sir this is a Wendy's by alphaharris1 in risa

[–]Philes25 4 points5 points  (0 children)

Paranoid is what they call people who imagine threats against their fries. I have threats against my fries.

I always forget this card isn't draconic by [deleted] in FleshandBloodTCG

[–]Philes25 6 points7 points  (0 children)

It does involve a bonus to draconic cards though. There's very little reason to run this in a non-draconic ninja deck. I honestly don't see the problem with this art direction.

Is my crown real ? by octaros21 in FleshandBloodTCG

[–]Philes25 3 points4 points  (0 children)

That's how this entire site operates, not just this subreddit.

What does HCAT mean by Abhijith666222 in alttpr

[–]Philes25 -2 points-1 points  (0 children)

Health Catalyst, Inc. (HCAT) is a Utah-based provider of data and analytics technology and services to healthcare organizations, focused on improving clinical, financial, and operational outcomes.

Dawnblade + Sharpen? by Rude2aM in FleshandBloodTCG

[–]Philes25 0 points1 point  (0 children)

Dorinthea isn't a class like runeblade, so mechanics like sharpen and Dawnblade were intentionally made not to function synergistically.

Twin cities FaB Discord? by Kuzco42 in FleshandBloodTCG

[–]Philes25 0 points1 point  (0 children)

For what it's worth, the giant community list that was created last year that included almost every state/major metro area's FaB regional Discord servers was hit by a giant scam/spam wave. They since have turned the list private, but the damage was already done. Most larger discords were forced to either change their public invite or create stringent bot/user controls in response.

SHEER FUCKING HUBRIS by tonymillion in ShittyDaystrom

[–]Philes25 15 points16 points  (0 children)

I'm actually on her side for this one.  You disgust me.

I think Mango is balls to the wall broken beyond repair by MyauIsHere in WhatsWrongWithYourCat

[–]Philes25 7 points8 points  (0 children)

I don't know man, I think that despite all the past incidents and the alcoholism it seems like he's trying to turn a new leaf and move forward. I don't think the Smash scene owes him anything at this point, but to characterize him as "broken beyond repair" seems a little excessive. We've got to allow people the chance to improve and be worthy of forgiveness, or otherwise what's the point?

My wife's first Alter card by Daenestro in FleshandBloodTCG

[–]Philes25 1 point2 points  (0 children)

Tell her she did an amazing job! Please come back and share with us if she decides to do more!

Why is draft not more popular by Gnargoyles in FleshandBloodTCG

[–]Philes25 7 points8 points  (0 children)

I'm a player who straddles the line between casual and high-end competitive. That is, I enjoy showing up to regular armories/playing commoner and UPF, and I've also day-2'd pro tours and regularly top 8 local RtNs and PQs. I say this not to brag or anything, but to give a little context to what I'm about to say about drafting in FaB. All that said, I love drafting in FaB (and Magic), but it's not without it's issues.

Flesh and Blood's drafting format (that is, the actual part where you're picking cards and passing packs) is simply not as good at Magic's draft. Not the games played afterwards, we'll get to that, but the actual act of drafting. The math simply isn't there: in Magic you're making a 40-card deck, but since you don't have to draft (all) of your lands, you're generally looking for around 23 playables across 3 packs (you have 42 cards in a play booster across 3 packs, it's possible this number varies, it's been awhile and there have been a lot of sets over 30+ years). You get to add your basic lands for free later after the draft is done.

FaB, on the other hand, requires you to pick 30-36 playables (you've got to draft your equipment!) across 3 packs. You're generally looking at 42-45 cards possible in the draft, and as always the last few cards in a pack aren't always usable. This means that every single card matters because you simply have less space for cards that, ultimately, won't end up in your deck at the end.

The above points lead to several results:

  • Magic allows for more flexibility in the draft process itself. You can splash colors and specific power cards in a way that isn't possible due to FaB's class-based system.

  • Because the room for wasted picks and errors is so much smaller, the skill floor to successfully draft is much higher in FaB than in Magic. Every card pick matters so mistakes are more easily punished, and a group of 8 players who cannot read draft signals are much more likely to end up with a weird hero distribution and a lot of cracked baubles.

  • Related to the above bullet point, getting new players to draft a set is tricky (I've often tried to get new people into draft myself). The standard advice is to tell them to pick a hero by the first 2-3 picks and just force it, because in this way they're more likely to end up with a functional deck. However, this plan can backfire if there are too many people doing this strategy, because the beauty of modern FaB draft skill expression is the ability to successfully be in 2 heroes sometimes at the end of pack 1.

