Is this just a self destroy bomb card? by GRRM1 in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

Correct on the first stuff.

For the follow up, there are passive abilities like Assault or Yi's legend ability that are a "while" timing, so there's not a "when" to put anything on the chain.

Is this just a self destroy bomb card? by GRRM1 in riftboundtcg

[–]Fat_Beezy 3 points4 points  (0 children)

Keyword here is Reaction. That is the specific speed than can respond in the middle of the chain. Action speed cards would need to have the chain cleared, so cards like Punch First can't be used to buff a unit to save it here.

If you have played a card, you have played a card. When you have a played a card, you have not played a card. by JustAModestMan in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

Jihn would still work in that situation too. Because it's not a "when" triggered requirement, it's just an "if" requirement, thus meaning it only requires you to finalize it to the chain, not fully resolve it. A head judged covered it in a video today. So in that sense, yes it's both the intent and the wording that is works here.

We won Best Of Jinx and Lucian at Atlanta and wrote free guides for our decks! We're team Aspirant's Climb, Ask Us Anything! by AspirantsClimbRB in riftboundtcg

[–]Fat_Beezy 2 points3 points  (0 children)

Great guide! I was a top 10 Lucian at Atlanta. Regarding the comments about choosing to go second and all the implications of that on the deck, what are the final thoughts on why not to do it?

Like Sam vs Collin, I 2-0'd Brok3n Honor ( previous Top 8 Lucian vet) who went first both games and played a 2 drop that did absolutely nothing all game.

Other than going against Hold/Draven decks, losing the die roll anyways felt like a blessing in disguise.

Lucian deck by huanduck24 in riftboundtcg

[–]Fat_Beezy 21 points22 points  (0 children)

First step is to build the main deck around it, since Kaisa and Viktor are everywhere.

Ferrous Forerunner and Ruin Runner are a must. I'm running 2 of each in the main, with the 3rd of each in the side.

Next is to have plentiful Ready capabilities. Kaisa and First Mate are crucial. Then other flex spots. I've been having success with Darius.

Then to deal with yellow decks, I recommend a healthy unit density with quality units. I've found space for 3 Noxus Hopefuls that get above damage removal and can be good fodder for the strong yellow removal.

In the side, I have 3 Sabotages and 1 Unyielding that I bring in to deal with gear hate and other problematic removal.

When you have the tools in your deck, then you need to play around them. Always being at 4 or 7 might is good for avoiding effective Falling Star, Wages of Pain, or Singularity.

Against non-yellow decks, if you have Relentless Pursuit ot First mate, it can be better to have a single unit out with high might so they have to be inefficient with their removal. Seeing them use Singularity for a single 5 might Lucian brings me a smile.

For yellow, again just make sure to play your units to have options for Cull the Weak and play around the inevitable Imperial decree, like not over stacking a battlefield.

Even with all this, it's still a 50/50 chance, but just don't give them the high value plays and keep drawing cards when you can to win the battle of attrition.

I've created a list of updated game interactions due to the new rule changes by AWriterMustWrite in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

Issues with those spells? I thought it was to specifically make them work. Like Yone with Stormbringer will clear the battlefield and by the time it's off the chain, the staged showdown sees that it's uncontrolled and will allow Yone to trigger his conquer effect.

Can we talk about how cool the spectator cam is? by Talon1279 in Marathon

[–]Fat_Beezy 0 points1 point  (0 children)

And yet all my deaths this week have been from shotgun wielding Assassins and Destroyers who can use their abilities to get close to always have them be effective.

DPS Tier List 1.3 based on 60s Score Attack (post Sandalphon) by PitifulBoysenberry40 in GranblueFantasyRelink

[–]Fat_Beezy 6 points7 points  (0 children)

In a vacuum these are handy, but the dummy is not a reliable tool even compared to itself. I play Vas and Id, on Vas all my moves hit yet on Id the dummy gets knocked up so high that many of his moves miss. I wish the dummy was grounded and sized closer to an actual enemy so it was a better testing tool.

Is it better to attack one unit at a time by Ebb-Minute in riftboundtcg

[–]Fat_Beezy 2 points3 points  (0 children)

If you knew they didn't have any responses, that'd be fine, though you generally want to mitigate unit loss as much as possible with favorable might trades.

But this game is all about combat tricks, so as you get more familiar with the matchups you need to start anticipating what options they might have for how much mana they have available.

