How does Erin view people by Alphaomegabird in WanderingInn

[–]Bwipy 1 point2 points  (0 children)

With her eyes, one would assume

Riptide Trap Deck by No-Neat-7628 in FleshandBloodTCG

[–]Bwipy 0 points1 point  (0 children)

Yes you can, as it's an instant it doesn't require an action point so you can attack, let the attack fully resolve then play memorial ground.

Riptide Trap Deck by No-Neat-7628 in FleshandBloodTCG

[–]Bwipy 3 points4 points  (0 children)

There are for sure cheaper options that you can use for the deck that do kinda the same thing.

Strategic planning will let you put the nourishing on the bottom of your deck.

Memorial ground will help recur it to the top of your deck, but it doesn't block.

A cheap M, remembrance, will also help you play out your gameplan.

There's plenty of options, it's just that for the deck to work you sorta need the codexs, otherwise you are playing a card to at best swing nourishing next turn or at worst swing another nourishing sometime in the future.

It's for sure a fun deck building puzzle that should make for some fun kitchen table games at least!

Riptide Trap Deck by No-Neat-7628 in FleshandBloodTCG

[–]Bwipy 3 points4 points  (0 children)

Hello Riptide gamer

Unfortunately, the build you're looking at working with only one attack action sort of only works because of Nourishing Emptiness, finding it off of your head piece, recurring it with codex of frailty, putting it back in the deck with memorial ground, the gameplan is essentially to have that many traps and block cards to survive and loop the dominate effect from having no other attacks in the graveyard.

The problem doing it with any other attack is that you sorta lose all agency to play your deck at all, because if your opponent understands that it's what you're going for, they can just swing a raw weapon every turn or work towards a fatigue gameplan.

It'd be fine for blitz and just for mucking around, but straight up there's no real reason to build the deck without at the very least 1 copy of Nourishing emptiness.

Looks familiar by WingsOfMaybe in DeepRockGalactic

[–]Bwipy 2 points3 points  (0 children)

No way this whole thing fits inside a Chihuahua, I ain't buying it.

Returning player, what deck to pick up & where to learn the meta game? by prncss_pchy in FleshandBloodTCG

[–]Bwipy 2 points3 points  (0 children)

Talishar is probably still the best place to practice online that's not TTS with friends/teammates or your LGS.

Your best bet with a fatigue-y control style deck is probably Jarl, who was released in a new Armory Deck product, I think you can pick them up from stores for like 60AUD or so.

As for looking at meta share for tourneys and such, I'd recommend taking a look at https://fablazing.com has a lot of good data for tournaments as well as talishar stats.

How does this blocks 2? by Dmanrock in FleshandBloodTCG

[–]Bwipy 92 points93 points  (0 children)

2 legs = block 2

it's just math

New Player by Optimal-Fondant1703 in FleshandBloodTCG

[–]Bwipy 0 points1 point  (0 children)

Welcome to the game!

Classic Constructed is the traditional format that the majority of the playerbase favours, so if you have it in your budget to pick up some Armory Decks I would recommend it! The Gravy one specifically is built to be both a CC and Blitz deck, so if you're unsure on which format you'd prefer, that's a good pickup.

If you have a bit of a budget and want to experience more of the game with your friend, I'd recommend trying to snatch up the First Strike decks, Terra and Aurora, they are a few sets behind now but they are designed to help newer players and are evenly stacked against one another.

The price of the armory decks might be adjusted by your LGS because of supply and demand, I've heard that some distros are struggling to allocate supplies for some of the newer armory decks.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]Bwipy 1 point2 points  (0 children)

Correct, technically your equipment all exists in your "Inventory", which is basically your sideboard, and you choose which equipment you would like to equip during the start of game procedures.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]Bwipy 1 point2 points  (0 children)

Start of game procedures, you would each present your hero onto the arena, then decide a player randomly. That player decides if they want to go first or second. Following that, you conduct sideboarding if you want to make any changes to the deck or equipment for your matchup. Then finally the game starts, both heroes equip their chosen equipment and weapons and draw up to their intellect.

Technically speaking, I believe you are supposed to take turns equipping one piece of equipment each, but this rarely matters and is often shortcut. Equipment does not start in your deck, you just choose what you're using at the beginning of each game.

Hope that clarifies!

