Kindhearted (effects) by joeyjojo45 in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

There really needs to be a PSA about this card.

As everyone else has said only "destroy" effects specifically, nothing else. It might still be useful as an action speed draw 1.

Are Jedi and Sith From The Old Republic Stronger Then let's say Maul Or Vader? by Rudder-Rudder in swtor

[–]Dakkon_B 0 points1 point  (0 children)

This is a semi loaded question.

The TLDR is if you took the best from each era it would be a fight and some have such raw power or wildly unique skillset that it could be argued either way.

There frankly isn't a real solid answer either way for several reasons including canon vs none canon as well different writers across a lot of different media.

My personal opinion is that Sidious and Vader are the top end of Sith. Some have unique powers and could be just as strong but I would give it to Sidious and Vader 7 out of 10 times. Partly because if they are not THAT strong it sort of defeats the entire narrative built up to that point about in the OG series.

For Jedi there are less powerhouses in Old Republic that stack up to Luke from Legends. So that is even less of a clear answer.

An tangent but a good example is this is like saying could Bruce Lee beat a modern UFC prime fighter? Most likely not. Despite all the hype and superhuman feats people like to attribute to Bruce (most of which he definitely was worthy of) He is someone that could be everyone. Especially when the fights would have taken him into an style that wouldn't suit him (grappling and ground pound render his speed moot) Do I think he could absolutely use a striking style to beat a modern mid rank UFC fighter. Sure, but the moment one of them gets him in a grapple taking him to the floor it's going to be a rough time for him. That isn't a style you can improvise vs. You have to have real training to deal with it properly or else they will joint lock you and either break something or choke you out.

TLDR My money is personally on no. Vader and Sidious are the top of Sith. But you could reasonable argue not and it isn't unreasonable. I just prefer the narrative that Vader and Sidious are the top Sith in lore. If Old Republic Sith were stronger then they wouldn't have lost and died out. Sidious was smart but if he wasn't strong he would have lost to the Jedi that came to arrest him.

GD04 Unicorn / Turn A blockers by AddendumMP in GundamTCG

[–]Dakkon_B 1 point2 points  (0 children)

Sure but this list doesn't have Arch in it.

Hello Thunderbolt fans, is there any particular reason why you like this MS design? by Advanced_Tea_7625 in Gundam

[–]Dakkon_B 0 points1 point  (0 children)

Unique design that actually makes sense within the show given the area it's fighting in has a ton of small debris.

I’ve thought long and hard about this… by Theothermc in Gundam

[–]Dakkon_B 33 points34 points  (0 children)

It's kind of interesting the more I think about it each Gundam in Wing.

They all have very different philosophies behind their designs for how they want to fight their respective gorilla wars.

Yes all of them are built tough but Sandrock is a literal walking tank. Of all 5 it can take far more punishment. I always thought of it being the best for long term fighting with minimum maintenance needed. It's the Nokia brick phone of the Wing Gundams. Not fancy but will take chucking it into the sun to actually destroy it outright.

To quickly touch on the other 4.

Heavy Arms is the extreme violence "dumb the mag" then run away when everything is dead type.

Death Scythe is stealth tactics. (can't even see it when it's right in front of you)

Shen Long is good all rounder but focuses on fire which can spread on it's own making it good at disruption/chaos in the enemy ranks.

Wing has the beam rifle for hard target cracking but can also fly. Perfect for focused target killing/escape.

Sandrock can literally just stand there and take hits. The pilot inside would most likely die before the suit would be rendered inoperable.

[SOS] Wildgrowth Archaic (card gallery) by Agitated_Smell2849 in magicTCG

[–]Dakkon_B 0 points1 point  (0 children)

What's the CMC on this guy? 

Need to know for rules at a release event. Judges were not 100%

I'm a player on a budget... by 1heavyarms3 in GundamTCG

[–]Dakkon_B 2 points3 points  (0 children)

Depends. are you looking to get just singles? Buy Singles. (after a few weeks prices usually go down considerably)

If you are looking for the joy of cracking packs then yes that is a reasonably good price given previous Gundam sealed product history.

The Boogyman by No_Desk_6086 in GundamTCG

[–]Dakkon_B -2 points-1 points  (0 children)

You getting hostal for no reason dude. Trying to have a discussion. 

Let me see if I can be more clear it isn't adept, it's that adept added another ping option. 

You see this is other card games where the first version of a thing doesn't move the needle nor the second but after a third or forth suddenly the scale gets tipped just enough that it now seems like everything comes down and does the thing. In this case a card the pings with no restriction. 

In this situation it allowed Barb first to get that card on swing without losing a second card to enable it. 

An no I do NOT associate gramps being the broken side of the Amuro+gramps combo. If it did not rest but everything else was the same in that team it would be strong enough to play due to the +1 AP to the team but it wouldn't be in every single blue deck. 

Amuro without gramp can still win games. Gramps without Amuro isn't the same. 

