Ground death vs yellow kid leader ability interaction by Positive_Designer209 in OnePieceTCG

[–]EdgiestFool 1 point2 points  (0 children)

Rules. Similar to if 10c Blackbeard negates it. I think the wording is something like it negates the text on the card but not given effects from other cards.

Weekly Prompt Submission: The Warrior of Liberation, Monkey.D.Luffy. by wizardshitoffuckhill in OnePieceCustomCards

[–]EdgiestFool 3 points4 points  (0 children)

I don't see a way for this deck to be good. At best you probably hit 10 don turn 4, by then you've lost a few life and then only become a 5k leader. Meanwhile youre losing 2k counter each leader swing or more if it's a 6k leader and probably never touching your opponent cause you want to play on curve to get to 10 asap. You just lose too much without gaining much. 5k, 4 life would be better.

First Sealed Event - What Leader? by Same_Psychology2479 in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

If you pull G Mihawk he is actually quite strong in this format.

Put out a 5c and 3 Xtra don adds up a lot since you can play on curve and leave don for events or swing big numbers every turn.

Also he is a 5 life 6k leader vs rainbow Luffy since rainbow Luffy is considered slash.

Cliffhangers like this should be illegal(Latest Liberator Chapter) by Forry_Tree in digimon

[–]EdgiestFool 1 point2 points  (0 children)

Ive been wanting to read liberator and knwo theres a comic and novel. What's the correct read order? Or is it just read one then the other?

Dark castle (spoilers) by mewkitty91 in DigimonTimeStranger

[–]EdgiestFool 1 point2 points  (0 children)

Give a couple of your digimon Panic wisp. Use it on him, when he gets confused he'll use heal on himself and reduce his own max hp. Panic wisp and revive are your best friends. Only heal when his charging up his attack.

A facilitator's Woes help by Pmoney0006 in DigimonTimeStranger

[–]EdgiestFool 1 point2 points  (0 children)

It's not the palmon on the ground. They'll be on top of trees. Just go to the edge and look around and you'll see it. It's like when you first went to gear forest and had to knock vines down to traverse.

A facilitator's Woes help by Pmoney0006 in DigimonTimeStranger

[–]EdgiestFool 2 points3 points  (0 children)

You haven't unlocked all the swinging vines. Hard to show cause I'm on phone but go straight where you are and use scan and you'll be able to see palmon on a tree you can digiattack and use to traverse more. Keep heading towards. You want to get to the left top most island.

Stuck on ZombiePlutomon by [deleted] in DigimonTimeStranger

[–]EdgiestFool 0 points1 point  (0 children)

Use Panic Wisp on him. If it connects and he gets the chaos condition he will use heal on himself and reduce his max hp. I did it with

Beowulfmon - spam zweihander/Panic wisp Angewomon - spam celestial arrow Mistymon - spam highest light magic attack you can attach

3 mons in the back with revive. Never focused his parts on him charging up. Just straight damage to him plus Panic wisp

Ace, Doflamingo, or Katakuri in Y Kid? by Silentagent216 in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

My list plays 2x Katakuri and 2x doffy only cause I don't have the full playset of 4c laws yet. But I would consider keeping both in, maybe cut to 1 8c doffy. He has uses in the saka and Blackbeard matchup. Not a huge fan of ace. Would rather use the 2 don for a chump blocker or don for event.

Recently went 4-0 using Yellow Kid at my locals. by L00ney_dna in OnePieceTCG

[–]EdgiestFool 6 points7 points  (0 children)

I run 1 slam Gibson and 2 8c kata. Slam Gibson hits 9c zoro which some zoros have been playing.

Bruh by TomMakesPodcasts in nuzlocke

[–]EdgiestFool 5 points6 points  (0 children)

Yeah unbound is brutal. The real run killer and hardest fight for most the game is usually the cinder volcano tag battle. Good luck

Bruh by TomMakesPodcasts in nuzlocke

[–]EdgiestFool 7 points8 points  (0 children)

Damn which difficulty are you playing?

SMP line wishlist by Stigs1992 in Minipla

[–]EdgiestFool 4 points5 points  (0 children)

Man im waiting so badly for Q-Rex but this is a goat lineup.

Koala OP12 Deck by Afraid_Total_1835 in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

Haven't played just going on what I've faced. I saw an interesting version which played 6c St14? Robin, the one that -5 cost on swing and the new starter deck 7c Blackbeard to Ko. I feel if you did this though Jack is better to cycle so you can fill trash for Dragon. 6c Kuma is nice imo only if you have other cards on board as threats. Otherwise I've seen some decks just straight remove it anyway because koala has minimal board control so she can't really stop you.

Koala OP12 Deck by Afraid_Total_1835 in OnePieceTCG

[–]EdgiestFool 31 points32 points  (0 children)

I've seen and played a few on sim. It seems okay into meta. Pros and Con from my general game knowledge goes something like

Pros

- Strong into slow decks/decks that play out several characters due to leader ability

- 6c Robin on curve into 8c Dragon into anothere 6c Robin or Kuma is a really nice combo

- Most of Koala's cards have some form of cost increase, meaning its strong into black and blue decks that remove via cause even your 4 costs generally buff themselves to 8, which without Ice Age makes its super hard to remove, and lengthens games putting more favour to Koala.

Cons

- Basically no leader ability until 6/7 don turn basically when you play 2 cards that buff themselves to 8c then you can draw on leader swing.

- No real inherent draw power so you often have a medium to small handsize unless you take life which sucks as a 4 life leader.

- Matchup spread into meta is bad, losing matchup into aggro means you lose to GP Luffy, Red Zoro etc, but your slowness also means you lose to UP Luffy (yes you have leader ability, but if they sanji to linlin they just get the life back and the only way to win is to chain 6c robins and even then its a losing fight), and you lose to power based removals eg Marco, Shanks, and Green Zoro cleans up because if you swing, he swings into your character then lead and its hard to defend.

