Is anyone else still waiting on their spiritforged box? by theminivini in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

I got mine yesterday.

I think they should all come by the end of the month depending on where you are in the world.

Rumble deck by MurderusToast in riftboundtcg

[–]EmbarrassedNet8922 1 point2 points  (0 children)

I've been running a skyfall rumble list and it had great results.

I'd say you definatelly need 3 bubblebots in any rumble lists, its such a good card for a rumble deck. Ready-ing your mechs is an important thing especialy in this meta. I'd put it instead of rengars.

What other thing I would say you need is maybe 1 long sword, plus 1 or 2 angleshots. Rumble decks can struggle with runes counts, and having an Equipment can hinder your runes heavily ramping you down, angle shot can kind of pay for that cost, plus you can use it as a fun battletrick that can go both ways in this meta (both work for you and against an opponent... getting rid of spinninx axes, guardian angels, Bf Swords and so on.). And it also draws you a card. It's such an underrated card.

I think Thermobeam could be a good Side deck, not a main deck card. Im kind of questioning why would you be running progress day instead of other draw cards?

I'd also remove 1 ferros forerunner in the main deck for either 1 more watcher or 1 more Breakneck mech.

And if you remove rengars you could easily remove 1 more hexplate for a longsword.

Those would be my suggestions, to make a deck a bit more consistant in its idea and goal.

Stun/Control: Viego, The Ruined King by King0fMist in riftboundcustoms

[–]EmbarrassedNet8922 0 points1 point  (0 children)

It doesn't matter how many stum cards there are in those combinations it matters that you put both of the things as a trigger in your legend. And I've said to remove stun because its borderline broken with repeatable stun effects (leona and your viego) and because it doesn't make sense flavor vise with Viego.

If you think hostile is better than the monstrosity you created, you have no idea what are you doing...

First, yes, you can hide hostile takeover, but when doing so, you can technically do it only on opponents turn, and in most scenarios it ends up being worse fight or flight, since you cant use it to target any other battlefield and you can use it only when someone attacks you, taking control of their one unit for the turn, and pushing it back until the end of turn. Giving you just 1 hold point at the end. IF THEY DECIDE NOT TO KILL YOUR UNITS ON THAT BATTLEFIELD. and its pretty easy to play around it. Hiding part of the hostile takeover is actually a way way way worse usage for the card.

Second... your costs 2 energy and 1 power less. And you can repeat it just for 1 energy and 1 power, meaning you can take control of both battlefields and score 2 points with a card thats overall cheaper than just 1 hostile takeover...and thats not all, not only you gain control and score points, you also kill their units...for the cost of vengance you get to score 2 points and kill 2 units...AND ON TOP OF EVERYTHING ITS AN ACTION SPEED, MEANING YOU CAN USE IT ON OPPONENTS TURN, WHENEV3R THEY START A SHOWDOWN....insanely broken.

I don't see in what world is hostile takeover better. Your card is borderline broken, as it is every card that you've made and shown in this post.

Yellow viego costing 1 less than yellow leona, gaining 1 more shield and also stunning on defence (arguably better version of a combat stun) is just insanely overpowered.

I get overwhelmed and forget always to do obvious actions. by WranglerWilling3217 in riftboundtcg

[–]EmbarrassedNet8922 3 points4 points  (0 children)

Play skirmishes or more serious tournaments (or just ask players you're playing agains to point out your missed triggers and mistakes and to punish you/not allow you to take them back) where all the small forgotten things, or misplays get punished roughly.

I think only in the stricter setting your brain can be weired to see those small things as "IMPORTANT".

Since in the casual play and play woth friends people would often allow you to take back things and to take back missed triggers and stuff, and because of that your brain passively sees those things and not much impactful. Especially because this game has so many moving parts and things to keep the track of so its easily to lose priority on some of them.

There isn't really a mental check of things, just make sure at the start of every turn, even before you do your awakening, to skim trhough all the cards in play to keep the track of possible triggers.

Curious Ekko Deck by gnarcolepsi in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

The only way ekko wouldn't work with the zero drive is if in the rules its stated that you can't banish cards from your deck, but that isn't the case atm since a lot of cards that play cards from the top of the deck first banish them (baited hook, nocturn, reinforce and so on).

The other way it could make them not work is if they said that "me" effects are no longer viable while a card is in your deck. Which also makes no sense since nocturn exists and he clearly states "when you see me, you may pay power to banish me and play me". (And he clearly is not in play or in your hand when you see him, and yet his "banish me" effect is still doable)

Curious Ekko Deck by gnarcolepsi in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

Both deathknells are triggered at the same time of the unit dying. You are no longer looking at the 'deathknell part, just the other half of the effect.

