been wiped out.
While we could take traditional methods and supporting effects to summon "Gorz", obviously we want to aim for its own effect to either arrive along a Token or send damage back to the opponent. Since "Gorz" can only be summoned while our field is empty, in most scenarios will be kept in our hand ready to comeback from a variety of removal effects. From "Raigeki" to "Black Rose Dragon", the opponent has plenty of opportunities to clear our board and take that opportunity to direct attack. That's where "Gorz" will come into action in most Duels, with its Token becoming either a small annoyance or even stronger than this monster depending of the damage we took. Obviously we could just keep our field empty as long we assure our Life Points are safe from lethal damage, baiting attacks or effects to assure the summon of "Gorz" in return. Overall this seems that its effect damage ability will become less prominent under most circumstances, but due Burn strategies often won't require clearing our board and the prominency of battles in the game is something that can't be helped.
The results of "Gorz" has a bunch of variables due the timing of its summon and the results of its effects, becoming a solid defense to a powerful pressence on the field. With most scenarios triggering its battle effect, the Token "Gorz" provides can become a pity defense to defend against any opponent attacks during that Battle Phase, to replicating the stats of one of the strongest monsters on the opposite field. Depending of "Gorz" and the Token's summon, is quite possible to follow their pressence by working as materials for a variety of bigger summons (Except Xyz Summon when comes to the Token). The effect damage ability might not be a recurring outcome, but since the summon the "Gorz" is triggered during any moment is the only opportunity we could get to bring it out during our own turn if the opponent activates something while our field is empty. Regardless of creating a Token or redirecting damage, the high stats of "Gorz" makes it possible to survive until our own turn and start pressuring back the opponent with any other cards we can follow with its pressence.
Even if its effects will have different outcomes from one Duel to another, "Gorz the Emissary of Darkness" can become quite the scary monster to keep at hand and suddenly obtain a strong summon as countermeasure against damage. With most scenarios responding against a direct attack, the arrival of "Gorz" along a Token can go from a strong defense against any remaining opponent's attacks to obtaining two powerful creatures by little to no effort. As pointed out its ability arround effect damage will rarely happen due the nature of Burn tactics, but since that might allow to "Gorz" to summon itself during our turn it might become more powerful than its battle effect. Overall "Gorz" results will vary in potential and that might make it too random to manage, and since requires to take the risk of taking severe damage it might be overshadowed by safer options such as "Tragoedia" or "Battle Fader" among several others. Regardless, if we are ready to deal with the consequences of an empty board, "Gorz the Emissary of Darkness" provides a variety of outcomes depending of its summon's timing.
Personal Rating: B+
+ Summons itself if we take damage while our field is empty + If we took battle damage will summon a Token with stats equal to the damage taken + If we took effect damage will deal the same quantity against the opponent + Strong comeback card with a variety of outcomes
- Efficiency will vary of timing and how much damage we took - Its ability arround effect damage might rarely or never happen - There are similar options without having to risk our Life Points
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atintintintin · 3 years
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Contribution of Multiple Inherited Variants to Autism Spectrum Disorder (ASD) in a Family with 3 Affected Siblings
Genes (Basel). 2021 Jul 8;12(7):1053. doi: 10.3390/genes12071053.
ABSTRACT
Autism Spectrum Disorder (ASD) is the most common neurodevelopmental disorder in children and shows high heritability. However, how inherited variants contribute to ASD in multiplex families remains unclear. Using whole-genome sequencing (WGS) in a family with three affected children, we identified multiple inherited DNA variants in ASD-associated genes and pathways (RELN, SHANK2, DLG1, SCN10A, KMT2C and ASH1L). All are shared among the three children, except ASH1L, which is only present in the most severely affected child. The compound heterozygous variants in RELN, and the maternally inherited variant in SHANK2, are considered to be major risk factors for ASD in this family. Both genes are involved in neuron activities, including synaptic functions and the GABAergic neurotransmission system, which are highly associated with ASD pathogenesis. DLG1 is also involved in synapse functions, and KMT2C and ASH1L are involved in chromatin organization. Our data suggest that multiple inherited rare variants, each with a subthreshold and/or variable effect, may converge to certain pathways and contribute quantitatively and additively, or alternatively act via a 2nd-hit or multiple-hits to render pathogenicity of ASD in this family. Additionally, this multiple-hits model further supports the quantitative trait hypothesis of a complex genetic, multifactorial etiology for the development of ASDs.
