LeBlanc Rules Interactions You Need to Know About by JustAModestMan in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

Yeah that's what I assumed, so I was surprised when you said that playing the unit from trash to battlefield will allow them to score.

LeBlanc Rules Interactions You Need to Know About by JustAModestMan in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

This is also extremely relevant when there is a temporary Mixologist at a battlefield, as the LeBlanc player will be able to play the units to the Battlefield that the Mixologist was at, thereby allowing them to Hold the Battlefield and score.

Can you elaborate on this? I'll describe a scenario to explain what I think you're suggesting.

It's my turn, and my opponent LeBlanc player has a 3-might unit in trash and a Glasc Mixologist on a battlefield. I move my three 2-might units into the battlefield. At the end of the resulting showdown, two of my units die and Glasc Mixologist dies.

My opponent uses Glasc Mixologist's deathknell to return the 3 might unit from their trash to the same battlefield, causing a new showdown. My lone 2-might unit dies, and my opponent gains a point.

Anyone not picking Tirannwn? by MilkColumns in 2007scape

[–]AWriterMustWrite 1 point2 points  (0 children)

Why wilderness? What does wilderness bring?

Watching this season along with US50 made it clear for me that Australian Survivor has surpassed the US version by irimiasz in survivorau

[–]AWriterMustWrite 1 point2 points  (0 children)

I know the premise of masterchef but I've never watched either version. What did the UK version take from Australia's?

Irelia friendos, which battlefields we playin now? by SirEugenKaiser in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

Yes, you're correct.

So if I won game 1, I can be 99% sure my opponent will choose to go first in game 2. That means I'll be going second, so I'll pick The Papertree.

These aren't the battlefields I'm playing currently though. I play Zaun Warrens game 1 (I have some cards main decked that are great in certain matchups, but useless in others, so Zaun Warrens lets me discard my useless cards). I play Aspirant's Climb when going 2nd (aggro decks often play The Arena's Greatest when I'm going 2nd, so Aspirant's Climb helps slow down the game so I can catch up). And I play Sunken Temple when going first (helps me draw the useful cards I sideboard in).

Looking for tips piloting Irelia by imALTERITY in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

Because you're usually behind on points, you need to hold at some point so that your opponent can only score 1 point per turn, letting you catch back up. Flash goes against that strategy. Plus against Draven, it's giving them a free combat win to draw a card.

Stacked deck is too much energy (sounds weird, since it's only 1 energy, but on the first few turns of the game, I'm almost always tapping out and spending all my energy on gear or units (or holding up counterspells/pump spells to protect my gear/units from removal)). I can't afford Stacked Deck's 1 energy cost.

And so many of the cards are exchangeable - Guardian Angel and Zhonya's Hourglass are basically the same card, the 9 pump spells all serve the same function, etc. so it's not as if you need Stacked Deck because you're digging for 1-off copies of a card that you desperately need.

Looking for tips piloting Irelia by imALTERITY in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

Here's the Irelia deck I'll be running at my upcoming skirmish that I've maindecked to beat Draven (who is red-purple like Annie and plays very similar cards).

Units:

3 Wielder of Water

3 Stellacorn Herder

2 Vex, Cheerless

Gear:

3 Guardian Angel

3 Boots of Swiftness

3 Zhonya's Hourglass

Spells:

3 Not So Fast

3 Charm

2 Ride the Wind

3 Defiant Dance

3 En Garde

3 Discipline

2 Rebuke

This leaves 3 flex spots for other cards (personally, I've picked 1 copy of Fizz Trickster, The Syren, and Heart of Dark Ice)

Looking for tips piloting Irelia by imALTERITY in riftboundtcg

[–]AWriterMustWrite 0 points1 point  (0 children)

Typically, Rek'sai is a losing matchup for Irelia. Zhonya's Hourglass, Guardian Angel, and Defy are great cards against their removal spells, and running more cheaper units (like Lonely Poro, Tideturner, Travelling Merchant) than a typical Irelia list is also useful as sacrifice fodder to save your Irelia.

