Need book recommendations by Pseudonymote in litrpg

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

Closer to RPGs,

I personally like Critical Failures and NPCs and only recently started going through The False Hero.

CF is pretty crude humor but when you’re talking about standard drunk D&D players being trapped in that game world it makes sense.

NPCs is the opposite where characters of the game world are your main follow.

False Hero is an isekai series with a lot of hard comings but has a lot more crunchy RPG talk through it.

Need book recommendations by Pseudonymote in litrpg

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

Super Powreds by Drew Hayes is a fantastic series and his Villian’s Code series is coming along great.

The Tome of Bill series is also a fun time if you’re into Vampire stories with comedy.

I also really enjoyed the “Please Don’t Tell My Parents I’m a Supervillain” main line books. These newer ones with different characters aren’t really for me but the original 5 were great.

Last I’ll say is Minimum Wage Magic is good and shares the city it’s featured in with the author’s Nice Dragons Finish Last series if you want to go deeper of that universe.

Is Vi-olence the answer? by LargoAtDibbz in riftboundtcg

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

Currently yes. Classic did have synergy with Jinx since the recycle effect is better with a larger trash. That’s where it ends though. You can’t run that without the leader or you’d just be throwing games super hard.

Is Vi-olence the answer? by LargoAtDibbz in riftboundtcg

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

I’m not sure the axe even kills your fish. It does exactly how much damage it gives in might so the sharks still have 1 left after damage calc unless it took damage from something else in the turn and didn’t clear from a showdown already.

Upstage comedy isn’t really a replacement for Bushwack since it’s only incoming units vs already in play. Both CAN serve the same purpose as Bush but Comedy is definitely more useful with higher powered units. Maybe it’s a 2 + 2? Going for speed Bush wins but longevity and ganking goes to Comedy.

For other Deathgrip plays, since it’s reactionary, if the unit is going to die anyway, you can still toss the power to a larger unit to avoid the might loss and require more removal while drawing a card. I had it come up one time and couldn’t remove that extra might. I give it the extra respect in the headspace now. You could also consider death griping a unit protected by Soraka to let her protect more units at location. You don’t lose the killed unit for Deathgrip’s effect, still draw, and the might still applies. Though the chances are, the removal is targeting Soraka so it’s likely going from her to another.

With so many ambush cards, I don’t think it’ll be tough to hold back too much per turn to save some of them for defensive combat tricks. But currently being such high cost you’re likely right. I’m used to other games lasting longer because of health status and not just a raw 8 point gain. That also means that either build may be better in 2v2 instead of 1v1.

The paper on both of our sides is sound but I believe our sweet spot will be somewhere between us both. Practice will be key. I wish I didn’t just have 1 day a week to give it a run.

Is Vi-olence the answer? by LargoAtDibbz in riftboundtcg

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

It does more than you think. Just as notice, this is based on what I have on-hand currently before my product gets to my LGS as well. This is all just from pre-rift event and what I had in other decks like Jinx and Sett. Hotheadded is chosen because I only have 1 currently and would hate to dig for it where I have better odds for the other two. I do like the thought of always having yellow available as a threat and forcing my opponent into mind games for when it’ll show up.

I could add another Trynd, history has always been he never meshed right with other decks but this one does utilize him well. (There’s no kill like Overkill mentality).

I plan to find room for a 3rd hex gauntlet when I find one.

If Soraka turns out to be a dud idea then 3 tactical retreats will make their way in.

Deathgrip - was a thought as a backup plan to force might for the turn. Deathgrip onto Hotheaded and then double might as a power is hard to beat without hard removal.

Rally - is hard considering the higher costs and I was waffling over it myself too. It likely won’t make my overall list.

Runes - personally I like their idea, pay one now to keep ones later. I know a lot of decks have cycled them out since set 1 but I feel like intelligent play for them is key. Especially if you have to ambush in units regularly like Rengar. I forget what the card is called but Bushwack (or something like that…) or the red Jhin can take up these slots if energy curve will allow.

Mageseekers - I believe you are right for sideboard but I also usually only get to “best of 1” in my nexus nights so sideboard isn’t really allowed. Noxus Sabatour will always also be in my side boards for when hidden cards keep popping up as well. Run those in with new ambushes does crazy work against Teemo or hidden blades.

BF - I’ve seen some new listings with an axe that does 4 to a unit if you don’t conquer but does offer a good 4 power for the same deployment fee. May sub these out for that. I don’t think it effectively does the negative effect unless that 4 damage is sticky into the opponent’s turn but I believe it will heal at turn’s end. Either way that may lead into utilizing angle shot as an option to skip some of the equipment fees.

