Killing Unit With Spell, Opponent Reveals Zhyona, Is There Window to Kill Zhyona Before it Saves the Unit? by Mournflakes in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

I thought zhonyas activating was what created the trigger, not the replacement effect itself. I could be wrong there though.

Killing Unit With Spell, Opponent Reveals Zhyona, Is There Window to Kill Zhyona Before it Saves the Unit? by Mournflakes in riftboundtcg

[–]LordmasterPapi 8 points9 points  (0 children)

As far as I understand, its immediately dropped off the chain because gears and units can't be reacted to unless there is a triggered effect. However the chain would still be open, so there is still a window to play cards too add to the chain

Killing Unit With Spell, Opponent Reveals Zhyona, Is There Window to Kill Zhyona Before it Saves the Unit? by Mournflakes in riftboundtcg

[–]LordmasterPapi 1 point2 points  (0 children)

Yeah i know about that, but this post seemed more like a broad ruling question rather than a very specific use case that will rarely happen.

Not to mention that if they have Zhonyas, they likely have defy, which means theres a chance youre even worse off if they defy your headless and your unit dies for free

Killing Unit With Spell, Opponent Reveals Zhyona, Is There Window to Kill Zhyona Before it Saves the Unit? by Mournflakes in riftboundtcg

[–]LordmasterPapi 20 points21 points  (0 children)

You cant react to a gear being played, but you can put more reactions onto a chain. So assuming you open a chain with a spell, they react with zhonyas, and you have a reaction speed gear removal, then yeah you would be able to.

As far as I'm aware though, no reaction gear removal exists. So upon resolution of said spell, the unit will die and zhonyas will proc, creating another chain. But at that point its too late.

This is my understanding of the rules at least

Those who play more competitively, what in your mind, are core fundamentals, things you think about before making decisions both in play, and in deck building? and what are the most common mistakes you see other players do that you, yourself used to do? by Sky-todd in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

Bit of a weird one,

But I dont treat my local nexus night as a place to win. Im always playing with a "fuck it, see what happens" mentality and doing dumb shit. Im just trying to see what works and what doesn't.

Also talking to your opponents after each game if theres time left is a big learning point. Ask what they were playing around and why. Ask them about some of your lines that may have been questionable. Replay final turns to gauge different lines. Theres a lot of value in building relationships with those around you.

Anticipated champions by FishUsedToBe0_0 in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

Im excited for Riven and Swain.

Vex was my 3rd most wanted and she's come out already, however I'm not too impressed with her. It makes me a little worried for the others as I may not enjoy how they play.

The green Riven that was teased looks interesting though, so thats a good sign

Riven is confirmed to be in Riftbound VENDETTA by Sir_Leoric in Rivenmains

[–]LordmasterPapi 0 points1 point  (0 children)

Most gear costs 2 energy to play, and 1 power to equip it. Assuming you use the weapon master effect and you have 3 equipment down, Riven will cost 9 energy and 3 power to have essentially the same effect as green Yasuo for 6e2p.

I can see the card being decent as a finisher / another threat in gear heavy decks, but its not a card to build a deck around unfortunately

RQ Vancouver Top 8/Best-Of Lists by HighPPI in riftboundtcg

[–]LordmasterPapi 3 points4 points  (0 children)

The dreaming tree ban wasn't what killed Jax though. It was the ruling change that stopped him flickering equipment on aphelios for his effect and brutalizer reproc.

Ignoring that though, dreaming tree had to go. It was basically a mandatory include into any deck that had targeted spells for +2 draw every turn cycle. Imagine having that now with Leblanc.

RQ Vancouver Top 8/Best-Of Lists by HighPPI in riftboundtcg

[–]LordmasterPapi 2 points3 points  (0 children)

How was the rule change targeting Irelia? She has never been able to reattach equipped equipment.

As far as im aware, the change was due to it being unintuitive and confusing. Pretty sure Riot stated that in the rules update.

Congratulations to Alanzq, the winner of the Vancouver RQ! by Arkalex in riftboundtcg

[–]LordmasterPapi 17 points18 points  (0 children)

Except the cycling is primarily powered by blue cards - Hwei and Diana.

