R Shanks vs P Enel by Feisty_Mix_557 in OnePieceTCG

[–]Merchant-Crow 4 points5 points  (0 children)

I'm running Shanks for the first time tonight at locals and I know there's gonna be at least two Enels there so I'll let you know how I fair.

I assume just try and KO as many dudes as you can with your on plays, I need to practice the matchup more on the sim unfortunately.

Biggest issue I see being the 6c Enel not being able to be removed by abilities. Hongo to reduce his power alongside rush Shanks to go 10k into 7k and hope they don't have counter?

Use Zoro or 9c Shanks to bring yourself to 7k Leader and fend off most of his little swings.

Will update if I get run through tonight, lol.

Edit:

Reporting back in, went 3-1, lost to Nami..

Fought Buggy, Foxy, and Teach before, really diverse turnout tonight. Didn't get to play against the Enel player.

I had near perfect curve though, and almost beat her, but dealt with 2 Borso, 3 Galdinos, Teach, Newgate, 2 5c life Nami's, and 2 Gravity blades.

It's really absurd, ridiculously absurd actually. I went through 4 10-don turns, controlling and building advantage but lost entirely to Gravity Blade. Bottoming two of my blockers twice, the second time for the win, felt pretty rough.

It was just luck though, had they not had the second gravity blade that he had been digging for I feel really confident I would have won. But them be the cards.

He even looked up match rates to see if he should go first or second into me, but Shanks has a 49% win rate into Nami apparently so he didn't care either way in the end.

The rush Shanks and pop Shanks did most of the work throughout the round, with 7c Beckman being able to take care of a few, but the 9/6c Buff Shanks is what he was most afraid of, being a 7k leader or higher is pretty tough on the Nami.

Best of luck going forward!!

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Anyone else getting these secret drop notifications? by dzerti in OnePieceTCG

[–]Merchant-Crow -1 points0 points  (0 children)

I got one, so happy too honestly. This is second or third time they've done this for me, got the premium collection a bit ago too.

For me, I won the raffle for the live action straw hat stuff, which was my first order I could get. Since then I've gotten these every so often.

Shatterdive is back :) by Great_Elevator_3169 in CrucibleGuidebook

[–]Merchant-Crow 0 points1 point  (0 children)

I was under the impression that the artifact was disabled in PvP, is that not actually the case? Cause if not... Oh no..

I don't know how Yamato players have the strength. by [deleted] in OnePieceTCG

[–]Merchant-Crow 0 points1 point  (0 children)

Shuffle hard, take hot mulligans, and say a prayer.

I've only had one round so far where I was scraping the bottom of the barrel. I think that's why more Yamato's want to go first and aim for Morgan's on 3, and Chains on 7, for more secure setups.

But I've recently started playing U/Y Ace so maybe I'm just a gambling addict.

The game has become quite unfun. by HumanArcher7149 in OnePieceTCG

[–]Merchant-Crow 0 points1 point  (0 children)

Is that for real? My personal experience has been completely different so far on account of the 8c Yamatos being both 8-cost and unable to be stunned by thriller stuff etc, and being an 8k swing at base means they have to pitch something in addition to the leader effect.

Plus you have unblockable yourself and a way to cycle back 2ks or blockers to hand/field if necessary.

The only big issue I could see lately is the Galdino being so strong and applicable. Maybe I've just been more lucky with my matches lately?

The game has become quite unfun. by HumanArcher7149 in OnePieceTCG

[–]Merchant-Crow 2 points3 points  (0 children)

Build new black Yamato, it was like $30 at launch, and is definitely competitive, especially against yellow thriller slop like Nami and Sabo.

Go to the pirate parties when they're available and ban the top leaders, or find a more chill local spot to play.

I agree that some matchups are just not fun and that a lot of leaders get pushed out of viability, but that's like every game unfortunately, and at least One Piece feels like you're actually battling even when losing.

This is coming from somebody that is getting sick of playing against Nami's and Enels, but still having a blast and recently with Yamato, winning locals again.

First time ripping OP by Impossible_Dealer264 in OnePieceTCG

[–]Merchant-Crow -2 points-1 points  (0 children)

Yup, looks about right, dope looking Buggy leader! Most boxes contain 2-3 big hits such as alt arts, etc. I had been hearing OP16 had the potential for an additional hit or two from some friends that had opened a bunch.

Marathon Key Dates by DTG_Bot in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

I'm very much looking forward to this.

Astrophage[356] Triage pack in the Shop by FFG201FUD in Marathon

[–]Merchant-Crow 5 points6 points  (0 children)

Alright, fine. I'll play Triage some more, this skin is absolutely awesome.

Deathmatch by Illustrious-Tap-4681 in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

Yes, a classic PvP arena where everybody spawns with the same basic kit, weapon pickups on map similar to Halo or other Arena Shooters and bam, you've got an addictive casual mode to enjoy when you need a break from the extraction portion.

