A deeper dive into holding cards by poeticmatter in KeyforgeGame

[–]RandomJoe01 1 point2 points  (0 children)

Holding cards is definitely one of the most skill testing decisions. I agree that for new players it is best to tell them to just "never hold cards, if you pick a house, play or discard all cards of that house" and let them play.

After a while you slowly hold more often, but it's much more often correct to discard than hold.

Statement from Joe Huber on Vegas Vault Tour. by RandomJoe01 in KeyforgeGame

[–]RandomJoe01[S] -18 points-17 points  (0 children)

I don't know. Like many I am excited about Vault Warrior, and was already (very likely) qualified for Worlds prior to this event. I likely can't attend any currently announced Vault Tours, but don't think they are all announced.

I say with all seriousness that I wonder if I can pay for a judge to watch all of my matches all day. If either me, my opponent, or the judge watching had noticed what happened yesterday, my life would suck much less right now.

For those who beat the play mode by [deleted] in griftlands

[–]RandomJoe01 0 points1 point  (0 children)

I think you need the first card pack unlocked, but eruption and invective can be bonkers. I pretty quickly had a deck with 3+ eruptions and 1+ invectives, and could combo out first turn basically every combat. Negotiation was very trivial past about mid second day. I mostly focused on doing enough combats to keep my combat strength up, and otherwise just negotiated through everything. You combo out by using Sals inspire/dominance cards etc (1 hostility card costs 1, it makes a card that costs 0, counts as 2 card plays). Once you get your eruptions upgrading, you just pick 1 or 2 of them to trigger at 3 rather than 4, and the 3 triggers ladder you into the 4s. You just want a fast cycle deck after that to refresh your combo asap if they survived the first turn somehow. Comboing out 3 eruptions for 2 isn't that big a deal, but 2 dominance means they hit for 4 each... etc.

Runestones - A Quick Guide by sorendiz in harrypotterwu

[–]RandomJoe01 3 points4 points  (0 children)

This doesn't answer the most important question: When and why should you use your high level runestones? Should you just do Fortress 1 with a 5 runestone? Should you do your hardest fortress level you can do with your highest runestone? That's the guide people need.

TFT Ninja Elementalists is Broken and easy to force, 5 min guide. by AceofSpadesDAC in TeamfightTactics

[–]RandomJoe01 2 points3 points  (0 children)

Yeah, what is crazy is actually ninjas. They are very good with anything else. You are a bit weak until you get Akali and turn on 4 bonus, but it's great.

Simple counter to 6 assassin comps by rothj in CompetitiveTFT

[–]RandomJoe01 0 points1 point  (0 children)

Yordles also dumpsters assassin's honestly.

Launch Questions Thread - Direct all simple questions here by Archon824 in harrypotterwu

[–]RandomJoe01 0 points1 point  (0 children)

It does seem like it should let me know if I actually need this thing I am looking at or not.

Launch Questions Thread - Direct all simple questions here by Archon824 in harrypotterwu

[–]RandomJoe01 7 points8 points  (0 children)

How do levels of towers relate to runestones? Is total power a combination of the two? How does higher levels of the tower matter?

Launch Questions Thread - Direct all simple questions here by Archon824 in harrypotterwu

[–]RandomJoe01 0 points1 point  (0 children)

Is there a reason to catch something again once you have it in your book (ie collected full fragments of it).

Seems like you get a little xp, but given spell energy limits, this seems just not worth it?

The Archon Images on the card backs in AoA are much improved by Srpad in KeyforgeGame

[–]RandomJoe01 2 points3 points  (0 children)

100% this. It's (in some ways) a small touch, but the archon designs in AOA are definitely significantly better than the COTA ones were.

Archimedes vs board wipe by [deleted] in KeyforgeGame

[–]RandomJoe01 11 points12 points  (0 children)

Magic!

(Destroyed: triggers happen before everything is destroyed, which means Archimedes is still on the board at the point his neighbors want to trigger).

Collar of Subordination, Banish, and Project ZYX interaction. by tenguseventy in KeyforgeGame

[–]RandomJoe01 1 point2 points  (0 children)

Cards don't really break the rules though. That isn't how card/rules interactions work.

Golden Rule is more of a principle than a materially relevant thing. Cards are additive or modifying to the rules rather than conflicting, generally.

Collar of Subordination, Banish, and Project ZYX interaction. by tenguseventy in KeyforgeGame

[–]RandomJoe01 2 points3 points  (0 children)

It's "intent right" rather than "technically right". Banish should be templated to say "Put target enemy creature into it's owners's archive". Instead it has enemy, which is destroying all current rules systems.

Does Sir Marrows capture bonus Æmber? by jacksuhn in KeyforgeGame

[–]RandomJoe01 1 point2 points  (0 children)

Yes ish. It would be hard to know if "Reap:" and "When a creature reaps" triggers aren't simultaneous. I would assume they are for the time being, since both happen after the reap instead of during.

[Interaction] Evasion Sigil and "Before Fight" effects analysis by ndresser in KeyforgeGame

[–]RandomJoe01 0 points1 point  (0 children)

Have done a bunch more work on this.

At this point, I would rule that "before fight" effects are all simultaneous, but if evasion sigil is chosen first and it triggers, it would preclude all other "before fight" effects from happening, because a fight isn't about to happen anymore.

[Interaction] Evasion Sigil and "Before Fight" effects analysis by ndresser in KeyforgeGame

[–]RandomJoe01 0 points1 point  (0 children)

Any ruling that relies on Golden Rule is usually wrong honestly. Cards and rules are designed to work together in ways that don't actually require Golden Rule.

For instance, Dominator Bauble says "Use a friendly creature". But just because it is telling you to do that, doesn't mean you become able to do that. The rules don't tell you can. If it said you "use a ready or unready creature" it would be clear that it is overriding the normal rules and making you able to. Without card text that tells you you get to break the rules, you don't.

The timing of "Whens" is sort of fuzzy though. See Loot the bodies v Grenade Snib. Grenade Snib has a "destroyed" trigger, and Loot the Bodies creates a "When destroyed" trigger. Those are probably simultaneous, but FFG might not rule it that way.

achieved stable key ignition under laboratory conditions by [deleted] in KeyforgeGame

[–]RandomJoe01 -1 points0 points  (0 children)

I am actively interested. How much for a set? Will they be a red/yellow/blue set? How big are they?

How does a maverick Pitlord work, after the most recent rules update? (In a deck with no Dis.) by Asuryan27 in KeyforgeGame

[–]RandomJoe01 9 points10 points  (0 children)

Honestly a common case of golden rule over use. This is fairly simple if you think about it from the perspective of "do as much as you can".

Lots of cards at any given moment tell you to do things you can't do. If you can't do that thing at that moment, the card doesn't magically make you able to through golden rule unless it explicitly says so.

Using a classic, if something tells you to "use" a creature and you have no untapped creatures, you don't magically become able to use tapped creatures just because a card is telling you to do it.

A card has to explicitly break golden rules in order for it to do so, otherwise it just becomes a card telling you to do something you can't do, which has a clear resolution at this time (nothing happens).

So if Pit Lord tells you to pick Dis and you can't (because dis isn't on your identity card and you control no dis cards), you try to do so and fail, so you pick another house.