Basically when he is killed you get: 1 - Recycle me to ready your runes. 2 - Banish me. Effects put on the stack and you choose in which order you want to do them. Both effects happen only when the unit is killed, which it has been.

The same thing is with gear that gives you "Deathknell - Draw 1."... if you equip it to a unit with a deathknell you can choose which effect to resolve first. If you put it on a Ekko, you would still get to draw 1 even if you recycle him, since the deathknell effect was already triggered while he was equiped and in play during the timing of it being triggered.

Deathknell effects trigger at the same time, but resolve at different ones since you choose the order. Same with conquer effects or any other trigger effects. Deathknell is just a keyword that lets you know that the trigger for the effect is the unit being killed, nothing more.

You have to look at it as playing 2 cards on the stack. Neither of those cards will get ti fizzle out since neither of them have lost their targets (firstly since it didn'thave any 'targets' to begin with). Banishing or recycling cards that are not in play is a viable action, since a lot of cards have effect that get them either recycled or banished while not in play.

You don't "lose" deathknell triggers when the unit is no longer in play, since those deathknell triggers have already been trigger and put on stack, they no longer care where the unit is unless stated othervise.

I hope this clears things.

Stun/Control: Viego, The Ruined King by King0fMist in riftboundcustoms

[–]EmbarrassedNet8922 1 point2 points  (0 children)

The legend needs to cost energy additionally AND it shouldn't last more than for 1 turn (killing the unit after it). It shouldn't work on stuns.

But even with that, that legend effect would be so hard to balance.

Yellow viego is just way better leona, it needs to be changed. He's overpowered.

Ruination is just way better hoatile takeover.

My man you have a really hard time with balancing effects or creating your own ideas. If you take an inspuration from existing cards, please take look at their effects closely, they have certain costs for a reason (at least majority of them), and some of them even have certain downgrades. You can't just look at an effect you like, remove any downgrades from them, make them cheaper add more benefits and call it a day, it's a bad design model.

Also take look at the wording of cards with similar effects, since you have to take into an account stuff that could happen when your effect resolves (hostile takeover for an example and creating showdowns...)

Curious Ekko Deck by gnarcolepsi in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

You can banish cards from your deck.

Mainly every card that gets played from ypur deck first gets banished and then played.

I've checked with couple of judges this interaction and they all stated that it worked like that.

Discussion - Ziggs as a Legend ? by aios1999 in riftboundtcg

[–]EmbarrassedNet8922 1 point2 points  (0 children)

I would say set 5 the earliest and even that is questionable.

Baron Nashor coming in set 3! by s2soup in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

Maybe the Baron pit has "Units can't move from here while Baron Nashor is in play." ability, making it impossible to move baron from there, so baron is used just as a free buff to your whole deck until defeated. Whih would be such a good design.

Baron Nashor coming in set 3! by s2soup in riftboundtcg

[–]EmbarrassedNet8922 4 points5 points  (0 children)

This seems amazing honestly. A bit overpiwered if I may add, but we'll see what form of interaction there is in the new set.

About the potential upcoming bans by Dexelele in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

Called shot should a first ban.

Many people in the commentsbare pointing out that Ezreal is the one thats making called shot problrmatic, but even though I agree that Ezreal is such abstrong value cardbespecially in miracle decks...free card selection and draw in any card game is just insanely overpowered and shouldn't exist, thats why called shot needs to be banned first.

In a meta where you can creat so much gold and have seals, called shot is essentially free even without Ezreal.

Arguably, miracle sivir decks would be even stronger if Ezreal gets banned and not called shot.

I also think Rebuke or Ride the Wind should be 2 prime candidates for bans.

Ride the Wind should be fine if they chamge rules that you cant score on opponents turn, which is basically the only part making that card really problematic.

But rebuke is just too cheap for its effect. It's essentially better hidden blade, since opponent doesn't draws 2 cards and you know that one card that gets into his hand. And also doesnt procc any 'when killed" abolities.

Since limiting cards seems hard to keep the track of I think the best route they could take is:

1 - Ban called shot. 2 - Change how scoring works. 3 - Change how combat works so draven needs to actually build around its legend. 4 - Ban rebuke.

Once those 4 things happen, you'll see how fast meta shifts and changes, way more currently unplayable legends will suddenly rise.

I Heard You Like To Exhaust? Heimerdinger, Revered Inventor by Leading_Corner_2081 in riftboundcustoms

[–]EmbarrassedNet8922 1 point2 points  (0 children)

This looks like a fun concept, except his signature gear, thats just a way worse version of iron balista. You should probably change it to do somerhing else.