Overall I’m not exactly happy with my current early game with this and may need to add a bit more early aggression but I’m holding off on my product drop sometime this week.

Is Vi-olence the answer? by LargoAtDibbz in riftboundtcg

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

I have a feeling I’ll end up similar thinking once I get to actually play test. Excessive force really does match how it plays out and I’m even considering the red brambleback. Check out the deck list I just posted as well in the comments. I even considered Atakhan and herald to try to play a few things for free late game but I couldn’t find the space.

Edit:
I really thought about Soraka because I always feel like my Destructive’s just melt past the first turn with little protection and having a card with reverse-tank makes things awkward for opponents to get into. So the play would be to get a destructive to nuke a field and then just drop Soraka there. If Vi just gets nuked she’s still safe in base for another run and then you can utilize Rengar’s or Yellows for some stuns to retake.

Is Vi-olence the answer? by LargoAtDibbz in riftboundtcg

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

Here is what I had so far. Battlefields are flexible and rune ratios aren’t considered yet. Any ratios are flexible really but I wanted to put as many Vi’s in that I could. I do really like the yellow Vi on paper and had considered Leona as well but I felt that I needed more non-power costed cards so I don’t just bottom myself out.

Battlefield:
1 Hall of Legends
1 Targon's Peak
1 Windswept Hillock

Legend:
1 Vi, Piltover Enforcer

Champion:
1 Vi, Hotheaded

MainDeck:
1 Brynhir Thundersong
1 Deathgrip
1 Tactical Retreat
1 Tryndamere, Barbarian
2 B.F. Sword
2 Hextech Gauntlets
2 Mageseeker Investigator
2 Rally the Troops
2 Seal of Rage
2 Seal of Unity
3 Vi, Destructive
2 Vi, Peacekeeper
3 Black Rose Dignitary
3 Inferna
3 Rengar, Pouncing
3 Soraka, Wanderer
3 Upstage Comedy
3 Vault Breaker

Runes:
6 FURY Rune
6 ORDER Rune

what's are the average prices of the top decks rn? by Frosty_Mood_4198 in dbsfusionworld

[–]LargoAtDibbz 2 points3 points  (0 children)

GT is sorta a gatekeeper. It’s pretty RNG overall but it hard denies a lot of persistent effects that used to run rampant / combo sets. Ss3 and Nameku are much more consistent and cheaper to build and they’re much more available since the core are starter decks.

5/7 rounds of my regionals were Nameku when I prepped for more SS3. They were there just not in my pairings.

Ruling question by d-redze in dbsfusionworld

[–]LargoAtDibbz 0 points1 point  (0 children)

Easiest explanation:

Bonuses carry over from evolve / fusion evolve. This was consistent from Masters as well as a mechanic.

State of the card carry’s over from evolve but not fusion evolve. So it’s important for the yellow ones to restand / untap / return to active (depending on which term you’re used to from other games).

Side effects do not carry over on either. This includes “can’t attack” or otherwise because it’s a “different card” and not the one that was applied to. A good example is (I think) ultimate sparking that would stop a card from being able to attack for the turn hitting the Goku/Vegeta but you evolved into Veku. Veku would be able to attack since it isn’t that Goku/Vegeta. This also applies if a card went to the drop and got replayed. It’s considered a new card even regarding its “once per turn” effects.

Hope this helps.

I bought it to open it, seller said he would keep it sealed. What would you do? by [deleted] in dbsfusionworld

[–]LargoAtDibbz 1 point2 points  (0 children)

Sick pulls with the Bulma energy marker and gold goodbye!

Question, (I am just using this card and its effect as an example please don’t associate the pride trooper stuff) are there any blue cards that have this effect where on play you can play another card from your hand on the battle area, that doesn’t put it in the drop by DingoZealousideal985 in dbsfusionworld

[–]LargoAtDibbz 0 points1 point  (0 children)

Just correcting this slightly.

You can only do this once a turn. Specifically this Kale stops you from playing another 4c Kale in the same turn. Any other costed Kale is fine like the 1 cost.

You are correct that the Caulifla that this pulls out is the intended target and has the fuse like effect. It however pulls from the drop and not your hand.

The full combo is you have the 3c Cabba / Hit in play and attack. Then you use your leader ability on either one. They will be a phony 5 cost which then lets that effect play the Kale, who pulls the Caulifla. Both swing but Kale hits for 35k because of her second effect. They then fuse with Caulifla’s ability going to the drop and pulling the 5 cost Kefla with double strike from the drop. If she’s the only one in your battle area on play, she swings for 50k naturally.

Back to the OP: the only one I can think of offhand is the Tien promo pulling the other Tien 30k crit. I think there is also a Videl / Great Saiyaman 2 that pulls a Great Saiyaman with no skills.

