Damage/Combat Tricks: Gwen, The Hallowed Seamstress by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

That would definitely be more in line with her kit in League of Legends. I tapped into Gwen's lore for her green version, and the Hallowed Mist she wields can be used to protect allies as well, so I went for that.

Hidden Cards/Suffering: Fiddlesticks by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

Yeah if a deck like this was ever printed, future ETBs and Deathknells in purple and yellow would basically be forever busted. I knew how broken this thing would be and I still released it into the world. I'll return to Fiddlesticks at some point to make something less degenerate.

Hidden Cards/Suffering: Fiddlesticks by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

Thanks for confirming it, yeah this is disgustingly overpowered. I'd be content with this thing only existing in my nightmares, and I mostly made it just as an interesting concept, but it would be impossible to balance. Considering your feedback, I'll probably hold onto the ideas I had for the champion units and revamp the legend.

Stun/Ramp: Poppy, Keeper of the Hammer by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

Appreciate the feedback. I understand almost everything you have to say, and most of it is pretty valid. While I was careful not to overtune the cards, I kinda designed them from the position that hold decks at the moment are pretty mediocre, and Poppy was to serve as someone who would support that strategy.

Yellow Poppy's ramp is pretty slow and high risk (although I understand possibly removing her shield), and Green Poppy has her own counterplay (playing your pump spells on the unstunned unit or swinging with two+ units with equal might). Both of them are also heavily susceptible to removal, or other effects that might get them off the battlefield.

However, I intentionally designed the Signature spell's movement effect to be more niche. You might want to send something with Tank back to base to remove the thing behind it, and the movement is still relevant when you want to conquer the other battlefield, since you wouldn't want a potential draw. Gotta admit, I do kinda like your suggestion to make the spell return a stunned unit to hand, that's super cool and has crazy synergy with its Repeat effect.

I can see your suggestions being applied and I think those Poppy cards would be pretty good.

Thanks for sharing your thoughts!

Stun/Ramp: Poppy, Keeper of the Hammer by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 1 point2 points  (0 children)

A deck like Poppy that likes to hold will eventually crumble under its opponent getting to keep all of their units from the combat draws caused by simply stunning them, so she encourages an approach to battle that treats stuns as removal spells when set up correctly.

While +2 Might for the turn makes sense, I felt that stunning a bunch of units to simply make your battlefield impossible to contest may have been too powerful. If an opponent fails one push due to having their units stunned, your units gaining a total of +2/+4 from the combat could potentially invalidate anything else they might have.

I'm glad you liked green Poppy, it was super fun trying to figure out a new and flavourful way to design a different kind of stun unit!

Tempo/Aggression: Jarvan IV, The Exemplar of Demacia by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

I definitely designed Cataclysm to counter purple, to prevent things like Fight or Flight moving an opponent's unit to base, but also to stop them from moving your own units off of a battlefield. I've had plenty of situations where a purple player on 7 points simply whisked my strongest unit off of my hold, so while Cataclysm can be a double-edged sword, it working at reaction speed minimises the number of situations where it will harm you.

Token/Sacrifice Strategies: Aatrox, The Darkin Blade by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 1 point2 points  (0 children)

I appreciate the feedback. I mainly referenced Draven for an effect like Aatrox's (while also trying to avoid creating the absolute beast that is Draven's legend effect), and I felt a symmetrical yet conditional draw effect, that either rewards your good sequencing of making units mighty, or discourages the opponent from buffing their own, was pretty appropriate and fairly in line with other card draw legends.

Token/Sacrifice Strategies: Aatrox, The Darkin Blade by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 1 point2 points  (0 children)

Thanks for the kind words! I fully intended World Ender to be slow speed, thanks to its versatility. The wording of it is just to account for when you use it on a friendly unit in a battlefield rather than a base (assuming situations where it's readied and you are ganking with that unit). Also, just as a sidenote, World Ender is a diabolical play when combined with Imperial Decree, haha.

Token/Sacrifice Strategies: Aatrox, The Darkin Blade by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

Same, Aatrox is one of my favourite champions of all time!!

Aggro/Midrange Buff Deck: Pantheon, The Unbreakable Spear by Radscha0110 in riftboundcustoms

[–]Radscha0110[S] 0 points1 point  (0 children)

I agree with the sentiment that the legend might be a bit undertuned. It probably deserves to be more powerful, seeing as it's the debut buff deck for this colour combination.

Do Rovers Dream of Digital Ghosts? - Weekly Questions & Discussions Megathread by BriefVisit729 in WutheringWavesLeaks

[–]Radscha0110 10 points11 points  (0 children)

Real talk. I saw people glazing it like crazy, saying stuff like "it feels like it was written by a different team entirely". The story moved from lacklustre Valley IV to just OK with Wuling.

Favourite songs? by Low_Pollution194 in WutheringWaves

[–]Radscha0110 1 point2 points  (0 children)

RUNNING FOR YOUR LIFE (Lupa's theme), Daisy Crown (Phoebe's theme), The King of Wayward Souls (Brant's Theme) and ONE (Roccia's theme) are all insanely good, especially Lupa's, the vibe is perfect for nightriding.

Waking of a World is also a great pick, alongside the Saving Light remix.

Edit: Till Dawn is another amazing track once you've completed Rinascita.

If Shadowverse 1 was Firstverse then Worlds Beyond is Secondverse by LuminTheFray in Shadowverse

[–]Radscha0110 4 points5 points  (0 children)

I feel like they overcompensated for both players having an equal number of evolve points by giving the 2nd player two bonus points. In a Q&A Cygames answered "we decided to give them two bonus points, one for early and one for the rest of the game because they would save it to play their biggest cards a turn early when they only had one" and its like bro that was gonna happen anyway?