PMID:34356069 | DOI:10.3390/genes12071053
via autism https://ift.tt/3rZGmqn
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babidaddi-apperal · 6 years
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DLG1
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doreas · 2 years
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littlesharksims · 6 years
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diana: be cool, diana. pretend like you’ve done this before. wow. you are the epitome of cool right now.
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octaviaday · 6 years
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stop holding your crayon like that  She invited Matias to lunch.
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ohsimheavens · 6 years
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Bailey: ...goodbye.
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neurogenpapers · 7 years
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DNA methylation as a putative mechanism for reduced dendritic spine density in the superior temporal gyrus of subjects with schizophrenia.
PubMed: DNA methylation as a putative mechanism for reduced dendritic spine density in the superior temporal gyrus of subjects with schizophrenia. Transl Psychiatry. 2017 Feb 14;7(2):e1032 Authors: McKinney B, Ding Y, Lewis DA, Sweet RA Abstract Reduced dendritic spine density (DSD) in cortical layer 3 of the superior temporal gyrus (STG), and multiple other brain regions, is consistently observed in postmortem studies of schizophrenia (SZ). Elucidating the molecular mechanisms of this intermediate phenotype holds promise for understanding SZ pathophysiology, identifying SZ treatment targets and developing animal models. DNA methylation (DNAm), the addition of a methyl group to a cytosine nucleotide, regulates gene transcription and is a strong candidate for such a mechanism. We tested the hypothesis that DNAm correlates with DSD in the human STG and that this relationship is disrupted in SZ. We used the Illumina Infinium HumanMethylation450 Beadchip Array to quantify DNAm on a genome-wide scale in the postmortem STG from 22 SZ subjects and matched non-psychiatric control (NPC) subjects; DSD measures were available for 17 of the 22 subject pairs. We found DNAm to correlate with DSD at more sites than expected by chance in NPC, but not SZ, subjects. In addition, we show that the slopes of the linear DNAm-DSD correlations differed between SZ and NPC subjects at more sites than expected by chance. From these data, we identified 2 candidate genes for mediating DSD abnormalities in SZ: brain-specific angiogenesis inhibitor 1-associated protein 2 (BAIAP2) and discs large, Drosophila, homolog of, 1 (DLG1). Together, these data suggest that altered DNAm in SZ may be a mechanism for SZ-related DSD reductions. PMID: 28195572 [PubMed - in process] http://dlvr.it/NNWWZ3
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ygoreviews · 6 years
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Flying Kamakiri #1 ———————————————— When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 WIND monster with 1500 or less ATK from your Deck, in face-up Attack Position. ———————————————— Can Be Found In: Dark Beginning 1 (DB1-EN054), Spell Ruler (SRL-EN091), Structure Deck: Lord of the Storm (SD8-EN006), Dragunity Legion Structure Deck (SDDL-EN015), Duelist League 13 (DL13-EN003), Legendary Collection 3: Yugi's World Mega Pack (LCYW-EN238), Dark Legends (DLG1-EN075), Retro Pack (RP01-EN074)
If a monster isn't strong enough to overcome most enemies on their own, will most likely rely on effects to provide some sort of advantage depending of the outcome. This allows even the most feeble of monsters to provide a positive outcome in our favor depending of the battle's outcome, as even their own defeat can give us some sort of benefit the opponent might be unable to do nothing about it. While in some scenarios the opponent can use effects to get rid of in-battle effects before they have any use, they are still valuable abilities regardless of their limited use on one of the most important sections of a turn.
