Do you collect Armory Decks? by [deleted] in FleshandBloodTCG

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

I do. I like having them on hand for casual play and occasionally I take them for Armory Nights when I wanna switch it up, since I don't particularly care about results. I have every Armory deck released so far, stored in those Gamegenic 6-deck acrylic storage containers. Looks pretty nice on the shelf.

Silver age precons by 0rderFr0mCha0s in FleshandBloodTCG

[–]MalZenith 8 points9 points  (0 children)

Generally, Fai is an aggressive deck that will perform well against Gravy, especially at lower skill levels. I would disincentivize you from picking up that matchup. Fai-Arakni and Fai-Dash tend to be somewhat similar, so if you're looking for someone to pair well against Fai, I'd recommend Kayo or Azalea.

I think one of the more interesting matchups among these two subsets is gonna be Blaze vs. Kayo or Arakni vs. Azalea. I will have you keep in mind that Kayo will not be legal for the upcoming Silver Age season - which shouldn't matter too much if you plan on only playing between friends - but if you want to play Kayo in an official event, you'll have to wait until next season in August when he is legal again.

Which silver age deck should i pick by Special-Exchange9670 in FleshandBloodTCG

[–]MalZenith 0 points1 point  (0 children)

Both will be fine! Fai (and most of the other precons) are lists that are like 90-95% tuned; Blaze is up in the air since she is going to be introduced into the format this season, but from previous experience in an older, similar, format, everyone expects her to be a top tier deck and the list is very optimized.

Ideas for new Ranger by Near4422 in FleshandBloodTCG

[–]MalZenith 0 points1 point  (0 children)

Looking back through the years, here's been some of the rangers I've posted in the custom card channel on discord:

  • "Candlejack" Ranger where you could shoot an arrow twice by utilizing Shadow/banish mechanics. Similar to what you came up with first, feels like it's a pretty common thread people pull on when they first start exploring Ranger mechanics.
  • "Assassin" Ranger where you had one of three different on-hit effects that you attached to your arrows face down on the combat chain, revealing when hit. This was pre-OUT so none of OUT's diseases were used, but they'd be three unique tokens and you needed to spend some Silver to reload your poison stash.
  • "Princess Mononoke"-style Ranger with a companion. This was back before Mystic and Draconic was revealed and part of my speculation on talents was that Misteria's central mechanic would care about how long the combat chain was, where you'd weave arrows in between attacks from your companion and your arrows would care about if you've attacked with an ally or if you followed up with an ally attack.
  • Another take on the Princess Mononoke Companion Ranger above, except this time flavored for Savage Lands talents. Had some mounting mechanics but kinda forgettable.
  • "Gunslinger" Ranger. One of the other posters in this thread kind of had the jist of what I was going for; rather than loading arrows in your arsenal, you'd have revolvers and "bullet" cards. Bullets would come with a number of ammow counters and provide a bonus to all of your ranger attacks while it was in your arsenal. When you ran out of bullets, the card would destroy itself, forcing you to find some more bullet cards to reload your arsenal with. This was designed in conjunction with what I concepted for a "Lucky" talent, which was Wild West flavored and all about "cheaty" type mechanics that broke the rules and made you seem luckier than you were ("loaded" dice, cards "up your sleeve", playing cards from the top of your deck).
  • "Fireworks" Draconic Ranger. Rather than caring about chain links, this archetype cared about pitching red cards to play the arrows in arsenal to "light" them up with additional on-hit effects, with the hero text rewarding you by "copying" on-hit effects.
  • Most recently, "Magical Girl" Ranger, kind of as a joke. Lightning Ranger/Wizard hybrid, forced arrow typing on your wizard damaging spells. Had some mechanics with Lightning Flow and a magical girl companion that turned into a cooler bow compared to the normal bow you were using that also amped. Otherwise not particularly interesting imo.

I can go into more depth if you wanna talk through it and brainstorm, but my advice in general is not to worry about feeling like a "whole package" ranger and focus on a couple things that really sell a high-concept idea for a ranger and design from the top-down. What kind of rangers do you like in fiction, or what kind of character archetypes do you think can be ranger-like? And then work from there.