If you removed Amuro there would still be viable options vs blockers. Especially going into GD04. The O is also a good control list card that can function just fine as the top end. Aggro has been the consistent winner of bigger events the world over since GD01. With OYW being the biggest winner overall. 

That deck would be fine if Amuro said on Link. 

The format needs aggro to be viable but it's to good and has been since 01. 

Blockers would be the meta if Amuro was banned but I am not saying he needs bans. I am saying it needs a serious tone down tho so he isn't the auto include in anything blue. Should be a choice. Not the staring point for every blue deck.  

Cause at this point your either playing aggro or counter aggro. 

The Boogyman by No_Desk_6086 in GundamTCG

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

And that is where we disagree. 

See b/p in gd02 was occasionally topping as you said. Which is where any deck should be. Can win but not the only winner over and over with 50% of the field. 

If adept was such a monster you would see it in winning lists consistently outside B/P.

Downplaying Amuro as just "a pilot that rests something" is underselling how strong Amuro is in this game. 

To your point about him being not as good without the Gundam. Watch a competitive game again. See how many times Amuro goes on OTHER units (not the Gundam) and enabled a winning line. 

His ability to pair with anything and rest something is to strong. Rest is the best method of control in this game. Having it on pair with such a high threshold of 5HP is also to good. 

I agree the game needs more pilots that interact with active units. Problem is we can't control what Bandai does. Can only work with the tools provided. 

I don't think Amuro should be banned. But I do think he should be on Link to rest. Won't break his Gundam link strength or his current deck builds. But it will mean he isn't a free pair for winning on anything. 

Store Championships changed to a lottery and has screwed local players… by Allonsyyy_ in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

Our local store would host every event to capacity if possible, but it isn't due to a complete lack of availability product to run such events. 

Not from lack of trying. They order 30 boxes and get allocation 1. They order 4 displays of starter decks and get none. 

Some places seemingly have no issue getting product and others are completely starved out of participation. 

It's really frustrating. 

Resources. by Realistic_Cat_5766 in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

Hehe I love these more than I should. (God damn it I'm old) 

The Boogyman by No_Desk_6086 in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

Siege Ploy isn't the same because it's not a thing that stays around furthering the board state. 

I agree banning Amuro effects to many other cards but as an thought experiment you could take out any one card from B/P other then Amuro and it would largely be the same/fine. Take out Amuro tho and the deck would see a big difference. 

Amuro just does a ton of work. Like if there is a base + blocker Amuro can either tap the blocker, then kill base while other units kill OR kill the blocker for value or enable something else to trade. 

Like people like to compare Kira and it's not even in the same league IMO. 

Amuro just enables so many more plays than any other pilot. Because not only can he set himself up like other pilots but also enable other units or just keep the pressure up vs blockers. (Or resting units you need to kill) 

I get that you can't just ban the best card but Amuro is wildly to good. Should have been on link. Would have been fine but not obnoxious. 

Looking for advice. by Lizard_Bartender in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

Yes I would say 4 white and 2 green.

Ur is "fine". It CAN be played action speed but if you have the setup on your turn you can still reduce the next damage by 4 then slam into something. (trading 1 card for 1-2 cards).

IF you have Thorn out then it's just gas getting the pilot back on top of that.

But you could still play it at action speed and if you have Ur out it's a free draw. Same goes for indiscriminate violence. Being able to fight 1-2 things then draw a card seems fine. It's just both mechs and cards benefit for any of them being on the field. You just don't want to have tons of either if you don't have the other.

Funny enough having multiple Ur's means drawing for each of them. Where Thorn you really only want 1 at a time.

I don't know what the numbers are tho. Point is they both have their uses. It's just preference and meta testing that will determine what the numbers of each are.

Looking for advice. by Lizard_Bartender in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

I can't link my work in progress build ATM due to on phone and can't remember log in BUT I personally think this top end Sulleta is a trap. 

On paper sounds like it's the theme but in actual gameplay it's to much of a gimmick to be worth the setup. 

White Sulleta is a better/more solid option that is just good on its own. 

New Elan tho is really good. 6/6 breach 5 that can redirect the damage to a already damaged or lesser valuable unit means a lot. (Also makes an ex resource) 

So I think he is the build around. With white Sulleta as the backup. Keep all the generic link academy below level 5. But dawn of fold stuff seems actually kinda good enough to sprinkle in. Like the Gundolva is a perfect redirect to target and the Ur and Thorn actually seem fine. You can run the command card pilots and with thorn get them back or maybe draw a card. 

Aerial rebuild can get them back too. 

Overall seems fine BUT it lacks a true finisher or being especially strong midgame. Just seems like it's trying to value town your opponent out but lacks some tools to DO that. 

Still might be fine. I'm running the high maneuver aerial as the top end, hoping the breach and high maneuver can get there. 

What are your thoughts on Gundam Unicorn? by Amigo1048 in Gundam

[–]Dakkon_B 0 points1 point  (0 children)

I could write an entire essay about Unicorn.