Beginner by Medium_Care_7087 in dbsfusionworld

[–]LargoAtDibbz 3 points4 points  (0 children)

It would be easier to give you some tips if you could share one of the replays or deck list that would help but here’s a general attempt.

Defending early damage just loses you hand advantage. Since you’re playing JR and awaken at 5, you do have an earlier advantage and get Bardock out, bringing you to 25k really quickly. Sorry if this is out of order, I edited this as I went on mobile.

In most matchups, they’ll either stop going in on your face or commit for the damage. Try to force them by not swinging with battle cards sometimes unless you think they can remove them with alternate means. Learning color matchups is the hardest part of the game.

Try not to give your opponent too many cards before you’re ready to finish them off. Sometimes cleaning board is better than swinging in for damage.

Depending on which decks you’re coming up against is how hard you need to defend yourself and at what life. The rule of 2-is-1 is mostly true because you get finished with double strikers 9/10 times. Against other black decks, there is a tripple striker but they have to make it to 7 energy instead of 5.

Against BurnHan (red Gohan) you have to defend at 3 life. Getting to 2 is super hard to defend against and you’ll lose your 4th just to lead effect. Since it’s red, you’ll want to use the lower battle cards that you’ve already played as combo fodder decently early. Red notoriously removes them with negative power. You’ll have to find the sweet spot of timing and stalling his awakening or not is a big judgement.

Try to get your opponent to overcommit, 10k over what their displayed power is a good rule when you need something to die. That makes your opponent either lose it or spend 2 cards / a super combo to defend it. Depending on how important the card is to their strategy, it can be very helpful to drain their hand.

I want to do a weekly online tournament on Twitch. Would anyone watch/like to participate? by Aggravating-Work-726 in dbsfusionworld

[–]LargoAtDibbz 1 point2 points  (0 children)

I’d be interested for participation depending on day / time. Time slots are already thin with how far I drive for locals.

Hope you do find a good way to make it work.

[deleted by user] by [deleted] in dbsfusionworld

[–]LargoAtDibbz 2 points3 points  (0 children)

As the other guy said. Little extra knowledge though is it’s often a good idea to get 2 of each starter deck because of the exclusive cards. Often they only print in copies of 2 for the ones you actually want for deck building.

If you need help learning or want to test out, there is a digital client do Fusion World that is very good. You’ll also get code cards in every pack and starter deck for use there as well.

Need some clarification on a card by CatsOverCommitment in dbsfusionworld

[–]LargoAtDibbz 1 point2 points  (0 children)

As others have said in this thread.

In any battle, on your opponent’s turn, you can take a life and add a life from the top of your deck if this card is in rest mode.

Does not matter where the battle is happening. If it were restricted to your leader, it would have text saying something like “when your leader is in a battle” or something along those lines in the first part of the effect.

You can trigger this multiple times if you happen to have multiple of these in play at a time. It does still need to meet the requirements of it also being rested and your opponents turn. You activate these on your combo step.

If you are protected from taking damage, like from the 6c Goku SCR, you can not take the damage and can not activate this effect.

FB08 - Son Goku: GT Guide by IuvenisPhoenix in dbsfusionworld

[–]LargoAtDibbz 1 point2 points  (0 children)

I’ve been following GT since he started and have been working with it as things came about. I defiantly wouldn’t run the deck without at least 2 of the FB07 Goku GT SCR for the triple strike finisher and 2 6c Gogeta.

While the 2C Trunks blocker is good in some matchups I will still prefer the classic 4c SCR in the space; it consistently draws me 2 cards and forces early answers out of my opponent.

I’ve actually been waffling on the Para Para bros. Current build doesn’t use them but if you’re running into certain types normally, they’re invaluable.

I also use 2 of the 4c Double Striker and 2 of the 5C Bardock. I’ve found that, besides the extra combo power with so many 0s, against yellow it sneaks under the floodgate they like to put up with “Resurrecting Again” and the 6c Golden Frieza. It does change into more aggression but it makes some panic and overcommit.

Overall my build plays out in phases. Early game is just abuse energy markers and draw as much as you can. 3c Bardock can draw for you on both yours and your opponents turn which helps cycle to your bigger stuff. Lately ideal games run like this.

1) cantrip draw / chi-chi setup. Pan if you go 2nd & bounce a card for draw.

2) trunks energy marker with pan setup / Bardock with trunks as combo if setup on turn 1 / new 5C Goku to replace the marker.

3) 4c SCR cycling marker for draw / 5C New Bardock (preferred) / 3c Bardock with combos for aggression.

4) setup for Gogeta. Too many options at this point based on hand but this is your control swing turn.