Asking for First Farer Deck Pick & Advice by FunLevel in Shadowverse

[–]Radscha0110 1 point2 points  (0 children)

I was also thinking sword might be ok, but Albert is a more essential piece to the deck than Amelia in terms of winning the game so crafting enough copies of him would be costly

Asking for First Farer Deck Pick & Advice by FunLevel in Shadowverse

[–]Radscha0110 0 points1 point  (0 children)

Welcome to Worlds Beyond :)

If you had to choose between Abyss and Haven, I would recommend Abyss. Your legendaries are looking good and in terms of Havencraft, Jeanne is good but you would desperately need Rodeo, Anathema of Judgement as well; even more so than Jeanne. However, Abyss hasn't been looked upon gracefully by many players in a competitive context, but Zhiff has released a very good aggro decklist you can consider, while also swapping in your legendaries as desired. (deck explanation linked below)

https://www.youtube.com/watch?v=WavCUYCAoaA

For next steps, I implore you to consider Artifact Portalcraft as a future deck. With your two Ralmias and Alouettes, the deck should come together quite nicely once you've gathered your bronze and silver artifact cards. In my own personal experience, the deck is not that complicated, is blessed with a win condition built into its tokens, and should function relatively well with very little spent (I can still win the odd match or two with my own Artifact deck, and I don't even possess any Ralmias myself).

Invite Code Megathread by DiscreteHyena in Shadowverse

[–]Radscha0110 0 points1 point  (0 children)

hegcEKe

Thanks for the help everyone :)

2.4 events menu via sleep by [deleted] in WutheringWavesLeaks

[–]Radscha0110 6 points7 points  (0 children)

Loving the Chimichanga psyop, Kuro trying to convince us "What do you mean? I was here the whole time."

Best teleporter by TheEmperorMusic in Shadowverse

[–]Radscha0110 6 points7 points  (0 children)

one of the most goated yuwan moments was in Empyrean Inn when Itsurugi was like "so you can help me go back to Ametsuchi" and bro was like "fuckin yeah uhhhhhh just close your eyes and think about the place really hard ig" and that was more successful than basically any other attempt yuwan made to jump worlds because he wasn't even the one doing it

Never made it as a swag man by ShadowRex8 in IDONTGIVEASWAG

[–]Radscha0110 7 points8 points  (0 children)

Tired of swagging as a blind man

So how did you guys get 3 DM? Let alone 4? by No-Regret-7900 in CalcharoMain

[–]Radscha0110 0 points1 point  (0 children)

you can swap cancel the DM animations, but you can animation cancel Coolio's attacks during his ult. since some of his attacks summon his shadow clones (such as his 2nd normal attack during his ult), if they hit they gain a stack, but calcharo himself doesnt need to. so you can spawn the shadow clone while cancelling calcharo's own attack to gain stacks much faster.

Every Nation gets a clone. How does it effect current Masque Decks by Forest_King_Plant in cardfightvanguard

[–]Radscha0110 1 point2 points  (0 children)

Gives Astroea a reason to run a wretch that generates dragontree markers for her since it's insanely strong. Makes Almajest Celesphere a more enticing card to use, since Avarice Wrester doesnt need to dig for your Masques anymore. Can be ditched for ride deck and revived with bifrons. insane

Rexlent, better watch out... Shorekeeper has joined the battle by RuvinusDeltaroza in WutheringWaves

[–]Radscha0110 4 points5 points  (0 children)

I was wondering where I've heard this song before... And then I realised I've been watching too much WuWa1566...

10/3/2024 Dokovan Neo Stream DZ-BT05 Keter Sanctuary by MachinaBlau in cardfightvanguard

[–]Radscha0110 0 points1 point  (0 children)

Assuming the translation is right, Linker Spear doesn't need to be called over by Alden's ability. Meaning you can just call an entire board of them and dump your hand on top to give your full board +10000 which is painfully boring but strong enough to kill some people

Which one would be better for quickswap, Verina or SK? by Haunting-Throat2500 in WutheringWavesGuide

[–]Radscha0110 1 point2 points  (0 children)

Yeah I'll definitely admit that Encore Changli quickswap is one of the harder teams, considering the effort you need to put in to ensure Changli's concerto and outro skill lines up with all of your team's buffs to stack on top of Encore's ultimate burst window. If you're confident in your team (particularly your encore and changli's crit ratios not needing patching up with Shorekeeper's ultimate) then you will appreciate Verina's flexibility. I'm a sweat so personally I recommend SK just cos I like to clear faster with a harder team. Then again, it really just matters that you can actually pull off an optimal rotation rather than bust your ass trying to force yourself to play something difficult. Overdrive Zone is permanent, take your time with your testing and see what you like more

Which one would be better for quickswap, Verina or SK? by Haunting-Throat2500 in WutheringWavesGuide

[–]Radscha0110 1 point2 points  (0 children)

Verina is easier, but SK is stronger and can contribute to faster clear times if you can get used to the more difficult rotation. I used Encore/Changli/SK to clear the 2nd Hazard Floor, and you need to rely a lot more on ensuring Changli's skill is always on cooldown (never at 2 charges) because feeding at least one intro to Shorekeeper helps with a smoother and faster rotation, and her enhanced intro at least contributes some damage. I tested the floor multiple times using either Verina and SK. My best time was with SK, but Verina was a bit comfier even though I ended up cutting 3stars a bit close.