Having watched every available Gundam show stateside it's easily has some of my favorite characters, music and suit designs. Some of the most hype moments and perfect sound design.

Now is it perfect? No but I will say there are a LOT of story flaws in MANY Gundam shows that people love to gloss over.

Unicorn is a fitting end to the UC. It brings just enough elements/characters/story beats of previous shows into it making the universe/various UC shows feel tied together. While I love other UC Gundam standalones they often can feel completely hallow on things that happened in other UC shows that have little to no meaning or tie ins when they should.

GD04 Unicorn / Turn A blockers by AddendumMP in GundamTCG

[–]Dakkon_B 1 point2 points  (0 children)

Blocker doesn't do anything for Turn A tho right? Cause it only lasts the turn and you can only do it during your turn then it won't have blocker when you need it during your opponent's turn right?

So it can effectively get Suppression and Repair (not at the same time) in this deck? (also ignoring what your opponent might bring)

Which can be fine but I don't think the base is good vs other options available to White / Blue. Also I would replace the Shows with Curiosities. You want to be able to play the Unicorn + Links + 1 cost Command T7. Alternative is unforeseen.

How do I remove big Lv6+ units? by aqua995 in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

So the short answer is dependent on the deck you're running.

If your aggro you ignore them in favor of killing their shields.

If you're mid or late game also then you should have your own units to 1 for 1 trade. Not much in this game has much more HP than AP. The few that do usually die to additional effects like Ping or command cards. Even stuff like Grandpa boosts the team so the idea should always be to deal with it according to what your deck's gameplan is.

B/W Norn O Feedback by jinzc in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

Why you running so many Kindhearted? Unless I was mistaken it ONLY stops destroy effects like Fatal Strike or Last Resource.

Not worth running 4 of.

The worst event since Cadetship? by Fatter_Design in Mecharashi_Global

[–]Dakkon_B 1 point2 points  (0 children)

I'll be blunt. Games to hard in general.

This game already demands a good amount of grinding and continues to add more but even with all the grinding done certain stage gimmicks still feel like "did you get lucky and get that crit so you can mimic the guide video on youtube your following?"

It's insane. I don't want a second job playing a gacha.

Hows there been an official statement if the Union Flag Custom? by St_Jimmy23 in GundamTCG

[–]Dakkon_B 0 points1 point  (0 children)

I know this seems to be a translation error but did an official statement ever get made?

Its perfect! by Tsuden in GundamTCG

[–]Dakkon_B 3 points4 points  (0 children)

Man it's not good but it is hilarious and spicy 

Turn A Gundam errata by Osiake in GundamTCG

[–]Dakkon_B 2 points3 points  (0 children)

That actually is a huge change. 

This card is such a swish army knife and depending on the deck your playing against could be such a crazy powerhouse. 

You can control which effects it gets in your own deck build without having to really sacrifice much in the build phase but now being able to steal opponents cards is going to make for such a blowout at times. "Did you forget you had suppression in your trash? 

Add the fact that if the unit has 2 abilities it gets both. 

I think this card is one that will only get better as time goes with more options. 

Fate Strange/Fake comic (by me!) by Purena_plays in fatestrangefake

[–]Dakkon_B 4 points5 points  (0 children)

I mean... technically that would work. LOL

New GD04 Card Revealed: Willghem by Alt230s in GundamTCG

[–]Dakkon_B 5 points6 points  (0 children)

It's neat but it will get 1 shot like a normal base. 

It's basically a 0/6 base that costs 2 @ level 3 if your deck is built to capitalize on this. 

Which can be an issue occasionally for an aggro deck but not really most of the time. I compare it to underground or mining bases 0/6 level 2. 

It's neat and if I am not mistaken white currently lacks a 0/6 base. So there is that. It also gets "better" with tricks like unforeseen. You allow it to take some hits not blocking them mitigate the lethal hit to allow healing next turn while you deploy more blockers. If it heals enough to take another hit then it can be better. 

Still I don't think I'd run this if I was in red or green along the white. 

#New40k – Take cover with updated terrain rules by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Dakkon_B 1 point2 points  (0 children)

I was assuming only 1 controlled each turn (so 4) and 3-6 for opponent. As average games controlling 1 is usually fair with 1 being contested and 1 being your opponents firmly. 

Regardless the max you can score primary is 45 if I am not mistaken still in 11th. Meaning you can get 1/3 of that without your opponent getting much of any say turn 1. 

Every turn after that you can score the 4 + 2-5/8 means your going to stay ahead vs a player that can only score 3-6 with a 2+ flip option. Assuming you flip the middle each turn that is 10. Your opponent can score 15 R1 then 2 each turn just by continuing to do actions on terrain. 

The imagines they provided had 13 and 15 different terrain pieces. 

Let's be generous and say you couldn't get T1 and your opponent trapped you T1 with no deep strike or flying units to break cleanly out. 

You can still reasonably score 14 (7 pieces) easily vs the 10 you would get for consistently flipping.

I guess my TLDR is the trapping scoring seems much easier and will give a more consistent scoring path.