"Flying Kamakiri #1" is part of a set of monsters assists their respective Attribute with the same ability, which in its case being WIND. When "Flying Kamakiri #1" is defeated in battle and sent to the Graveyard, in return we can replace it with any 1500 ATK or lower WIND monster from our Deck in Attack Position. With only the Attribute as the main limitation, "Flying Kamakiri #1" obtains a constantly growing list of monsters that can summon with this ability. Depending of the timing in which its effect activates, "Flying Kamakiri #1" easily becomes a versatile monster that under the right build will be able to provide the right monster for the perfect occasion.
While "Flying Kamakiri #1" alone supports a big number of monsters on its own, itself is far from being helpless to become available from early to late game. Like its Attribute counterparts "Flying Kamakiri #1" is able to summon copies of itself if required, not only a decent option for deck thinning but also tank against consecutive attacks. If instead we focus more arround Insects we will gain assistance from "Howling Insect", a monster with a similar effect able to summon "Flying Kamakiri #1" and other creatures from the Type. Similarly "Verdant Sanctuary" is a Continuous Spell that will let us add Insects to our hand in response of their defeat, so if is not looking for "Flying Kamakiri #1" it will take advantage of its own destruction to fill our hand. If we want to work arround the common mechanics involving the WIND Attribute, "Divine Wind of Mist Valley" encourages using bouncing effects on our monsters to summon this creature and others from our Deck as a result. Finally, since "Flying Kamakiri #1" main objective is to be prepared in any Battle Phase, cards like "Call of the Haunted" can revive it back in the middle of a battle and not only defend against incoming attacks but most likely assure its ability.
If a monster has 1500 ATK or less by default is under the assistance of "Flying Kamakiri #1", therefore having a good number of candidates to work arround its ability besides its own copies. The most popular choice is to use it arround a LV monster, as if is able to summon "Ultimate Insect LV3" or "Armed Dragon LV3" once the opponent's Battle Phase is about to end they have the opportunity to summon their stronger forms once our turn starts. Some other monsters will be able to take a defensive approach even though summoned in Attack Position, like "Sasuke Samurai #4" giving us a random chance to automatically destroy a monster or "Spiritual Whisper" avoiding defeat once per turn. Summoning copies of "Flying Kamakiri #1" not only will stall the opponent's Battle Phase, but is also able to protect "Hunter Owl" with its effect as gets stronger the more WIND monsters on our field if is not in our Deck waiting to be summoned during battle. Some other candidates might need a bit of preparatives which "Flying Kamakiri #1" might help us with once the opponent's turn is about to end, like "Eccentric Boy" letting us use Synchro materials from our hand or "Hand of Nephthys" preparing the arrival of "Sacred Phoenix of Nephthys". Finally, since the opportunity to summon copies of "Flying Kamakiri #1" might become recurrent, we can further expand this approach starting with the mentioned "Howling Insect" summoning itself before this card and then end with copies of "Troop Dragon".
Like its Attribute counterparts, as long they keep adding monsters with the ATK that its effects covers "Flying Kamakiri #1" will keep increasing on versatility and improving its role as support. An everlasting number of monsters and builds arround them , "Flying Kamakiri #1" provides several benefits depending of the monsters we are playing along with no matter if is defeated by the opponent or a suicidal attack. Obviously, with the big number of removal effects nowadays "Flying Kamakiri #1" might have some problems to assure its ability in some matches, making it quite unreliable compared to more immediate searching effects involving its Attribute. Yet, with a big portion of the WIND Attribute under its assistance that includes its own copies, "Flying Kamakiri #1" might be an old card but still remains an efficient choice for one of many WIND strategies out there.
Personal Rating: B+
+ When destroyed in battle will summon a WIND monster with 1500 ATK or less from our Deck + A big number of monsters to summon with this effect including its own copies + Versatile effect depending of which monsters we summon and timing
- Slow effect compared to some alternatives - Might struggle to activate its effect due the popularity of removal effects
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doreas · 2 years
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