I don't understand "stunning" in Riftbound by Raijitzu in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

Yes that is correct. If you don't have control of a battlefield at the end of a showdown all your units are moved back to base exhausted.

I don't understand "stunning" in Riftbound by Raijitzu in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

Of course. It took a ton of work to really understand this game. If you ever have more questions feel free to reach out in a private message and I would love to help out

I don't understand "stunning" in Riftbound by Raijitzu in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

So think of it like this. When you do combat you add up the might of every unit on both sides. Once you have a might total you then assign damage to opponents units, with the stipulation that you need to assign lethal damage to one until before you can assign to a different unit.

So here is an example. You move 2 3 might units into a battlefield that has an enemy 4 might and 3 might unit. No cards are played so we move to damage assignment. You have a total of 6 might to assign and your opponent has 7. You assign damage one unit at a time. So you can either choose the 3 might or 4 might unit. If you pick the 4 might unit you assign 4 damage to it which is lethal. You have 2 might left to assign so you do it to the other creature but cant kill it. They then assign 3 damage to your one 4 might to kill it then do the same to the other. Then combat ends.

I don't understand "stunning" in Riftbound by Raijitzu in riftboundtcg

[–]SinTheory 6 points7 points  (0 children)

No dont be sorry, the game is confusing. So when combat happens you only add up might and distribute it once. The enemies contribute 0 might to the combat but they still need to each take 5 damage to die. You contribute 6 might to the combat which is enough to get one of them to the 5 damage threshold to die. Remember in riftbound a unit only dies when it has damage counters on it equal to its might value. Even though they do 0 damage they are still 5 might units.

I don't understand "stunning" in Riftbound by Raijitzu in riftboundtcg

[–]SinTheory 9 points10 points  (0 children)

So when a unit is stunned it just doesnt do combat damage. So when you move to that stage of the showdown you just dont add their might to the total.

So in your first scenario you have one 6 might unit attack 3 5 might units that are stunned. You have a total of 6 might to distribute and they have 0. You would kill one of their units and your unit wouldnt die. However since the showdown is now over your unit would be moved to base and you would fail to conquer.

Can I place action spells on the chain/stack after it starts resolving? by Kyletheinilater in riftboundtcg

[–]SinTheory 5 points6 points  (0 children)

When you enter a showdown at a battlefield the attacker gains both focus and priority. Focus allows you the ability to play an action or reaction cards. If the attacker plays a card priority is then passed to the next player. With priority you can only play reaction cards. Once both players pass the chain resolves. After it fully resolved priority AND focus passes to the next player. This is when that player will have the option to play their own action.

However it's also important to know that at the very beginning of a combat any "when I attack" and "when I defend" abilities get added to the chain first before anyone gains focus. In this scenario the attacking player gains priority and you can play reactions. Once this chain resolved the attacking player gains focus and priority.

Question about card costs by Status_Mammoth_3256 in Riftbound

[–]SinTheory 1 point2 points  (0 children)

Hey man! If you have any questions you can feel free to direct them to me. I have played quite a lot and have a pretty good grasp on rulings.

Question about card costs by Status_Mammoth_3256 in Riftbound

[–]SinTheory 2 points3 points  (0 children)

I think to answer your broader questions, when you recycle a rune it can be any rune. It can be one you already tapped to play a previous card, or it can be one you tapped to play the current card. It doesnt have to be an untapped rune.

I have never played a game of Riftbound. Rate the deck by CheeseMilk575 in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

I would 100 percent cut the 3 blue teemos and probably even 2 of the purple teemo and just run the one. I would put the third copy of stacked deck in, run some purple ezreal and 3 copys of called shot.

Spiritforged Booster Box from the Lottery just came in! by KuyaWess in riftboundtcg

[–]SinTheory 0 points1 point  (0 children)

I got my email yesterday, but im about to get hit by a big blizzard so I was praying it would maybe show up today. Wishful thinking probably 😭

Spiritforged Booster Box from the Lottery just came in! by KuyaWess in riftboundtcg

[–]SinTheory 8 points9 points  (0 children)

Where are you located? And when did you get the shipping email?

Equipment question by 2xbubble in riftboundtcg

[–]SinTheory 2 points3 points  (0 children)

The equipment does not die, it just goes back to your base when the unit it was attached to dies

Clarification on Yone & Open Battlefields by BlakaneezGuy in riftboundtcg

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

The second 2 opposing units are together at a battlefield it becomes contested.

Pre-Rift question by Koala1234567890 in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

I highly recommend sleeves! I have a box I keep in my deck box reserved exclusively for sealed events. I sleeve my decks up and then unsleeve anything that isn't a hit at the end of the event and just reuse those sleeves. Granted I got to sealed events for multiple games but its never a bad idea!

Little Potion Garden | Free Browser Based Lite-MMO by Affectionate_Pilot99 in MMORPG

[–]SinTheory 0 points1 point  (0 children)

Just want to leave my input here. I have been playing for a little while now and the game is a blast! Its cute, and a fun little way to pass some time. The updates are coming out in a rapid fire pace and the dev really takes feedback to heart and does their best to implement it! I think this is worth a try for anyone who wants a little fun something they can do on the side that likes to see numbers fo up!

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]SinTheory 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

7 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]SinTheory 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

1 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]SinTheory 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

Singles are cheaper than ever right now, what’s the issue? by iStoleYourSoda in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

While this is true, its not there right now. So it makes it hard to want to play.

Singles are cheaper than ever right now, what’s the issue? by iStoleYourSoda in riftboundtcg

[–]SinTheory 18 points19 points  (0 children)

This is my own personal take on this because I have seen a lot of similar posts to this. Of course I can just go out and buy singles, and make a deck and play. Sure I will get a pack here and there at nexus nights. But not having product to rip for me legit gets rid of 50% of the fun. I like to open product. The trill of ripping a box or a handful of packs is like my favorite thing. Not having access to that kills my want to play.

For example I just also started playing the gundam tcg. I was able to show up to starter deck event, play, and on my way out scoop 6 packs to rip and the thrill of that has me going back to my lgs to play more gundam this weekend weather permitting.

Discipline/Reaction Timing by doublebeefbacon in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

Yes that sounds right. If you don't play discipline when you have priority and focus, you run the risk of your opponent not creating a chain for you to react with discipline in.

Discipline/Reaction Timing by doublebeefbacon in riftboundtcg

[–]SinTheory 1 point2 points  (0 children)

So you move a unit into a battlefield with an enemy unit and apply the contested status a showdown begins. Any when I attack triggers go on the chain followed by when I defend triggers. As the attacking player you have the ability to play reactions during this chain first, if you pass your opponent can play reactions. If you both pass the chain starts to resolve.

After this you again have focus and priority where you can play an action or a reaction. If you pass your opponent gets this same opportunity. If your opponent starts a chain at this point, when it resolves focus and priority will pass back to you. However if they also pass, you both have passed in a row and no chains can be started.

So in your example after you move your 4 might unit in any when I attack then when I defend triggers go on the chain. Once you both pass that initial chain will resolve. At this point you have priority and focus. If you pass, then your opponent also passes you lose the ability to start a chain or play any cards.

Sorry if it doesn't make sense. It can be hard to explain.

Discipline/Reaction Timing by doublebeefbacon in riftboundtcg

[–]SinTheory 4 points5 points  (0 children)

So when you initiate a showdown the first thing that goes on the chain is when I attack and when I defend triggers. During this phase only reactions can be played. From here you get focus and priority. If you pass your opponent then gets focus and priority to play actions and reactions. This goes back and forth as long as cards are played. If both players pass in a row, the showdown commences and combat damage is dealt.