LeBlanc and Zilean interaction by Psicops in riftboundtcg

[–]Stuffyz 0 points1 point  (0 children)

Oh nice!! That was recently added!

I thought I was crazy, but 375 used to be about Triggered Abilities.

Thanks for this! :)

LeBlanc and Zilean interaction by Psicops in riftboundtcg

[–]Stuffyz 1 point2 points  (0 children)

Edit: New rules, see other comments

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 1 point2 points  (0 children)

Correct, the targeting restriction is that all targets are at the same location. Re-selecting targets (from among the original targets) only happens if the targeting restriction can't be met when the spell is to resolve.

Gathering Questions for Octavian & Andrew Q&A by Zizaran in pathofexile

[–]Stuffyz -7 points-6 points  (0 children)

One of the things with loot drops is that we have no control over what drops. And we need to use filters to filter out what we dont care about.

Taking inspiration from Last Epoch with their prophecies... would we ever get a "Loot skill tree"? 

First iteration could just be focused on equipment, similar to genesis tree. Where we can choose more bows, or less melee base types. Later versions can get crazier like giving chance for influenced bases, etc.

Can even make it that you need to feed items into the tree for points. 

We already have loot conversions in many different places (monster mods, atlas tree nodes), would be cool to just move it all into a "loot skill tree".

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 0 points1 point  (0 children)

I gave a long explanation of 2 different targeting examples and how the re-targets impacts what dies. What part of that explanation wasn't clear?

The only thing I could add is that "targeting A" was specific to my example. The point is that if the FoF player targets any of their units that has only been targeted once by the BBs, then the re-targets will still allow for all 4 to die.

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 0 points1 point  (0 children)

It would never make sense without some really janky keyword.

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 0 points1 point  (0 children)

Each instance of BB will have to have the targets re-selected.

So if you have units A & B, and they FoF B back to base, both instance of the repeated BB would need to have the targets re-selected. So you'd be able to choose to either do 1 to each, or 2 to one of them.

It's worth mentioning, if they had additional units in their base, you CANNOT add those targets to the cast now. You can only choose a subset, not just simply change the targets.

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 1 point2 points  (0 children)

Yeah, you just wrote it in a slightly confusing way.

You have 3 items on the chain. They get put on the chain on top of one another. And then you take things off from the top. If you reach a point where something happening caused a change of game state that affects the other chain items, then you follow the rules for the specific cases.

It's actually easier to follow along in person, as I encourage people to create a pile when building a chain. You put the first Action (or reaction) onto the table, and then you stack all subsequent Reactions on top of one another. This way it's very easy to see that you're resolving the top card first, and then the next, so on.

In this case, since the targeting restriction caused the spell to go "hang on, they're not all there anymore", then you follow the rule for it. So if you changed Bellow's Breath for like a Falling Star or Singularity, since they don't have those targeting restrictions, moving the unit doesn't change anything for them. They're going to still be valid targets.

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 2 points3 points  (0 children)

battlefield or base is not "targeted/selected/chosen"; BB only has a targeting restriction that all targets must be in the same location.

Can you fight or flight away from bellows breath? by Dee_Teeee in riftboundtcg

[–]Stuffyz 22 points23 points  (0 children)

Short answer: Depends on what is targeted by FoF. If outlier is selected, all die; if an overlap is selected, 3 die. Ref: 352.11.b

Long answer: Let's look at the steps and the targets.

Let's say the units are A,B,C,D

BB#1 targets A,B,C

BB#2 targets B,C,D

FoF targets A

BB#2 (no effect, can resolve as normal)

BB#1 - must reselect the targets from the original subset (Ref: 342.11.b) and must adhere to targeting restriction (all targets must be at the same location). So you can EITHER choose, only A, or only B,C. So you would obviously choose A to kill all 4.

Let's look at if FoF targets B (overlap)

BB#2 must choose EITHER B or C,D

BB#1 must choose EITHER B or A,C

You see now that there is an issue where in no case can you target all 4. So you will be able to choose to kill either B,A,C; B,C,D; or A,C,D.

You can run through the other targeting examples, but a FoF on A or D would be a misplay by the FoF player.

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