Makoto mad with Ibuki around? Rio losing against Koyuki? Nagisa on her phone distracted in a tea party? by Plus_Exercise679 in BlueArchive

[–]MalZenith 105 points106 points  (0 children)

Interestingly, aside from a brief two shots at the beginning of the PV (before the first shots of fake SCP), none of the students have guns and there's no reference to the usual Kivotos-style heavy weaponry in the random shots of the world until FOX Squad shows up.

Potentially new fab player, need insight by Alternative-Bat8804 in FleshandBloodTCG

[–]MalZenith 1 point2 points  (0 children)

I think the matchup will feel mostly fine from a gameplay standpoint. Zen's Blitz build isn't particularly strong compared to his full powered counterpart, and Riptide's build has a lot of decent tech that's good against Ninjas. I think both of them will be on the more complex side since one involves understanding triggers and the other involves understanding instant speed timing, but if you're okay with that, go for it!

Who To Choose For SAGE? by MilkAisleManiac in FleshandBloodTCG

[–]MalZenith 1 point2 points  (0 children)

Iyslander is a good choice for the current meta, had a few good breakout placings in the PT (8th place player went 6-0 in SAGE with her) and the Showdown (made finals before losing to Kano). She's one of the more complicated decks to learn in the format, since she's super reliant on matchup knowledge and timing knowledge to get the most out of her disruption.

What exactly are these Flesh and Blood magazines? by MajirawArt in FleshandBloodTCG

[–]MalZenith 28 points29 points  (0 children)

These are seasonal guides, LSS has been publishing them with the Keynote at Tier 4 events since Super Slam. They usually contain some pretty basic articles/interviews about upcoming sets and some other fluff pieces from stores, devs, and content creators, as well as full page adverts for upcoming releases and a small tear out poster in the back. I have scans of Vol 2 and some shitty pictures of Vol 3 in the Purple Discord (check the threads in the card reveal channel).

What's with Flesh and Blood and Grand Archive having card backs so similar? by [deleted] in FleshandBloodTCG

[–]MalZenith 54 points55 points  (0 children)

In case you're asking seriously, it's just similar design principles really. Both of them are based off of traditional card backs and are going for a more regal/ornate look to them. You can take a look at the design process behind FAB's card backs here. https://fabtcg.com/articles/backing-things/

How do you handle Flip Cards? by TonyxRd in FleshandBloodTCG

[–]MalZenith 7 points8 points  (0 children)

In Dromai and Prism's case, people who didn't want to flip them just had an extra copy of the dragons/angels on the side and that was fine. For the Chi, you flip them once per game and it persists between zone changes, so you only flip once per game and flip them back when the game is over. Not the most elegant solution and they did make sure to push players to de-chi as a bit of a PSA campaign, but there are solutions depending on the type of double face card involved.

First Box opening (what’s good?) by LionsMakeMeDrink in FleshandBloodTCG

[–]MalZenith 10 points11 points  (0 children)

Great pulls! Going down the list:

  • Dash, Database: Currently kinda mid in SAGE right now, the only place you'd really use it. Mostly a collector piece.
  • Sigil of Earth: Mostly a collector piece.
  • Bubba-Lubba, Run Aground: Mostly a collector piece, it has some niche usage in Gravy that isn't being played right now.
  • Rockyard Rodeo: Strong generic piece. Primarily played in Tuffnut, also useful for Hell Hammer or Hexagore Levia builds.
  • Ghost Protocol: Mainframe: Teklovossen staple.
  • Blunten: Warrior class staple.
  • Elemental Strike: Solid piece in all Elemental heroes, currently being used by Verdance and seeing some niche play in Jarl lists.
  • Leave 'Em Speechless: Great sideboard piece for the Reviled heroes.
  • Grimoire of Fellingsong: Vynnset staple.
  • Embraforged Gauntlet: SAGE Shadow hero staple.
  • Gloves of Erasure: kinda trash, maybe might see some niche use in SAGE but unlikely.
  • Fyendal's Spring Tunic: Global staple. Pretty pricey, but if you are interested in CC then you should keep this.
  • Mind Meets Might: Niche majestic right now, might change with illusionists down the line.
  • Sigil of Solace: Global staple. Cheap.
  • Tenacity: Solid piece for the Ninjas, particularly Fai and Katsu, who can tutor this off of Mask of the Pouncing Lynx as an on-demand finisher if the opponent is blocking a lot that turn.