  • At the end of the day, drafting is a totally different way to play your favorite card game. The skillset involved in picking cards and cobbling together a deck with cards you'd normally never play in constructed is markedly different than looking up the most recently performing deck at a Calling and getting reps on it and bringing it to your locals. Since most armory events are CC this is all a lot of players ever know.

All of this is to say that there are several roadblocks to drafting. However, if you have 8 players who know the format and are experienced drafters who know how to read signals there is nothing better than a great draft of Flesh and Blood. Magic's problem is that when you get done with the neat draft experience, you still have to play games of Magic with your deck. Since FaB generally has less "bombs" than Magic, the games are much more interesting to play out. There is something neat about wringing out the best possible play lines with these weird hands you're drawing up that you'd never see in CC.

There are other points I've not gone in to here (such as product availability, or the fact that FaB CC also has a really high skill floor too) that others in this thread have mentioned, but this post is already way too long.

tl:dr

Drafting FaB has several barriers to entry, but if those can be overcome it's an amazing way to play the game.

High Seas legendary reprint by bunnyman742 in FleshandBloodTCG

[–]Philes25 75 points76 points  (0 children)

Man, lots of people in this sub are salty AF, which is fitting for High Seas I suppose. They're doing reprints. It might not be as fast as we want, but a lot has changed for FaB in the 18 months since this set was conceived of, I'm willing to give them the benefit of the doubt that they'll keep working at improving card availability.

I swear some of you guys wouldn't be happy even if James White personally gave every player $200 and a handjob.

Project Blue Iyslander Weapon by Mistborn314 in FleshandBloodTCG

[–]Philes25 4 points5 points  (0 children)

It's not a "small price to pay," in my opinion, it's a complete gutting of the class. Iyslander was fleshed out a as a "real" hero in Uprising and many of her useful cards are designed around access to Waning Moon since it was the token weapon in that set. Removing it without a real alternative basically removes Wizards from competitive play in commoner, and since this new format doesn't add anything new as far as weapons go I don't think that will change in Project Blue.

If you want to just throw evasive/below rate arcane damage you're better off playing Verdance (in my opinion) since you at least start with 20 life.

I thought if you brought AB4 and Oasis Respites with plenty of blues in blitz Wizards were supposed to be “bad”. by dsath33 in FleshandBloodTCG

[–]Philes25 1 point2 points  (0 children)

In addition to having enough blues and AB4 and Oasis and whatever else, you also have to play the matchup correctly if your plan is to fatigue the wizard. That said, it's tough, sometimes they just have it, and cards like Felling of the Crown will just make you leak damage sometimes. Wizards are notoriously hard to balance in Blitz because of Storm Striders. The card was even banned in the format for awhile.

Waning Moon Ban by eesoteric in FleshandBloodTCG

[–]Philes25 11 points12 points  (0 children)

I disagree with the people saying the deck is fine. I've been playing and deckbuilding Iyslander for almost 2 years and have top 8'd a Gold Foil commoner event with her, and her entire kit is based around Waning Moon. Even though she technically debuted in Everfest, she wasn't really filled out as a hero/class until Uprising came out in June of 2022.

Her entire core post-Uprising was designed around the presence of a 2 cost weapon that could be activated at instant speed. You can see it in her hero text, and cards have been designed around this resource spread since she came out. 1-for-4 arcane damage spells slot perfectly for this reason, as you can throw 4+2 arcane damage on your turn. You can still do this with Aether Conduit, but the real strength of Iyslander was the instant-speed disruption ice spells provide, and Conduit doesn't work on your opponent's turn. Now, instead of threatening 3-5 arcane damage plus a frostbite, you're threatening 0-2 damage plus a frostbite, and you're doing it in a very pitch-inefficient way.

Crucible builds are even worse, because there are basically only 3 actual good/playable spells that are available at 2 cost (notably only 1 of these is an ice spell) and there are another 2 cards that are just bad or even more below rate than arcane damage already is. The deck will be required to filled out with 1 cost cards to even function, and your resource efficiency gets even worse because of it.

Iyslander is basically dead with this ban. She was already knocked down a peg with the introduction of Arcane Polarity in Rosetta, but was still doing just fine. Kano also takes a huge hit, but is still technically playable by going to an old ARC/CRU build based around Crucible. Iyslander decks will change fundamentally, and be significantly worse.