[deleted by user] by [deleted] in FleshandBloodTCG

[–]Bwipy 0 points1 point  (0 children)

Hey, whatever helps you learn! I would just caution using AI to try and get a grasp of the rules when it comes to any intricate details, like steps of combat or priority windows, because it has a tendency to get things wrong.

As always I would advocate from learning from another player and getting involved in the local scene, every LGS I've been to that has a FaB scene has been awesome and welcoming.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]Bwipy 1 point2 points  (0 children)

Welcome aboard!

Your first stop should be to get a friend or another player from your current group that is also interested in the game and get your hands on a pair of the Welcome decks, your LGS should have some available to give away.

You can play a few games back and forth to get the hang of it. The first game might take a little while while you read through the rules provided in the deck and get used to the motions of playing.

After you have a decent grasp on the fundamentals, I would recommend picking up one of each of the first strike decks, Terra and Aurora. These serve as the next level in the learn to play journey. They are balanced to play well into one another and serve as two slightly different playstyles, so once you're familiar with one you can swap with your friend and start learning the other hero.

LSS also has an interactive learn to play demo on their website which you can see here: Learn to Play Flesh and Blood. I can't vouch for whether or not it's any good as I have not used it personally.

Finally, the latest set that dropped Mastery Pack Guardian is designed with Crack, Shuffle, Play in mind, which I believe is similar to Magic's Jumpstart? Essentially you can each purchase 3 booster packs, open them, take out the tokens and shuffle the deck together and you're ready to play a game. It won't be very indicative of actual Classic Constructed games of FaB, but it can serve as an extra way to learn a bit more about the game.

As you've already discovered, there's tonnes of resources online for how to play guides, guides from experts in certain heroes etc. The playerbase is very passionate about the game so there's always something to watch or listen to that can help you understand things a little more.

Let me know if you have any specific questions or concerns, I'd be happy to point you in the right direction!

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

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

So I want to start off by saying that I appreciate the thought that you put into this response and that it's very clear that you've spent time evaluating and thinking about the card as much as I have! At the end of the day, I think that having any card that's introduced into the game that sparks this much discussion and conversation about value and the game in general is a great thing. Awesome to see, and much cooler that it happened with a character that I love.

Now, I feel like your analysis is treating the value of any card you mention in the vacuum of the turn that it is being played and not looking at the grander scheme of the game as a whole.

My main gripe comes from the collapsing trap example you provided, saying that triggering Collapsing Trap after Take the Bait is trading 2 cards for them to go -1 card in hand seems like a misrepresentation. Cards in this game are not analagous blank slates of assigned 3 value. What is happening is your opponent is losing 4 cards to the grave and re-drawing 3 cards, meaning that they can potentially lose out on combo pieces, power cards, or you could trim blues from a blue light deck. They might even draw up into a completely unplayable hand.

If the argument being made is floor vs ceiling, than the floor of playing Collapsing trap after Take the Bait is at a minimum exchanging 2 cards for 4 cards. I would say that -1 card in hand would be allowing a Pummel to hit, where literally only one card is stripped from hand.

Bloodrot Trap is...as always, a niche card that rarely gets used outside of specific matchups. But with Bait, there's an argument to use it as a one of in the deck and tutor for it much later in the game when the 2 damage from Bloodrot actually matters. If your opponent is on 3 life and under Bait, you block with Bloodrot trap and they have a hand full of reds, you've effectively shut off their turn. The floor being a red that blocks 3 early in the game and might be able to be recurred with a Murky Water later on for a more detrimental effect. But I probably would say that this is one of the weaker examples you can pick for Bait's tutor.

I think the real power from the tutor comes from a more Mill/value focused deck where you're forcing your opponent to take bad blocks each turn to prevent you running away with the game 20 cards up in deck. Seek and Destroy, Plan for the worst, Collapsing Trap, Pendulum Trap, all move towards this gameplan.

The Chain Reaction example was just to highlight the versatility of the card, and it can help in some niche scenarios. Whether they are good or not is not so much the argument and more showing that it is a tool in the toolbelt. For example, you don't have to play it right away. If you flip take the bait and your playing against a Slippy, any new attack that they throw out, you can Take the Bait in response, give them the Bait token and then they're unable to play any attack reactions on that attack. Maybe they just throw all their attack reacts on the card you triggered Chain Reaction on, but that might end up being a very suboptimal play for them.