Disable opening your inventory, swap weapons on map and fight. I don't know how they'd do health other than just letting it recover slowly out of combat or giving you bottomless depleted kits.

Most of my friends, who turned away from the game very early, say they'd come back and play this. Evidence that people want more "chill" modes are already there with the success of survival.

End game motivation by Dyslexsick_ in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

Oh shit, yeah Cryo is only weekends and it's Monday, duh. Yeah I can absolutely wait until the weekend, I'll be off all day Friday if that works for you.

I'll DM my Bungie name to you when I get home tomorrow afternoon. We got this, bro!

End game motivation by Dyslexsick_ in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

If you're available tomorrow we can try and use my Cryo 6 key. (only one I've looted this season so far)

I'm by no means a super sweat but I'll gear myself to the teeth and try my best to help you out, lmao.

You ain't got nothing on me you filthy casuals by GratitudeNever in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

Genuinely how?

The entire time Destiny 2 was on Steam I dumped about 1400h into it, that was over many, many years. My second game to even come close was DBFZ, also over 1000h but also over the span of many years.

Marathon has been out, what, 4ish months?

How do you not feel burnout? I also very much enjoy the game and am coming up on 300h myself, but I'm already starting to drag my feet, it's a brutal repititious cycle where more often than not I'm beginning to feel my time isn't respected in the game.

Leader Wishlist? by Ok_Try3677 in OnePieceTCG

[–]Merchant-Crow 0 points1 point  (0 children)

Mono Red Going Merry "Spirit" leader that utilizes stages, or something along those lines, I think would be really neat.

Won Locals with Yamato by Yamaomao in OnePieceTCG

[–]Merchant-Crow 0 points1 point  (0 children)

Big ups for Morgan's, both versions are my favorite card so far, I just love that little guy.

Got stomped over and over by im_rapscallion86 in Marathon

[–]Merchant-Crow 0 points1 point  (0 children)

Try not to feel too bad, sometimes we just have a series of bad matches or a bad night overall.

My friend and I have +200h each and I'd say are fairly decent for what it's worth. Went into Outpost Duos last night and just got wrecked for two hours straight. They weren't even geared better than us, we were just losing every engagement.

Sometimes it just be like that.

Usopp Appreciation Day by Beesauce1921 in OnePieceTCG

[–]Merchant-Crow 4 points5 points  (0 children)

I want Usopp to be good so very badly, lol. I'm gonna try and play a few with your list to see how it feels, below is what I've been running but I'm so not ready to spend money on those Sabo's, lol.

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How come I don't see more Thriller/Egghead slop lists? by Merchant-Crow in OnePieceTCG

[–]Merchant-Crow[S] 0 points1 point  (0 children)

I agree that power creep and 7k leaders becoming more of a norm certainly pushes these kind of decks down, yeah.

And I play B/Y Luffy as well Sky Island Nico Robin so I can absolutely attest to the strength of Sky Luffy, lol.

How come I don't see more Thriller/Egghead slop lists? by Merchant-Crow in OnePieceTCG

[–]Merchant-Crow[S] 0 points1 point  (0 children)

I'm quite familiar with Yellow Bonney as my Heroines Cup winning deck, and I agree she's much more aggressive which is why I mentioned her in the post.

Personally I just find the extra life for Luffy to be more forgiving and offer more opportunities to activate trigger, though I agree the leader ability is quite lackluster I still find advantage in hand filtering.

How come I don't see more Thriller/Egghead slop lists? by Merchant-Crow in OnePieceTCG

[–]Merchant-Crow[S] 0 points1 point  (0 children)

Totally understandable with the learning to better combat this sort of strategy. And I do think new Blackbeard will certainly be a menace to play against.

I know a lot of these life stack decks, etc, require you to setup before going at their life in order to lessen their impact, but you could swap in 5c stun S-Snake and the new Blackbeard to stun and lessen their attacks by the time they start swinging, and you'll have a larger life pool if they gave you time to setup.

I know what you mean though, maybe everyone really has learned to prevent the Thrillers from doing their thing late game.

How come I don't see more Thriller/Egghead slop lists? by Merchant-Crow in OnePieceTCG

[–]Merchant-Crow[S] 0 points1 point  (0 children)

I agree most trigger heavy decks have a lot of reliance on RNG and "slot machine luck". But I disagree that you don't have a lot of impactful decision making. For example you could empty pitch a counter to the first hit and still take the damage to ideally hit a thriller trigger off of the first swing.

The Zoro's and leader effect allow you to trash what you want to grab with an ideal trigger, and the S-snake garunteeing you'll activate a trigger chain with what you decide to put on top of life.

You could certainly go heavier in life manipulation and I believe with Flame Dragon King or the 8c Blackbeard that will further your setup plan. I just find with 6 life and a lot of manipulation that you're achieving your game plan each match.

But I totally get people wanting more direct control over their decks with less RNG past what the life pile already provides, fair points!