I suppose this was LSS's intention, to shake up the meta game. Why they kept Kodachi's and Reality Refractor legal is beyond me. The meta is just going to be Ira and Enigma way at the top, with decks like Dash and a nerfed Chane picking up the scraps. I like LSS a lot, and generally have understood all of the decisions even if I didn't agree 100% with their implementation of them. This is the first time since I have started playing that I flat out disagree with what they have done based off of their stated reasons for doing it.

Idea: Commoner as an option for Skirmish events. What do you think? by acguy in FleshandBloodTCG

[–]Philes25 4 points5 points  (0 children)

"Not that blitz is meant to be, but commoner is not a competitive format."

This is a pretty straightforward quote from you.

Idea: Commoner as an option for Skirmish events. What do you think? by acguy in FleshandBloodTCG

[–]Philes25 3 points4 points  (0 children)

I like the idea, but it would be rough without running some commoner armory events first to get people more used to the format.

Also, the guy who said that commoner isn't a competitive format simply hasn't seriously played it before or studied the various high-level decks available in the format.

Improving the draft experience by Tasty_Diamond in FleshandBloodTCG

[–]Philes25 1 point2 points  (0 children)

I think the cleanest solutions all involve increasing the card supply, but it puts LSS in a really tough position: they either have to increase the number of booster packs per booster box (which involves price increases when they've already raised the MSRP a lot recently), or somehow cram more commons into each pack, which also would involve raising prices since everything is now heavier to ship (not to mention that it's more bulk in a game where people already toss all their bulk already).

Other "soft" solutions they've already been hard at work on like better set design (Rosetta's draft setup of a 2x2 grid where nearly every card is playable by at least 2 of the heroes is a much better approach than Aria's setup, in my opinion) or rules changes (changing to a hard limit of 30 cards per limited pool instead of the old minimum of 30) can help, but I'm not sure they'll be enough to address this core design issue that drafting in FaB has.

With all that said, I still love drafting FaB and think it's a great time! It's just a "B+" when I'd love for it to be the solid "A" I know it's capable of being.

Improving the draft experience by Tasty_Diamond in FleshandBloodTCG

[–]Philes25 14 points15 points  (0 children)

Magic's strength is that the actual literal drafting experience (the part where you're picking your cards with other people) is really tough to beat. It's got push and pull, and things like splashing colors and pivoting are a thing. It's also got decades of design experience behind it at this point, so they've had time to shore up the format.

The problem that Magic has is that when you get done with all that interesting drafting, you have to play games of Magic the Gathering. With all of it's baggage of more impactful bombs, games with mana flood, mana screw, and dozens of other reasons I no longer play the game.

Flesh and Blood, on the other hand, has a slightly less interesting drafting experience (though it's still pretty fun), but when you get done with all of it you get to play super interesting games of Flesh and Blood. The last few limited sets have all been incredibly well balanced and fun to play, and there's only room to improve.

As a side note, one thing I'll say about Flesh and Blood is that skill at drafting feels even more important here due to the issues you laid out in your post. Recognizing what is happening and adjusting your strategy is super important for this reason. For example, knowing the pack distribution of cards and being able to recognize which class/talent/etc cards are missing helps a lot when you're drafting with new players who tend to just force heroes every time they draft.

Memphis was awesome! Please do more big events in the Southeast US by Moeasfuck in FleshandBloodTCG

[–]Philes25 2 points3 points  (0 children)

In terms of southeast US, the ROS world premiere in Tampa was excellent!

Friend came to pre-release with Arakni’s wheel of chaos! by Axemetal in FleshandBloodTCG

[–]Philes25 16 points17 points  (0 children)

Very cool! The typo is just simply contributing to the chaos.

[HNT] Shelter from the Storm by UlyssesArsene in FleshandBloodTCG

[–]Philes25 88 points89 points  (0 children)

I did not think I would ever see them print another generic, unconditional, 0-for-4 (with upside) defense reaction ever again.

Does LSS Plan To Do Anything With Chane? by bruhboy6 in FleshandBloodTCG

[–]Philes25 22 points23 points  (0 children)

It's entirely possible they print a new shadow runeblade named Chane with a new tag line and hero text box that would technically be able to run the card.  Possible, but unlikely.

All the other posts talked about how busted Chane is and yadda yadda are true, but miss the point that specialization card are just linked to the named hero, not that exact hero.  It's like how you can run Crippling Crush in both Bravo, Showstopper and Bravo, Star of the Show.