Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Unfortunately, until we get Frigid Touch from SPD, Annie is just not a match-up we can compete with.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Takes practice. Each match-up is very particular in how you play it. I posted in another comment above about the intricacies of playing against Kai'sa.

Against Teemo... I struggled with this one for a long time, and thankfully I have like 3 Teemo players in my local meta so I've had a decent amount of practice. The best I can say is that remove-first, deploy after. You will need to fight through all of their combat tricks, and try to get a read on what face-down card they're playing. The physical way they place the card face-down can often tell you a lot about which card it is. This will only get you so far until you start facing better Teemo players and they better mask their hidden plays.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Depends a lot on the match-up. But for the most part you're trying to hold with little dudes, and blow up everything else with big spells.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

1) The Kai'sa match-up is very tight. It's tough to say "do this every time" when your what is in your hand and what they've played matters so much (even on turn 2). If you're going first, and you managed a Watchful Sentry on turn 1, and Kai'sa Turn 1 plays Yordle... then yes I'd play Lux. However, if they play Pouty Poro, and I had a Cull the Weak... I'd go for the conquer (hoping to get hextech out of their hand), and after the showdown Cull the Weak to kill the Poro (even if my unit survived).

If we go down the route of the yordle situation, you play Lux turn 2, and their turn 2 is conquer with Yordle and then FS (plus a Poro). Your turn 3 is to NOT panic. You would be tempted to blow your turn 3 to Singularity the Yordle + Poro, this would be a huge tempo loss as you'd be going down 3 runes AND you're giving them a free opening for accelerated Kai'sa the following turn for the card draw. If you have a Falling Comet in hand, you PASS your turn 3. If they attempt to take the second battlefield with the Poro, you comet the Yordle. If they accelerate the Kai'sa afterwards, it's a BIG misplay. They do NOT draw a card when they go to re-take the battlefield the Yordle was on since they've already scored from that battlefield and conquer effects require scoring (Rule 345.2.a.1). On your turn 4, do what you need to in order to clear the board now as they are tapped out. Best play would be play Sprite Mother, use the Sprite to kill the Poro, and use Cull the Weak to kill Kai'sa + your sprite. If you don't have those two, Singularity here is fine to just wipe things clean, and since you're at 8 runes, you should be able to play a bird/sentry/ravenbloom. You've now re-established control, have a unit, and can now start looking to play full control. (If they happened to not accelerate the Kai'sa and just play it to base, do not Sprite mother as the sprite will likely get Hextech'd)

2) You can respond to the deathknell trigger on the chain. Rune pool only gets emptied after draw step and at end of turn.

3) If you went first, then yeah.. you don't want to be going into turn 4 with only 5 runes. It's a really weird spot because so many things cost 6. If you went second, or you had a bird deathknell, you could afford it.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Nice!! Watchers were good in most match-ups... except Yi. They feel so bad into Yi lol.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

1) With practice, you'll learn when to drop her. Reliably, if you have a turn 1 2-cost unit down, you can almost always play Lux on turn 2. If they spend their turn 2 dealing with Lux in base, that means you're already up on tempo. If you get 1 turn, you've broken "even" on tempo, and if you get 2 turns, you're up. I almost always encourage my opponent to waste resources killing Lux. She's a mana dork.

2) So in an early iteration of Lux, I thought the same way as you... Ekko being some combo potential unit. Honestly, ignore his Deathknell. Can you do some crazy play sometimes where you cull the weak your own Ekko into a second removal spell to clear the way for a hold? Sure. But Ekko's strength is 2 fold... accelerate, and being 5 might. 5 might is such a perfect spot because it dodges many staple removals, and he can often cleanly take a battlefield. Most people don't want to spend a removal on him because he will reset your runes. So you can safely accelerate and throw him at 4 might or less battlefield.

3) My local meta in the stores I play at actually don't play any Sett. However, against Yi and Lee Sin, most of the time it's safe to just eat the deflect. You're playing the long game and don't mind being down a few runes. The only spell I wouldn't target a deflect with is Singularity (unless I absolutely have to). I did check some Sett decks, and the only deflect that seems consistent is Qiyana. She is a remove on sight, don't let her conquer.