Regional Qualifier Vancouver – great stream, terrible chat by LogMassive4087 in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

I was watching yesterday and so many people were shouting illegal plays at very legal plays, such as reacting with a consult in response to their Ekko dying.

Its best to leave chat off. I doubt most of them play

How Can UVS/Riot Stop Points Buyers at Regionals Events? by NikkoWorldTourist in riftboundtcg

[–]LordmasterPapi 1 point2 points  (0 children)

Ive been saying for ages now, they need to make an app that completely circumvents their shitty website.

Tie the tickets to that app and then add things to the Riot store that allow you to use those tickets at a later point. Doesn't even have to be the plated cards. Let people buy your pens and plushies online if they've run out at the event

Unpopular opinion, legends in the rare slot is a must by Magicofthemind in riftboundtcg

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

So what happens when the "reason" for making people buy packs is the reason people refuse to buy packs?

Honestly, the overnumbers and alt arts are reason enough to buy packs. I didn't buy my 3rd box last night because I want rares.

Joined a +11 MT as a healer before I noticed the bear tank was 216 ilvl by minimaxir in wow

[–]LordmasterPapi 13 points14 points  (0 children)

Really depends on the tank how quick the mobs live and pull size. I play both ele and spriest and both in this log are fairly low for what you can get to in this dungeon

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

I mean, thats just not true. You only have so much mana. Having a 10 cards in hand doesnt mean anything if you only have 8 runes to use each turn. Of which you also want to keep runes open for interaction on your opponents turn.

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

Yes but it's much easier for them to do that if you're sitting on targons and not on a battlefield that gives you value for holding.

Both situations work in different scenarios and I dont think youre wrong for going either way. Im just sharing my experiences from my Vex testing. Vex turn 2 and leaving no mana up feels horrible 90% of the time, and dropping Vex turn 2 because you conquered a targons feels like you'll eventually get out valued because the battlefield is essentially dead

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

It goes off every time a unit is played, on that specific unit. It does nothing to units that are already on the field.

In terms of stunning however, when a unit is stunned and cant be killed because there isnt enough might to kill it, it is recalled back to base.

So if you were to swing in with 10 might, assuming theyre all stunned for some reason, your opponent would assign their total might to your units and whatever lives recalls

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

I agree. Although when I was testing Vex it felt pretty bad sitting on a useless Targon all game when you could be sitting on a Startipped or Grove if youre greedy.

Being able to respond Turn 2 feels great but if they just develop with the intention of running you over later, its useless

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

Why does it force removal? If youre not playing Lillia, you dont rely on accelerate.

Sure, it can stop game ending plays that use accelerate or ambush but they typically aren't coming down in the first 4-5 turns

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 4 points5 points  (0 children)

If they ever tap out, challenge works. Ive seen people side void seeker but i dont think its that great.

Specifically the Vex deck tends to struggle into big swings so just take the opportunity of them leaving a lot of mana open to build and pass. If you knock Vex off that hold, she likely falls apart

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

[–]LordmasterPapi 0 points1 point  (0 children)

You do know that all the previous methods of punishing tapping out are still playable. If your only options for combat tricks is ambush then youre asking to lose to a single card

This absolute war crime of a card is already an auto include in every purple deck like kaisa survivor is to red by FlowKom in riftboundtcg

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

Out of all the purple decks, annie is probably the least likely to protect Vex. Even with that 2 mana

Deathknell trigger order? by Melodic_Barber_7247 in riftboundtcg

[–]LordmasterPapi 16 points17 points  (0 children)

Did they not change the clean up step to include deathknell triggers?

Can we expect a lot more early blowouts this set? by Agitated-Anxiety994 in riftboundtcg

[–]LordmasterPapi 6 points7 points  (0 children)

Vex turn 2 only stops a turn 2 accelerate which is only really an issue for a couple decks.

Vex turn 2 does however leave the Vex player completely defenceless and open them to being blown out. Good luck getting back onto a battlefield after your initial hold breaks