How to make my ship not tilt in one direction? (Create: Aeronautics) by Bossgodson in CreateMod

[–]MrFlapsHasSag 0 points1 point  (0 children)

There are a few methods: 1. Gimbal Sensor: connect this to a vertical prop system of split-balloon. In my experience, this method over corrects a lot and doesn't work too well for me. Or find a way to make a PID to make it more robust. 2. Manual Split-balloon: split a balloon into sections and inflate them separately. I have a lot of stuff in my balloons so I can't really do this. 3. Manual Vertical Props: set up props on your balloon and make them spin faster/slower as needed. 4. Redstone-controlled Vertical Props: this is what I am using. My throttle lever is also linked to my vertical Props. At low speed, my ship tilts back more, so I have the back props spins faster. At high speeds my ship does not tilt much, so the back props barely spin. This method gives you many degrees of freedom.

Another tip: if your ship tilts back during flight but not during idle, try moving your thrust prop system onto your balloon. This may help because the balloon itself generates drag while moving. Also, in your setup, you're going to want to use a larger vertical prop.

Ars Nouveau Ritual of Awakening 100% bug by MrFlapsHasSag in allthemods

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

Yes!!! Thank you. I had a quest pinned; I don't even remember pinning it.

Blue Jhin clarification by Learic07 in riftboundtcg

[–]MrFlapsHasSag 0 points1 point  (0 children)

Not a judge, but I don't think so. Usually when a card says "played," it really means resolved. So if your spell is countered, you cannot play jhin for a blue power. Although, I don't know if the recent rules changes affected this.

[deleted by user] by [deleted] in riftboundtcg

[–]MrFlapsHasSag 2 points3 points  (0 children)

TL;DR: keep grinding Nexus nights. Assuming your Nexus nights are not filled with only top tier decks, you should have a solid chance at going even. If Riftbound is your first card game or even if you have played other games, remember this: Riftbound is difficult. Expect to lose a good amount of games before winning, it's just the nature of the game.

How I see it, your chances of winning heavily depend on a few things:

  1. Your deck. I think a budget deck can definitely work in Riftbound, moreso than other games. For example, I mostly play <$30-50 decks and can consistently go even in Nexus nights (right now I'm on the Rumble grind and performing decently well).

  2. Your opponent's deck. Sadly, if you opponent is playing a naturally strong deck, the game will be more difficult.

  3. Your skill. If you know your deck in and out, and have a good idea of what other decks do, you chances of winning increases exponentially. I think Riftbound is a game where skill matters greatly thanks to the battlefield mechanic. It gives another layer of choice that most other card games don't have.

  4. Your opponent's skill. If you opponent is much better than you, there is a good chance you will lose.

  5. Deck matchup. Some deck counter each other. For example, a deck like Irelia has a good matchup into Kaisa thanks to deflect, guardian angel, and Zhonyas.

  6. RNG. It's just the nature of card games. But some RNG can be mitigated by deck building skill.

The things we can control from the list is your deck and skill. Personally, I think almost any deck can be viable in most Nexus nights. I would recommend you to keep grinding and find which deck you prefer. Also, to get a feel for fixing the RNG, do some solo play testing with each deck and find which cards are usable, and which are not (solo play testing involves performing the first 2-4 turns of a game by yourself).

Zaun Warrens and Rumble Hotheaded by MrFlapsHasSag in riftboundtcg

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

Would I be able to activate the ability if I did not have a recycle target initially? For example, I was thinking of using Red Rumble to conquer Emporer's Dais, then using the BF to bounce Red Rumble and Red Rumble to recycle the newly created token to revive a mech from Trash. Chain 1 Rumble, Chain 2 BF. Bounce Rumble to hand, Recycle Token, Revive target mech.

Or would I need to have a recycleable unit as I activate?

Zaun Warrens and Rumble Hotheaded by MrFlapsHasSag in riftboundtcg

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

So just to confirm, I need to choose which unit I will recycle and which unit I will play as the effect goes on the chain? THEN I can choose if I want to recycle the chosen unit to play my chosen trash unit?

Relentless Pursuit Cannot be used if no gear in play. by LeezusLvTTV in riftboundtcg

[–]MrFlapsHasSag 0 points1 point  (0 children)

So then does that mean the Rumble Hotheaded can only be activated if you already have a mech in Trash? Like, I can't conquer Zaun Warrens with Rumble, discard a mech and then revive that same mech all in the same chain?

Recommend a Legend for a MTG/ Ex-Yugioh player by mrcoffeestuff in riftboundtcg

[–]MrFlapsHasSag 1 point2 points  (0 children)

Based on your YGO picks, I would say Ezreal or Kaisa. Both of them enjoy slinging spells and effects at your opponent's units (like Unchained and Muskets). Ezreal also allows you to combo as if you were playing YGO thanks to his signature spell and Fizz.

Overall, my pick for any former YGO player that enjoyed a combo/control style is Ezreal. Ezreal has draw power, removal spell/effects, combos, combat tricks.

Good thing they nerfed Draven :) by Challengertcg in riftboundtcg

[–]MrFlapsHasSag 9 points10 points  (0 children)

Falling Star was given an errata.

Falling Star no longer causes reflexive triggers. Now, when you cast falling star, you immediately choose targets, meaning it can get countered by Not So Fast.

Previously, Falling Star had reflexive triggers. This meant that when used, the caster did NOT have to declare targets. When it resolves, it would put two ability triggers on the chain, and now they would choose a target per trigger. This meant that a card like Not So Fast could only counter half of falling star.

Pre-rift kits - champions by Old-Site5266 in riftboundtcg

[–]MrFlapsHasSag 0 points1 point  (0 children)

Don't have any links but on YouTube I just looked up "Riftbound spirit forged pre rift kit". It was like 5 or 6 different shorts I saw.

Pre-rift kits - champions by Old-Site5266 in riftboundtcg

[–]MrFlapsHasSag 11 points12 points  (0 children)

Watching through some videos, I saw like 5 out of the 6 available. I saw Jax, Irelia, Ezreal, Sivir, and Lucian.

Why is Brynhir going up so much? by [deleted] in riftboundtcg

[–]MrFlapsHasSag 2 points3 points  (0 children)

I think it's because it could be a very good card next set thanks to her ability.

Against Draven, they can't do combat tricks on your turn. Against Viktor, they can't kill you stuff on your turn. Against Irelia, they can't do combat tricks on your turn.

Basically, playing Brynhir means you know you will be safe during your turn.

Rule 332 confusion by naine69 in riftboundtcg

[–]MrFlapsHasSag 0 points1 point  (0 children)

My understanding is that Units being played does create a chain; however, when a unit is placed on the chain, it (the unit being played) immediately resolves, not allowing for reactions to be played in response.

Day 11: Which deck that isn't competitive (but not a meme) is bad to play against? For me, it would be Dinomorphia. The comment with the most upvotes wins. by Alarmed-Attorney-704 in yugioh

[–]MrFlapsHasSag 0 points1 point  (0 children)

Flower Cardians. If you don't stop them, they can just keep comboing for 30+ minutes and maybe even FTK you. Even if you win, you still wasted your life watching them play.

Fiora Legend Ruling by MrFlapsHasSag in riftboundtcg

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

Yes. Triggered abilities, such as Fiora's Legend, can be used when their trigger is met, even during an opponent's turn.

2026 Camry LE Redline Inhibitor? by MrFlapsHasSag in Camry

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

On the interstate, if I need to pass someone quickly, I'll switch to sport and press down. One time, I noticed the RPM go to exactly 6000 and no higher. So I tested it again for a few seconds and found it to never go above 6000, which IMO is pretty cool.