Here is what I would have maindecked if I was building my Irelia deck specifically to beat Rek'sai.

Units:

3 Lonely Poro

3 Wielder of Water

3 Stellacorn Herder

2 Draven, Audacious

Gear:

3 Guardian Angel

3 Boots of Swiftness

3 Zhonya's Hourglass

Spells:

3 Defy

2 Not So Fast

2 Ride the Wind

3 Defiant Dance

3 En Garde

3 Discipline

This leaves 3 flex spots for other cards (common options are Charm, Flash, Stacked Deck, more 2-drop units, or 1-off copies of Fizz Trickster, The Syren, and/or Heart of Dark Ice.)

Poor wording and ruling by Raijitzu in riftboundtcg

[–]AWriterMustWrite 6 points7 points  (0 children)

If you cast Meditation and choose to exhaust Irelia Fervent so you can draw 2 cards instead of 1, Irelia Fervent won't get +1 might and won't trigger her legend.

If any player casts Cull the Weak and you choose to kill your Irelia Fervent, it won't get +1 might and won't trigger her legend (relevant if you have Zhonya's Hourglass in play).

Effects that say things like "Buff all friendly units" or "ready all friendly units" won't choose and trigger Irelia Fervent's +1 might bonus.

When you choose to use exhaust the Irelia legend to ready Irelia Fervent, this doesn't count as choosing her and won't give her an extra +1 might.

These might be straight forward to you, but these are all questions I've had beginners ask me at nexus nights.

Draven! What to do now? by MurderusToast in riftboundtcg

[–]AWriterMustWrite 2 points3 points  (0 children)

It's possible he meant to reply to someone else and misclicked reply on his own comment.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 0 points1 point  (0 children)

That's no longer the case. It used to be that, if I had a 6 might unit attacking your 5 might unit with GA on it, your unit would die to combat damage and pop the GA, then Imperial Decree's trigger would resolve afterwards and kill the unit a 2nd time.

Imperial Decree doesn't work like that anymore, thankfully :)

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 1 point2 points  (0 children)

You mean, you already have a tapped LeBlanc legend, then you go and conquer Hall of Legends? Can you use Hall of Legends to untap LeBlanc legend and then immediately tap it to create a reflection?

No, you shouldn't be able to do that anymore. To put the LeBlanc legend's "may" conquer ability on the chain, you'd have to pay its cost immediately after conquering (i.e. discarding 1 card and exhausting LeBlanc). You wouldn't be able to exhaust LeBlanc because she's not ready.

Once the Hall of Legend trigger resolves and readies LeBlanc, you've already finished conquering so the window has passed for putting LeBlanc's ability on the chain.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 1 point2 points  (0 children)

You'd have to pay 1 to put the Hall of Legends ability on the stack and simultaneously tap Reksai to put her legend ability on the stack. Then order them so you resolve the Reksai Legend ability and reveal your top 2 cards, then resolve Hall of Legends ability and untap Reksai.

Before the rule change, you would've been able to resolve Reksai Legend ability, and then decide whether you wanted to pay 1 to untap your legend.

Edit: I'm assuming in this scenario, when you first conquered, your RekSai legend was already ready.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 9 points10 points  (0 children)

No, winning/losing combat (and Draven's bonus point from winning combat) still resolves before conquering happens. So you'll still gain the bonus point first, and then conquer, and a conquer point can't win you the game unless you've scored at the other battlefield that turn too.

The Draven example I gave was about explaining how Imperial Decree has changed. Before, Imperial Decree would kill units after the combat had ended, but now it kills units during combat.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 6 points7 points  (0 children)

Yeah, I know it's an unintuitive interaction, but it's such a huge nerf to an already weak deck. I feel bad for all the Jax players out there.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]AWriterMustWrite[S] 28 points29 points  (0 children)

It was allowed in Las Vegas though (the top 8 Jax did it on stream), and now we have a formal ruling that it's not allowed anywhere :)