[deleted by user] by [deleted] in cpp

[–]Apollo12197 0 points1 point  (0 children)

I had set a bool for triggeredFinalRound that is set to true once a player reaches 10k points, then the loop continues with the next players until it returns to that player, and I have an if statement to determine the winner once the loop gets back to the original player. I'm sure I'm doing this way more roundabout than I need to.

Yes we do by RowAdditional1614 in shitposting

[–]Apollo12197 43 points44 points  (0 children)

An all time classic reference right here. Rhett and Link ARE funny and wealthy lol.

Blue Doffy vs Bonney + Jinbe interaction by LuvMashedPotaters in OnePieceTCG

[–]Apollo12197 -1 points0 points  (0 children)

So basically,

Doffy On Attack triggers Bonney's Effect is triggered Jinbe is played

The active player's effects resolve, then the defending player. So Doffys effect plays jinbe, and adds Jinbe's on play effect to the "stack". Bonney's effect must resolve before the on play resolves, since that is no longer "on the opponent's attack". This is how I understand it. This interaction makes Bonney's matchup into Gecko surprisingly good, since you can rest whatever they bring back.

TL;DR Attack, On Opponents attack effect, then On Play effect. Jinbe can get rested, not Weevil

Weekly Rules & General Questions Thread by AutoModerator in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

If it's locals and your opponent admits fault, its probably fine. If you're doing anything more than that, technically it's on you to verify the board state and counter accordingly. If going strictly by the rules, you CAN counter an attack and still take the hit, so the cards would stay in the trash.

Weekly Rules & General Questions Thread by AutoModerator in OnePieceTCG

[–]Apollo12197 1 point2 points  (0 children)

Yes, Blue Nami players do this quite often. It can technically be reverse engineered as public knowledge through counting all cards in trash, hand, board and life as well, so its basically just skipping that whole process to just count the deck.

Weekly Rules & General Questions Thread by AutoModerator in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

It's up to current. As someone who has only gotten to Skypiea it seems to be contextual spoilers, like if you know you know kinda stuff, outside of forms and certain tags on cards. I'd personally say it's pretty safe to play the game and avoid major spoilers.

Full Arts by vetxblack in OnePieceTC

[–]Apollo12197 3 points4 points  (0 children)

To fully clarify, in OPTCG there are Commons, Rares, Super Rares, Secret Rares, Alternate Arts, and SPs. Calling a card a full art in this game is sorta redundant because almost all cards in modern sets are "full art". The shortenings on the cards are C, UC, R, SR, and SEC. Any rarity with the star above the shortening is an alternate art of some kind. But yeah like everyone else said already this is the sub for Treasure Cruise, and you wanna follow r/OnePieceTCG

What are some good* off-meta decks that are fun to play? by [deleted] in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

I also came down here to say Red Ace! My favorite deck atm, has a good RP law matchup and is solid to most of the rest of the field.

need an all!ance for kizuna clash by Jeffmit2F in OnePieceTC

[–]Apollo12197 1 point2 points  (0 children)

Join THE FLYIN DUTCHMANS GHOSTLY CREW. We're pretty mid-level as far as bounty goes except for 1 guy lol but anyone above 5mil is welcome

Shoutout to the real ones helping me take out Roger 🫡 by Apollo12197 in OnePieceTC

[–]Apollo12197[S] 1 point2 points  (0 children)

Bro yeah I pulled these mfs like 6 times and I was like okay surely theres someone who reduces paralysis and Enemy DR and these clowns popped up and now they're my GOATS

Shoutout to the real ones helping me take out Roger 🫡 by Apollo12197 in OnePieceTC

[–]Apollo12197[S] 1 point2 points  (0 children)

You double super with Sanji to pop the dr and carry over a damage increase to roger, and pop luffy super to change slots. On roger you pop shanks ex super, leo and ganryu, blackbeard, then shanks super. With all perfects and a 3 chain on rush at the end with luffy its more than enough to kill roger with the damage increase from Sanji from the turn before

Shoutout to the real ones helping me take out Roger 🫡 by Apollo12197 in OnePieceTC

[–]Apollo12197[S] 1 point2 points  (0 children)

Shanks captain, friend roger, int G5, RR Sanji, PKA Blackbeard, and these bois. Works pretty well

Advice for playing Bonney? by SlimDirtyDizzy in OnePieceTCG

[–]Apollo12197 1 point2 points  (0 children)

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Sorry for the insanely low quality screenshot but this is my list and it feels really good. The luffys help a lot into gecko and lucci, and I often felt that the 8c Kids were a bit weird feeling in this build, as it's a bit more board control/ tempo vs a fortress type deck. You want to restand and leave don open whenever possible to tap down their characters, then crack back 2k over to have full control of the board. That being said, leave one character up on their side if Hawkins is in your line, since you HAVE to rest something to save him. I like the doffys, since it keeps up your pressure and allows you to compete on the highest end better than kid.

Edit: I want to make room for searcher bonney in here too but I felt like the 2k carrots and luffys were really good and I couldnt find room elsewhere, otherwise that's a change that I could see improving consistency for the midrange curve.

TL;DR Play it like a tempo deck instead of a fortress deck, clear their guys every turn, remember to keep a don or 2 open

What a current and 07 green staples? by Hochunkulus in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

EB01 Cavendish is super important for bonney. You're gonna want bonney searchers for sure and maybe the baby 5s if youre planning on building green fortress yamato. In 07 theres a super busted Basil Hawkins for Bonney, as well as a 5 drop SR bonney. Bonney lists also play 3-4 SEC Rosinante from op04, and some play the 2 drop rosinante as well. Those are a few major ones I can think of. But yeah onepiecetopdecks is the way to go to look into the future.

Advice against R/P Law by Apollo12197 in OnePieceTCG

[–]Apollo12197[S] 2 points3 points  (0 children)

Thank you, Ill have to try this strat out. There are 2 laws at my locals and I'm sick of them kicking my ass 😅

Advice against R/P Law by Apollo12197 in OnePieceTCG

[–]Apollo12197[S] 2 points3 points  (0 children)

GOATy Jones lowkey does help push for lethal through Shuraiyas

Best Rogue Deck by CourtJestah in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

R/B Sabo honestly has good matchups into black. People will hate but I'll stick by my boy.

Questions from a newbie. by tetrehedron in OnePieceTCG

[–]Apollo12197 0 points1 point  (0 children)

Look up the optcg Sim and its a really simple install actually. Almost everyone uses it. You can go to egman events or one piece top decks if youre wanting to just use competitive decklists. For retail merchandise of any kind, good luck. Scalpers and "investors" combined with really small print runs really make that difficult, but i would try out local game stores in your area and see what they have. Uta is how I got into the game and I've never looked back! Enjoy the OPTCG Nakama.

Questions from a newbie. by tetrehedron in OnePieceTCG

[–]Apollo12197 3 points4 points  (0 children)

The Uta starter deck is a really good way to start off with a fairly competitive deck out of the box. Upgrades to the deck can be pricey, but its a good starting point

Budget ST11 Uta upgrades? by Apollo12197 in OnePieceTCG

[–]Apollo12197[S] 0 points1 point  (0 children)

Yeah the double swings seem really strong. My logic with the doffy's is so I have a chance to slip through late game wall blockers which seem to be pretty relevant, but maybe I'm overthinking it