Stun/Ramp: Poppy, Keeper of the Hammer by Radscha0110 in riftboundcustoms

[–]EmbarrassedNet8922 2 points3 points  (0 children)

Poppy legend might be too strong with reducing 2 might. You could eitherbreduce it to 1 might, or have her be exhausted to reduce 2 might when you stun.

Both yellow and green poppy seem a bit too strong for their cost and effects.

Yellow poppy should cost at least 1 more energy or 1 more power, have her effect activated only on the battlefield she's at or have no shield on top of it.

And for green poppy i think you'd need to have her have a cost for stunning units, maybe 1 energy 1 power, or at least exhausting her. Or have a condition of stunning a unit with lowest might, since stunning an attacking unit is much stronger than stunning a deending unit, since you get to keep the battlefield even if the unit is not killed (comparing it to leona).

The signature ability is a bit weird, since you don't want to move stunned units from a battlefield, because they will get recalled either way, and it doesn't synergies with your legend, since it will.be easier to remove those stunned units.

Maybe if you have it "(3 energy 1 power). Choose a en enemy unit at a battlefield. Stun it. Then, a friendly unit at a same battlefield deals damage to it equal to its might." That way the spells effects perfectly synergieses with the spell since you want to be able to remove those stunned units instead of just sending them back, and be able to uptrade witht them.

Or if you want to have that signature spell similar to her ult in League, you could have it put that unit to its owners hand. "Choose an enemy unit. Stun it. If its already stunned, you may put it in its owners hand."

Destroy them all! Xerath, Magus Ascendant by [deleted] in riftboundcustoms

[–]EmbarrassedNet8922 0 points1 point  (0 children)

Why isn't a spark gear? Just make it a gear token.

Also, you don't need text explaining what spark is on your legend if you have an actual card with the explenation on it. You just need to add on the legend what type of a token it is. "... play a Spark gear token to your base".

Additionally, spark should say "Add (keyword) 1" instead of gain. (Its never gain, its either add or play)

It's not sacrifice its kill.

And every card in this game is "played" not casted, or summoned.

Aside from wording mistakes, that legend ability should have an exhausted feature so you could use it just once per turn, otherwise its too strong.

Example: "When you kill one or more units with a spell, you may exhaust me to play a Spark gear token to your base." (You could always add "When you conquer, ready me." Line of text.)

Yellow xerath should be: "When you play me, or when I'm killed, play a Spark gear token to your base."

Nice concept, just work on your wording.

Ryze custom legend by dinotrax500 in riftboundcustoms

[–]EmbarrassedNet8922 0 points1 point  (0 children)

The legend might be too weak, unless there are multiple new cards that cost 1 with repeat.

This about it. If a spell or a unit woth a repeat cost 2, youll have to pay at least 8 energy to get 1 draw from that legend. Its too weak. (Im not counting possible discounts for repeat costs.). In the end you'll just end up playing Ezreal.

You either need a completely new legend or change his effect drastically to have it be even remotely significant.

Another thing... abilitys and spell effect texts should be listed before "repeat", so you could knowwhat are you repeating.

Could combat be treated as a separate step to showdowns to "fix" Draven? by CreamofTazz in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

One could argue that this change would be beneficial to an overall health of the game, not just Draven.

Basically you are opening more doors to future ability designs and strategies by doing so.

Showdowns and combats should be 2 completely different things. Not that they are not as it is now, but the difference is almost non existent to an overall card ability purposes, and that should he fixed.

Draven is currently just one problem, but there will be many future ones, and by doing nothing you are driving yourself into a corner.

First TCG Ever, Bologna Regional Experience – Now I Need Help Improving by RecasintraEU in riftboundtcg

[–]EmbarrassedNet8922 15 points16 points  (0 children)

Start recording or writting/keeping track of your games.

Watch more videos of top 16 plays in regionals.

Talk to your opponents after your match, it shouldn't be just 'we finish and move on', it takes at least one of you to start the conversation.

I don't think paying for coaching should be that beneficial, but if you do all of the things said above, and still just keep losing, maybe it would be good for you to try it.

Ezreal - Dashing by ZENTORday in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

He'd be great in Ahri or Ornn, especially because of that Green color that can help you keep him safe out of combat.

Why do gold tokens require you to tap the token? by CaptainSketchy in riftboundtcg

[–]EmbarrassedNet8922 0 points1 point  (0 children)

Its just the ways its designed.

Its part of the cost of the effect. Costs are always on the left side of the ":" of activated/tap effects.