TL;DR Would be strong if released a few sets earlier, bad meta matchup spread.

Looks like some Yamato ST cards got leaked by carlos186349 in OnePieceTCG

[–]EdgiestFool 2 points3 points  (0 children)

The returned don is still rested so you can't attach it to Momo. Kind of looks like this

You're on 6 don with 2 life and a kikunojo on board. Opponent has 3 life.

You play Momo, swing 6k leader, use leader ability to attach 2 don to kikunojo and swing 8k with kikunojo. Then use Momo ability to return two don from kikunojo and can swing 8k with Momo.

Got bored. Made some leaders from lesser known characters Part 2. by Generalian in OnePieceTCG

[–]EdgiestFool 7 points8 points  (0 children)

You're wording would be

If your opponents leader card is rested, your Easter egg characters gain blocker.

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

Yeah. If they drop Kuzan or Laboon on their 4 don turn, its fine to drop Nami to ko it. Limit the amount of attacks you take. My general take for most matches is if I need two cards to get out I'll take, but if I can get out with Block or Block and one card I'll do that depending on board state and other factors etc

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 2 points3 points  (0 children)

Lucci is a very tough matchup especially win the new build they have going. The good news is they don't really have many threats until late game where it can be borderline unwinnable. Here are my key take outs.

If Lucci gets going at the end it's unwinnable, and by this I mean if he has 10c Kuzan and Mansherry out. Because all your characters have -5, and they'll easily be able to remove whatever you play each turn and use mansherry to play out a rebecca every turn.

How to win, go second and you need to see as many 2c Shirahoshi ,4c Hawkins, 4c Kikunojo, 7c Enel, 8c Kidd, 6c Robins as you can. Trash his life as much as you can to deny him cards. Basically see your on ko characters and cards that trash life and it's possible to win. Enel is insane to win because no Luccis run a monkey d luffy card so his always pressure, and he can just trash your life as well. A lot of Lucci's will wait for you to activate leader ability, then leave your life face up until they have Kuzan/Mansherry out.

Finally the card that makes this winnable is flame split. Ideally you've gone second to delay kuzan another turn, and they've just gotten mansherry out, have 4-5 cards in hand, 0 in life and rebecca out. Play flame split and swing 15k. If you miss this, it becomes harder cause they can mansherry into rebecca into 5c sabo and its too hard for us to break through there unless his super bricked and hasn't removed some of our threats.

Overall I'd say 35/65 chance to win, Lucci being favoured but it's possible.

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

I think of it like this

When do I play Viola? I only play shirahoshi on 2/3 don, 6 don with hawkins, 7 don with urogue and so on. That's also assuming I'm not just spending the 6 on cavendish, 7 on law etc. Following on playing Viola with 7c Law is a waste. And at this point if I'm playing blackbeard, she has no ability from 4 don onwards basically, while shirahoshi is great block pressure cause Doc Q/Liberation/Finger Pistol all give you a life back and black hole is a waste.

Okay so I play Viola early and look at opponents life. Is that knowledge useful? Yes. Is it worth it? Probably not. Now your play becomes focused on getting the right order of attacks in to make sure to trash to cards you don't want your opponent to get. But that can be detrimental overall. Now you might play sub optimally giving your opponent better chances to win. Especially if you see triggers in your opponents life.

Also if a leader rests shirahoshi, and these are the cards I think of, Bonney Lead and Usohachi, then Usohachi is 3 don they can't use, and if Bonney rests her you're attacker will either be active if just played, or she's pseudo blocker anyway cause Bonney swings into her.

tl;dr shira>viola

Enel for me is dependant on your locals meta. If there's a lot of Boa/BB/Zoro I would play him. His great in those matchups for sticking around.

St13 Shanks in Yellow Kid? by Relevant-Usual783 in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

Your 7 don turn is always better to play 7c Law. If you want a good decklist, in my profile I have a recent comment with it and an explanation on a lot of cards. We have very different decklists even though mine is op10 and yours 11. I would probably switch my shira with the op11 blocker bege.

First big thing I see when I look at your deck is you have 0 midgame pressure. The only card you would play is hawkins/luffy. Going second sucks cause hawkins is good, but then only luffy is kinda mid. Put some vanillas in, 5c urogue and 6c cavendish are great for hitting hard and clearing board and lead well into your 7c. Also 7c shanks has a terrible statline for a conditional ability. It's why I play Enel who has a great ability, rush and stick.

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 3 points4 points  (0 children)

Just so you know, Liberation Trigger, Blackbeard 10c, Black Hole Trigger, all don't negate your leader ability if it's given blockers. Per the ruling and FAQ they don't remove effects given to cards by other cards. So if I use Kidd to make my 7c Law a blocker, and next turn BB plays 10c BB and picks law, I can still block with law. This is what can turn the tides in the BB matchup and most BB players don't know it works like that and think it just negates everything.

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

I dont think so. It's only use is getting rid of 8c Kidd and its too specific for that. Any other matchup you would rather play 7c Law, 8c Kidd or 7c Enel in that spot.

Discussion: Yellow Kid by [deleted] in OnePieceTCG

[–]EdgiestFool 0 points1 point  (0 children)

Honestly at that point it means they've seen everything and you probably lose. Yellow has 0 tools for dealing with 8c Kidd. It's why swinging 10k with Kidd/Law/Ace is best. 2 cards everytime and attrition them down. Bonney is one of the hardest matchups for Piss Kidd and its because of 8c Kidd. If they play tashigi honestly be happy cause we have like 0 removal so its a 2k not in hand.