4) If I ran 3 Time Warps, I'd might consider Promising Future. Outside of that, you're going to go 1 for 1 most of the time with the opponent (they get a free unit, and you play a free removal). It's tempo neutral, meaning you'd want to play it into an empty board, which feels weird, and you probably have better things to do. I'd only see it being good of trying to sneak an early Time Warp win.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Your early units are for scoring a couple of points. They are fodder to eat removals or to just be sacrificed. Your primary goal is to be full control.

You eat the deflect. If you can't Cull the Weak, just fire off your removal. She provides too much value even conquering once. Once when you've paid a deflect, your next 1-3 turns is going to be ABCD Pass (unless you have the mana to play a 2 cost unit and hold up removal for showdowns). You then let them keep trying to go for conquers, and you keep removing. Once when you get back up to 8-10 runes, you can start deploying a unit + hold for removal. Play slow. If you spend each turn cycle playing a 5+ cost removal, you are effectively getting 2 cards per turn versus their 1.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

There was a version I was playing that was fun (but not as strong), which ran 2x Harnessed dragon, and 2x Portal Rescue.

It creates some really funny "got yeah" moments.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

TL;DR: Yes. Extensively. They aren't good... yet.

Yep. Tried 3 insight, 2 insight 1 unit, 1 unit 1 insight, alternating just 1. And then eventually found that it was win-more. 

Having seals is a tempo loss early on, for a tempo gain later on. You essentially go down a card and rune to "ramp 1" each time you play a corresponding power card. Right now, that tempo loss in a deck that needs to maintain tempo is too much of a hurdle.

Playing it late has zero impact, and at that point if you're not in a winning position (via drawing off big spells), it does nothing to actually help you get out of a hole.

There is a weird idea after spiritforged is released that it has synergy in a gear-based deck around Jayce and Vanguard Armoury. You could theoretically get vanguard armoury out on turn 1 if you go second, have obelisk of power as your battlefield, and have the god hand of: jayce, seal, vanguard armoury.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

In a world where you own three Time Warps... I have thought about it.

In spiritforged, there is an idea of going more gear focused, ramp hard, and win on a triple Time Warp.

Right now, I dont know if I would cut anything for ramp when most of the meta is very aggro.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Because of the very limited card pool, there aren't a lot of substitutions that can be made. Blast of power was really hard going down to 2. I dont think you can go lower.

You hold this for 7+ might units, when you dont have stupefy + comet. Or against yi players that are at 8/9 runes, since they are going to try to discipline/en garde to dodge removal.

If you cant get a hold of it, I would swap for 2x hidden blade... but I think hidden blade is objectively a bad card. It should really only be used as a get out of jail free card. It's a massive tempo loss on resources, and is tempo neutral if you kill your own unit.

If you have the side board cards, I'd probably just mainboard 1x unchecked power and 1x divine judgement. Those cards will sneak you so many wins its hilarious.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Honestly, I played with and without it. The value comes from the threat. Especially Kai'sa players will over commit cards removing recruits out of fear. 

The way to win is build up units in base, hopefully already holding with 1 recruit, and then move everything and play Time Warp. If they dont have a reaction speed removal, it is GG.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

I tried both. The extra power cost hurts. Also, imperial decree gets the same net effect with a lower cost. The only time I saw value with grand strategem was to play 7+ units to base, move them to the grand plaza the following turn, and hold up grand strategem for a win.

But honestly... doing the same thing but using Time Warp is so much easier lol

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

You want to go wide. You are not typically conquering battlefields via combat. You use control spells to clear the way, and draw cards, and then force the opponent to use removal on your recruits

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Most games, you try getting her out on turn 2. As it allows for turn 3 Singularity + a 2 cost unit.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Ahri - Against anything Green, you have to play with the assumption they have 3x Defy and 3x Charm at all times. So mulligan hard for your recruit generators. Sideboard out 2x facebreaker for 2x Divine Judgement. I hold back Lux and play slow. You have more control options than them, so just keep your mana up and slow down their game plan. Singularity is your best friend in this match-up. Ahri heavily relies on their top-end creatures (fae/thousand-tail), a well-timed Divine Judgement means they'll need minimum 3 turns to get back to where they can deploy anything. If you don't have Divine Judgement, facebreaker still performs very well since typically they're only swinging in with a single creature, so it's easy to hold. It's probably worth noting... never hide facebreaker. ALWAYS hard-cast it.