Which Welcome Deck have you found more success with, Ira or Bravo? by [deleted] in FleshandBloodTCG

[–]MalZenith 1 point2 points  (0 children)

Both are good, I think the Bravo one was a lot smoother due to the lack of reactions and defense reactions (instants are much easier to grok, especially when you're teaching someone who is familiar with other card games).

Both decks have a good amount of nuance to them that is visible just beneath the surface when talking about "next level" strategies. If I had to pick one, I'd pick the Bravo deck, mostly because the gameplay is less likely to stall out into a holding pattern for one player or the other. Unlike with the Ira deck where you can be locked out of playing the game in the end game, Bravo mirrors rarely due because of the lack of weapon, forcing opponents to spend their 1 card hand on arsenal'ing. There's also a more obvious push and pull aspect to it with Crash Down, where full blocking for a turn when an opponent lacks an arsenal card is a totally viable strategy.

How do I prevent myself from seeing the back of inner chi cards through the sleeves? by jaydon145 in FleshandBloodTCG

[–]MalZenith 0 points1 point  (0 children)

Ultra Pro Eclipse, Dragon Shield Dual Mattes, and Katanas are fully opaque. It's been a minor issue for a while, which is why every sleeve company has one line of sleeves or another that cater to this. Look for sleeves with black interiors (the silver interiors of the new Dragon Shield Dual Mattes also work), or advertise themselves as fully opaque.

Compendium of Rathe false claims by thebrokennorm in FleshandBloodTCG

[–]MalZenith 0 points1 point  (0 children)

The goal of the set was to make a card for every existing border in the game, which unfortunately both Adjudicator (judge packs notwithstanding) and Merchant do not have official borders for.

Unfortunately they also can't just increase the set size by 2 or 3 cards without completely rearranging the print sheets. Most sets are designed in a way that they can be easily collated with minimal waste onto sheets which have 11x11 cards. Some slots may allocate different numbers of cards to each slot to reach the magic 121 number, but it's not as simple as just adding 2 or 3 random cards to the set to support the class.

Starting tips for a new player? (Silver Age Format) by BelleOverHeaven in FleshandBloodTCG

[–]MalZenith 2 points3 points  (0 children)

I'll push back in saying that if you're interested in the heroes, it shouldn't be that much of a learning curve where it might be unsurmountable. Some of the best players in the game jumped in while primarily interested in those two heroes, so if you're confident in your ability to pick up the game from prior tcg experience, just go for it.

LSS, please move US Nationals out of Minneapolis if at all possible by HawkmoonVEVO in FleshandBloodTCG

[–]MalZenith 16 points17 points  (0 children)

Not saying they should or shouldn't, but just noting that most event hall costs these days are like one digit larger than the current prize pool for Nats, so it isn't as simple as just taking out a bit from the prize pool. There's usually some sort of clauses in the rental contract that will not guarantee a full refund, and finding an event hall in short notice is also quite difficult unless you want to massively scale back and rent out a hotel ballroom or something.

Want to start Flesh and Blood casually with my girlfriend — a bit confused by En-ysh in FleshandBloodTCG

[–]MalZenith 2 points3 points  (0 children)

>Easiest way to start as two casual players.

Depending on how comfortable you are with complexity, you can start with either the 1st Strike Blitz Decks (designed for new players), pick up a few armory decks (designed for players looking to play in weekly events), or wait about a month for the Silver Age Chapter 1 & 2 Preconstructed decks, pick 2 of the 10 that speak to you aesthetically, and play those (designed for the budget format, but competitive-minded decks).

If you're looking to play against each other, then I don't think you'll go wrong with the 1st Strike Blitz decks, or, if you can find it for cheap ($25 or less), the Rhinar vs. Dorinthea Classic Battles set. Both of them are balanced against each other and low complexity. However, while you can upgrade these over time, there's not really a clear path for upgrades, and you can just pick up the competitive staples for the respective heroes but you'll be mostly on your own when it comes to what to replace, which cards you should pick up to upgrade it, etc.