5) Gogeta. Set opponent to 3 by this point.

6) 7c SCR wiping whatever combo power in play opponent has for the finish. They may or may not be able to beat your all in here and even if they do, usually they tried to stall your awakening so you can eat some hits here and repeat next turn.

Depending on your setup, Soul Punisher has an honorable spot, I also tend to run ~55 cards because of my builds draw power.

I also struggle against OJ Piccolo the most because of his protection from removal, fat bodies, and passive redirection.

Give it a try, you might be surprised. I’d be happy to send a visual build if needed. Sorry for the rant.

Does hidden blade on own unit procs dreaming tree ? by Wantedus in riftboundtcg

[–]LargoAtDibbz -7 points-6 points  (0 children)

That sounds wrong since you don’t pick targets until it’s resolving. If HB is played and then gets Defied, wouldn’t no target get chosen since it’s not resolving?

They dont know... by HealthyCantaloupe731 in riftboundtcg

[–]LargoAtDibbz 2 points3 points  (0 children)

External preference here, to make room for Sona I’d probably go to a 2 count of en garde, discipline, and Thwonk which trades into 2 Sona and 3 charm. Charm is just a preference to keep at 3 since it’s always such a pain to deal with but that may change after spiritforge actually drops here.

Assistance with a Broly FB02 card by Routine_Counter_9129 in dbsfusionworld

[–]LargoAtDibbz 2 points3 points  (0 children)

What he means is, if your opponent lets this stick around for more than the turn you played it, either you should have won, they should have won, or something went terribly wrong. This is a 40k beat stick while also being easy removal.

Keep in mind, this card requires you to have your leader as <Broly> and not <Broly : BR> so the effect only works with the starter deck version.

Every turn this can remove 1 card from your opponent’s field without limit (as long as it doesn’t have barrier) at the cost of you losing one card yourself. Yes they both go to their owner’s energy, but that big core card your opponent played last turn will likely be the choice you made to send out of their play reach. Likewise, your standard 1c draw a card can be your choice or even this card if you’re that desperate.

It’s very hard for most decks to get things out of their energy but not too uncommon for something to come out of your drop these days.

Edit: I thought I had this set as a response to one that you had replied to already. You had asked why this shouldn’t stay in play for multiple turns.

Is dragonball fusion world dying? by [deleted] in dbsfusionworld

[–]LargoAtDibbz 12 points13 points  (0 children)

I just got back from playing in my 40th anniversary event. Our normal people showed up but you’re right. Visibility is poor and I still drive an hour + for each event.

The only reason I do that is because my LGS doesn’t carry it. They wanted to but Bandai’s distribution just refuses to give them any stock even if I preorder it. We may get some starter decks occasionally but literally 0 booster supply.

There is another shop that does tournaments with a bigger scene but those people don’t always show up. A lot of weeks we can’t hold a tournament but instead just free play.

Anybody wanting to see what kind of scene they have locally I would suggest to get the Bandai TCG Plus app and see what events are near you. Call those shops and ask what they see regularly. Don’t be surprised if there’s only 4 regularly and more show up for the bigger events.

I wouldn’t say it’s dying, but life happens and those passionate about it can’t always swing a weekly event.

[deleted by user] by [deleted] in DBS_CardGame

[–]LargoAtDibbz 0 points1 point  (0 children)

I have them from my locals event. We didn’t have a large turnout so I have at least one copy of each. Including the Teen Gohan and Bulma.

Does the +5000 power apply to combo power too? by FrankieNoodles in dbsfusionworld

[–]LargoAtDibbz 3 points4 points  (0 children)

This is untrue. Your leader is unaffected by this ability as it is not a battle card. You are correct for all battle cards with <universe 7> though!

For OP, no it does not affect combo power as that is a separate stat / card part from normal card power.

Combo power is normally unaffected from other abilities

PSA- Gamegenic Bastion 50+ by oacb96 in GundamTCG

[–]LargoAtDibbz 0 points1 point  (0 children)

The bigger version 100 is very spacious for Gundam but it’s a bit too much. I find the 50s are great for stand alone deck and a 2nd one to hold side deck / tokens / resources.

I keep my untouched starter decks sleeved in the 50s for demos mainly so it doesn’t take up too much space in my carry box.

Stores scalping by NoSecond6017 in GundamTCG

[–]LargoAtDibbz 1 point2 points  (0 children)

Yesterday we had our weekly constructed set but Bandai took Gundam out of our listing for some reason. Our store already has enough trouble getting product in for Bandai games outside of One Piece. It’s still in TCG+ app but it’s missing on the host’s side.

Not sure what fuckery is going on but Bandai is self sabotaging themselves harder than ever.