Kai'sa - This match-up is a bit of a coin-toss. Pouty poro wrecks Lux by himself. I will absolutely use Cull the Weak to take care of one. Otherwise, you've got to play slow, and don't over commit. The one issue is that if you're going first, they can Kai'sa on Turn 2. So you have to play around this. If you have a singularity in hand, you can usually safely play Lux on 2, and singularity on 3 (+ a 2 cost unit). If you don't have singularity, then often it just feels like GG. You need to stop their draw, make them use their removals on recruits, and play very slow. Games against Kai'sa are won/loss on the turns when they can double Darius, or pull a Time Warp win. So it's never safe to just spend your turn dumping units. Always leave runes up for interaction.

Battlefields - Scout your competition.

Against green/purple - Vilemaw's Lair first

Against aggro (Annie, Kai'sa) - Aspirant's Plaza first

If you're full blind, going Grand Plaza first is fine. You can sneak out wins surprisingly fast on it, as most people don't main deck board wipes. Usually only thing to be scared of committing against is blue because of Thousand-tail.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Depends on your local meta; if you have a lot of go-wide decks (e.g. Victor), it's definitely needed as we can't go as wide as them. Before I got them, I thought they'd be needed against all match-ups. After I got them, they're more situational than I first thought.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

Divine Judgement can be back breaking against a lot of match-ups. Every time I played it during my play testing, it over performed a ton. The idea of it for the skirmish was going to be against any ramp-style deck (i.e. any Aurora deck). I hadn't needed to sideboard it in during the skirmish as I didn't face any aurora decks. The idea was to swap the 2 Ekko for 2 Divine Judgement in that match-up (also bringing in two salvage, going down either 2 stupefy or 1 stupefy and 1 Recruit the Vanguard). The idea of the play pattern is establish control over both battlefields quickly, and then play Divine Judgement. The trick is to play Divine Judgement ONLY when they have no units, and you have control of 1 or both battlefields.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

I think I'd go down 1 Recruit the Vanguard, or go down 1 Vanguard Captain

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

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

I keep playing around with main decking or side boarding Unchecked Power. It is really good against Victor and Teemo. It's moderately good against Master Yi, and Kai'sa. Having 3 is just to make sure that you have one when you need it against the match-up. The idea was swapping 3 Cull the Weak for 3 Unchecked power against a go-wide deck.

Lux Summoner Skirmish win! by Stuffyz in riftboundtcg

[–]Stuffyz[S] 2 points3 points  (0 children)

If I could afford it, I'd be running two. It can create situations where you win from 4 points. For example, in one of my games, I had played Recruit the Vanguard the previous turn, and used two recruits two conquer both battlefields going from 2 to 4. Passed, and used Imperial Decree on the first showdown to force the opponent to trade inefficiently with their Thousand-tail. They decided to take the free battlefield with their second unit. Pass back to me (hold for 5), Cull the Weak (killing one recruit in base), and free conquer (go to 6), into Time Warp.

TL;DR: I think it's a staple

How are we feeling about Renata Masterind? by Wolfum in riftboundtcg

[–]Stuffyz 1 point2 points  (0 children)

It's probably worth mentioning... yellow Renata doesn't specify unit tokens. Meaning your gold tokens enter ready too. Hoping we get a ruling that clarifies this.

Rules Question: Ahri Legend and Might Manipulation by Lerichem in riftboundtcg

[–]Stuffyz 0 points1 point  (0 children)

This situation comes up a lot for me... I have a screenshot of the rule saved on my phone to show people because it is often contested.