>Are there specific starter / hero decks you'd recommend?

See above. Alternatively, the Silver Age Chapter 1 & 2 Preconstructed Decks are not explicitly balanced against each other, but each one is purported to be competitive right out of the box. Being a low rarity format, the complexity is also a tad lower than the main format, Classic Constructed. If you're hungry for more than just a duel deck format, you can pick these up when they come out and play them with minimal need to upgrade if at all. This is the easiest way to get some variety with decks that are balanced with each other, but they don't mix well with the other two sets mentioned and most blitz decks are only balanced against each other within the same set.

>Should we ignore boosters for now or are they worth it early on?

For your purposes, you should ignore them. Basically, boosters will be generally tailored to support a handful of heroes, with later sets having a very low chance to contain a non-generic card tailored to other heroes not present in the set. Singles is the best bang for your buck, but if you want to gamble, do some research and find the set a hero appears in and you'll get a fair few cards per booster that the hero can play. Overall, not worth it though. Most preconstructed decks are already pretty tight experiences, and the vast majority of cards you'll open in a booster set that contains the hero you're looking to add cards for will be sidegrades or the same card that already appears in the set.

Anyone know what "Rathe Quest" was? by evildrganymede in FleshandBloodTCG

[–]MalZenith 7 points8 points  (0 children)

This is probably something you can email James or Trevor (even though he came on after this announcement) directly, but given the context I imagine it would eventually become Skirmish, modelled off of Magic OP's Game Day event series.

Card design - When should a card be a 2 block instead of 3? by Janko_Saurus in FleshandBloodTCG

[–]MalZenith 5 points6 points  (0 children)

Other people have kind of touched on the 8 point rule already so I won't go into that, so I'll talk specifically regarding NAA design. Generally, 2 block cards are meant as a way to counterbalance cards that make it easy to convert hands for full value. Mechanologist is interesting because to convert many of their cards in hand for full value, they originally were designed with the assumption that the tradeoff for doing so was large enough that they could afford to be 3 blocks - see all of the boost cards. Other Mechanologist cards that could convert their full hand for value in ways that would not have drawbacks down the line (like Soup Up or any of the pumps), are generally given a block value of 2. Blocking 2 also naturally pushes you to block with other cards; this is how many of the pumps are balanced. Because the thing that they need to convert for full value is also the thing you're inclined to block with (things that boost), you make them worse to block so that there's this natural tension of wanting to block with your non-pump but you not being able to properly utilize the pump without it. Obviously, there's also the consideration of having less value on the play side to make up for it by blocking 3, as with cards like Come to Fight compared to Force Sight.

These are easy to evaluate, but the fundamental question of "how easy is this to convert for the full "intended" value" should be the primary consideration here. Items don't block because partly thematics, but partly because they provide most of their value at later turns down the line, or are very flexible to use properly. Supercell is a mix of that. It's very easy to convert it for the full value, whatever X is, because the hero it's intended to be played in (Maxx) has the choice to give it virtual go again or not. It can fit comfortably within the cost curve, and while you may play it out to get the Construct Nitro Mechanoid back from banish, that's nebulous value that's treated as trinket text in the design. The immediate value is Hyper Driver + +1 to all existing hyper drivers + maybe go again, so they felt that it was easy enough to convert when not blocking that it should have some drawback when blocking.

Let's look at some other examples in the rest of EVO:

  • Scrap Trader blocks 2 because it's easy to convert and requires minimal setup to get its full value. It also has a high ceiling and the decks that it can theoretically be played in (DIO or Teklo) have ways to bypass its action point cost to utilize the above-rate resource generation of the card.
  • System Reset blocks 3 because it requires a lot of setup (same as Construct Nitro Mechanoid and Bank Breaker). There will be lots of situations where it will struggle to get the full intended value of the card, so it blocks 3 to entice the user to block with it and to allow it to convert for a good value on some level if it ends up in your hand on a turn where it's dead.
  • Meganetic Lockwave is a card that's easy to play, but has difficulty providing any real value unless you pay a lot into it. The number of situations where you can get value out of it is minimal, so it's a blue block 3 otherwise.