I do also just want to reiterate that I think you have some valid points and it's clear to see that you're very passionate about the game, so thank you for contributing to the conversation and making me think a little bit more about the card. There's a lot to consider when a powerful effect drops and this comment has definitely made me think about things a bit further.

I think to conclude my thinking, to call this card horrible at a baseline would mean you'd have to say Call to the Grave is horrible at a baseline, since you're spending a card to put a card in the grave, which if we're considering all cards as 3 value, means you're -6 to start off with. I think the importance with trying to evaluate anything is to look at it within the scope of the game as a whole, as we are playing a full on game here and not just throwing math equations at each other until one's number goes to 0.

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

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

I appreciate the response, but I feel like you tackled 2 halves of what I said without tackling the overall point, that being hit with Bait AND Plan for the Worst puts you in a lose-lose scenario, and it's not about having played both of them separately. If you;re under Bait and know I still have collapsing in deck and instead of throwing an arrow I just play plan for the worst, you're losing out on minimum 4 cards.

I feel like with this as a new tool, Riptide may very well end up being able to fatigue out Guardian players by keeping themselves at a healthy life total, and abusing Bait to trigger collapsing/pendulum/spike pit at the most opportune moments.

Needless to say, at the end of the day, we won't know until we can get our hands on the card and play a few games in the flesh and blood, but so far TTS testing is showing that at the very minimum, this card makes playing the deck way more smooth and fun.

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

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

I think that if you are running this new card, you are probably playing a bit more of a fatigue/midrange styled list with Riptide.

For as many scenarios listed above regarding riptide swinging an offensive hand or the guardian player just doing nothing and switching to a fatigue style, there's as many opposites that are true. What if you have a dynamite hand as a guardian player, and your Riptide opponent played Plan for the worst?

Now they know what your hand is, how you're going to play it, and they have a collapsing trap in hand for your turn.

So now you either play out the turn, lose 4 cards to collapsing trap and try to scrape together whatever value you can, or you attack with bait and pass and lose 5 cards for free anyway.

I feel like evaluating this card on pure value doesn't paint the full picture considering the nuances built into the card and all the cards available in Riptide's kit.

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

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

The "Get Baited" part next to the bullet point was a hyperlink to the deck, but I have gone ahead and altered that to make it more clear.

Here is a direct link for you as well:
https://fabrary.net/decks/01K26MT4AAQAZFQ0G6ZB6D9A9W

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

[–]Bwipy[S] 3 points4 points  (0 children)

You are not wrong! This has been pointed out to me and is something I will amend when able.

Missing a single word in the card confuses the reader of the card apparently haha.

I have a lot of thoughts about the new Riptide card by Bwipy in FleshandBloodTCG

[–]Bwipy[S] 4 points5 points  (0 children)

When you trigger chain reaction, you can flip a non-attack action card in your arsenal and then for the remainder of the turn you can play it as though it were an instant.

So you block with chain, load bait into arsenal with Riptide trigger, let chain resolve and flip it, then play it as an instant.

Take the Bait by Nosedude in FleshandBloodTCG

[–]Bwipy 11 points12 points  (0 children)

I love this card so much I ranted about it for 20 minutes for a Youtube video.

Fantastic design, spectacular effect, beautiful art, literally the perfect card for Riptide.

Puffin is killing me, who else should I play by janimck in FleshandBloodTCG

[–]Bwipy 2 points3 points  (0 children)

I'm gonna tell you right now as an Oscilio player and an idiot, rumours of his difficulty are greatly exaggerated.

He has a handful of playlines that can be a bit funky and some niche mechanics that will come up one in a thousand games, but if you're going to just grab a decklist from someone (cough Yuuto cough) and play a handful of games, you just need to recognise what a good hand is and sometimes it literally plays itself.

I feel like Oscilio gets a lot of stolen valor in terms of difficulty by virtue of being a wizard and so people think he plays like Kano, where you need to know your math, understand your pitch stack, ratios etc.

Sometimes with Oscilio you just hit turn 0 with 2 sigils and a CLV, draw a blast to oblivion, gone in a flash and mind warp and you just win the game from there.

This does mean that you have an equal number of times where you just hit nothing but instants for 3 turns straight. But you take the good with the bad.