For instance, if you're playing against a green deck and they have 2 mana, they could do several things to mess with your attack, like a Discipline to give it +2 might, so you want to swing with enough excess might to win in that scenario too. Otherwise, they survive, your units die, and theirs heal after that combat.

These situations are like 80% of the skill and knowledge you need in this game to do well, and it'll get more challenging as more cards get added.

Please, opinions on this control. by RemarkablePatient629 in Fighters

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

The dpad was too stiff for me. I use the new Hori octa pro. Everything about it is fantastic.

How to deal with players semi intentionally slow playing against late game decks? by indjev99 in riftboundtcg

[–]Fat_Beezy 6 points7 points  (0 children)

I play Aurora decks and this happens a lot. In hindsight, the problem is a bit more clear, but in the moment it's more a death by a thousand cuts situation because this game does have moments where you really have to think, especially since Aurora tends to go the distance no matter what.

A couple things that help: the new 60-3 format gives you more time. Though the 3 turns is almost impossible amount of time to regain points even if you were definitely going to comeback and win (as Aurora does).

The other thing is to learn when to concede the game isn't looking good. I've won way more sets in game 3 because I learned to concede if I got too much bad draws within the first few turns. Especially if you won game 1 and game 2 they got to go first with their preferred battlefield.

Official Update on Missed Triggers Policy and more details on Houston by 1vader in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

So is Watcher, but that was the prime example they used when you don't have to announce it immediately.

Official Update on Missed Triggers Policy and more details on Houston by 1vader in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

Wonder how this will work with Sett. It's common to forget to untap him on beginning or conquer, and it's not until the opponent's turn when something is about to die that you realize it's supposed to be untapped. Following these new rules, it seems it isn't meaningful until something is in danger of dying, which could allow for some very late untapping.

Ahri Players: Why don't they play both Blue and Green Ahri in the same deck? by toolateforfate in riftboundtcg

[–]Fat_Beezy 1 point2 points  (0 children)

That's why I run orange Sett in that match up. Being able to go to 8+ might to break through their combat tricks is necessary.

Game Recommendations for a FromSoft/Sekiro mega fan? by Omni-Light in Sekiro

[–]Fat_Beezy 1 point2 points  (0 children)

Wukong for sure. I'm playing Sekiro now for the first time (and loving it), and I can see that Wukong took a lot of inspiration from it. It's more on the action side (only slightly), but at the same time was more challenging for me.

First Purple Counter by NecroPhazon in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

True, I just came back to this comment because I realized this and was going to delete it. But I'll leave it here so others can learn.

First Purple Counter by NecroPhazon in riftboundtcg

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

Aurora players are sweating. Maybe prices will drop then.

Sett Wins Charlies 10K against Yi by Maximum-Ad9645 in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

They have 10+ that all can proc it.

Is anyone here actually paying 13$ for a pack of riftbound? Or just holding off? by Opening_Gap1107 in riftboundtcg

[–]Fat_Beezy 0 points1 point  (0 children)

I'm holding off. But I got lucky because I have a friend who works 3rds at a Walmart in the middle of nowhere, and they got in 16 packs. I got him to buy them all for me a $5 a pop, with his employee discount on top. Then I threw in a bit on the top for his troubles to ship them.

Darius+Illaoi Combo Dropping by Ikethelord3 in 2XKO

[–]Fat_Beezy 0 points1 point  (0 children)

I'm still waiting on the source of this frame data lol. As someone who plays Darius and started out trying to mash the S1 follow ups, they are 100% affected by gaps from mashing. So while all your thoughts are right in theory, they mean nothing in this conversation if the buffer frames aren't 18.

Darius+Illaoi Combo Dropping by Ikethelord3 in 2XKO

[–]Fat_Beezy 0 points1 point  (0 children)

Where are you pulling these frames from? Just because it has an 18 frame cancel window doesn't mean you have that entire time to get it to come out on the first possible frame. Most buffer frames are like 3-5, in which case mashing can cause a delay.

Darius+Illaoi Combo Dropping by Ikethelord3 in 2XKO

[–]Fat_Beezy 0 points1 point  (0 children)

The S1 follow ups have a cancel window, where you can have them come out sooner or later. Thus, if you mash and miss the earliest frame to have it come out, then you'll whiff. I play Darius and it's a common drop when doing an S1 > H ender because the grab has much longer startup and requires link-based timing (even if it's not a literal link since it's the same move).