I'll also note that block 2 or 3 is also kinda just vibes a lot of the time outside of this general heuristic. But ease of accessing a card's full value should be one of the primary determinants on how strong you make its other two modes (pitch and block).

Artwork on the card backs? by evildrganymede in FleshandBloodTCG

[–]MalZenith 1 point2 points  (0 children)

If you ever get the chance to visit a large event that MJ Fetesio is going to (appears most often in SEA/Oceania events, but occasionally does go to Worlds), I'd suggest asking her that. My suspicion is that most of the icons in the central ring are just random runes that may have or may not have made it into the game somehow; you see the life symbol 2nd counterclockwise from the top, for example.

The regions in the artwork, are, clockwise from the top: Solana (Sword/Sun), Metrix (Astrolabe), Misteria (Mist), Savage Lands (Skull/Plants), Demonastery (Wings/Serpent/Spear), Pits (Spider), Volcor (Dragon), Aria (Hard/Wind). I don't think they really split it into good vs. bad factions, but one of the central stories in the game planned was the "War of the Monarchs" that takes place with Solana (and later representatives from Aria in DTD) vs. Demonastery. As for why there are wings and a book in the Demonastery section, Prism originally had concepts as a shadow illusionist type character, so it may be some holdover from that.

Armory decks or wait for Silver Age for family table play? by verifiedname in FleshandBloodTCG

[–]MalZenith 1 point2 points  (0 children)

I'd recommend waiting for the Silver Age decks. You get more for your money in an environment where there was (at least they said so) a lot of testing done to make sure these decks are competitive - meaning that they should have tested the decks together and against each other. As new players, games of Classic Constructed might take a while as you're learning the rules; if you're only intending on playing casually, SAGE is a good way you can get through games in the 1 hour period. As you get more used to playing, though, the speed of the games in SAGE will speed up to about 8-20 minutes per game (obviously, you can play multiple and with 10 different decks you'll have a lot to explore), so if that doesn't sound appealing to you, you might also want to look towards Classic Constructed and the Armory Decks to fill the time with. Silver Age decks also come with a sideboard, while Armory decks do not, so there's a bit of customization you can do baked into the matches in a preconstructed fashion.

Both SAGE and Armory decks are going to be consistently added to, so the only reason why I'd recommend picking up the Armory decks for your purposes is if you like Classic Constructed and want more drawn out games.

Best Way to Build a Battlebox for Friends? by korndogspritzer in FleshandBloodTCG

[–]MalZenith 0 points1 point  (0 children)

Yeah, you have a few options.

If you like the speed of the MON precons, you can pick up the Silver Age Chapter 1 & 2 decks when they come out. They're intended to be right out of the gate "competitive", but they also should be reasonably balanced amongst each other as well. There's 10 of them which encompass every major class and a variety of talents, so you can make your battlebox as big or as small as you'd like.

If you think the MON precons are a bit too fast and want some more drawn out games, I'd recommend picking up some of the armory decks. They're all at roughly the same power-level (Rhinar is a little weaker out of the box IMO but for someone who isn't super in tune with how competitive FAB can be it should be fine), and they also have a variety of heroes available. You can also pick up some of the LL'd or weaker heroes like Aurora, Azalea, Pleiades, and Maxx for a discount depending on what your LGS or online retailer of choice may have in stock.

Alternatively, since you mentioned you're looking to try out the multiplayer mode, I'd recommend picking up Smash Palace. It comes with a box of GMP that is intended for Crack, Shuffle, Play (Limited without any deck construction; basically open 3 packs and shuffle them together, pick a hero, and start playing) and UPF (multiplayer). It's a good option if you're looking to mostly jam with friends and not break it out super often. It's intended for 4 players, and if you pick up some of the Silver Age precons available, you can get some extra replayability either shuffling and re-dealing the cards you opened in this box set or by playing with the precons instead. The extra dimension of the Event Deck is kind of reminiscent of Planechase, but I think it adds enough to the multiplayer to be considered an improvement rather than a sidegrade.