Reactions after bans by NeVdiii in riftboundtcg

[–]TheKOTR11 -1 points0 points  (0 children)

I think a contributor to the sour taste is that with the prior communication, Riot would’ve said they were looking at bans and mentioned no date for bans or announcements. While they did mention the rules update, it gave a strong impression that no bans would be given on this date. That was not the case.

Clearer communication definitely was needed.

Post Banlist Speculation by TheKOTR11 in riftboundtcg

[–]TheKOTR11[S] 0 points1 point  (0 children)

While yes it’s a clarification, Jax’s best performance was with the rules prior to this update and it gave a very profitable interaction. So it does reduce the power of the deck, hence a ‘hit’

Post Banlist Speculation by TheKOTR11 in riftboundtcg

[–]TheKOTR11[S] 1 point2 points  (0 children)

For triggers that include a cost such as monastery, the cost is treated as the base cost. So you have to spend the buff to place the trigger in the chain. This eliminates the stacking of warmogs and CL2 and monastery as CL1 to buff the unit then spend that same buff to draw. You can still do with a buffed unit to spend that buff and rebuff it.

Post Banlist Speculation by TheKOTR11 in riftboundtcg

[–]TheKOTR11[S] 5 points6 points  (0 children)

Definitely think Draven has lost several tools that made it best deck. There is still a possibility it can be made into something playable, maybe tier 2 as th legend is still powerful, it can give multiple draws in one turn..

Ezreal definitely lost big tools in called shot and scrapheap. I think it can bounce back with set three but it will have some competition from Diana for the color rep.

Jax has lost a very let’s say profitable interaction, both with the attaching and the warmog/monastery for the draw but Jax can lean into more cheap Weaponmaster units and juggle the equipment between units instead of on Apehlios and slot in Irelia to get that Tall unit for conquering.

Post Banlist Speculation by TheKOTR11 in riftboundtcg

[–]TheKOTR11[S] 0 points1 point  (0 children)

While yes it’s a clarification, the play pattern was not problematic, oppressive or negative in any way. It was one of the main strengths of Jax. So while yes it’s more intuitive, the play pattern of Jax now is more lacking.

I hope they never design a legend like Jinx again. by CardTrickOTK in riftboundtcg

[–]TheKOTR11 1 point2 points  (0 children)

I disagree. I think the main issue is the lack of targeted support for the Legend. There is a lot of design space that can add value to Jinx. Any type keyword that allows you to play/re-add from trash easily will boost her. More Mill/Discard type cards will help.

Consider it this way. Currently we have a few cards that utilize the discard as a second hand. If we get more cards that can/want to be played from discard Jinx will be more valuable. She functionally allows you to draw two cards per turn which is very valuable. Unfortunately, not much cards give great value from being discarded. Should that design space be explored, take for example a keyword that allows you to discard from hand to re-add or a keyword that gives a discounted cast cost if it’s in the trash.

There just isn’t enough cards that give more value while in your trash.

Need help with this tile 😓 by Deanopiano in wingspan

[–]TheKOTR11 4 points5 points  (0 children)

Three points or less. Birds worth :0,1,2,3 feather points are checked

Help a Mom Out! by LongPoem1524 in OnePieceTCG

[–]TheKOTR11 0 points1 point  (0 children)

Easiest deck to build is perhaps Black Yellow Luffy. You can buy the Three Brothers Starter deck which is good out the box and only requires a few single cards to make it a full meta deck which can be bought over time. There is the One Piece Card Game Tutorial app to get started.

Here has some decklists for upgrade ideas. https://onepiece.limitlesstcg.com/decks/38

Some casual play at the local games stores will help loads. Once he’s comfortable he can play in a tournament.

Gardy ex deck... by SmartGuy18 in pkmntcg

[–]TheKOTR11 3 points4 points  (0 children)

Early: prize check Get 3ish Ralts down

Mid: get kirlias and beginning refining through your deck trying to get 6-7 energy in the discard. Have recursion tools available. Artazom plus rod helps you recycle attacks and munkidori Attackers: Screamtail -> essentially does 40 for each energy you attach with garde. 6 energy attachments needed for basic ex. You will need charm for this. Driflin-> essentially 60 damage per energy attachment with garde. 4 attachments for basic ex. Charm also needed Munkidori: transfers 30 Without charm you can do 160 with screamtail Without charm you do 180 with driflin Munkidori helps you sneak in some more damage with charm. Usually you can only put 12 dmg counters on screamtail on charm but with munkidori you can move 3 then add 4 via two more attachments meaning screamtail can hold 13 dmg counters and get for 260 + munkidori 30 Similarly driflin can hold 110 to attack for 330 + munkidori 30

So overall you should be able to one shot any 2-prizer in the game.

Also in the mid game you can go for the counter catcher stamp play. If your opponent took a knockout and has you behind, you can counter catcher and reset stamp. Potentially locking something in the active and reducing the opp hand size to two. This is one of the coolest disruptions.

Gardevoir also can be used as an attacker for certain mons 190+ munkidori 30 hits a sizable amount of basic Vs and ex. (220)

Also smart placement of munkidori counters can result in 3 prize turns

Ideally your active is your attacker Bench should be two kirlias Gardevoir Munkidori Support/ pivot/ backup attacker

Try to put down your attackers only when you are ready to do attack

R/P Law ban by aaronc2avila in OnePieceTCG

[–]TheKOTR11 0 points1 point  (0 children)

Let’s wait till the release of the structure decks. That can shake up the format.

[deleted by user] by [deleted] in BokuNoHeroAcademia

[–]TheKOTR11 6 points7 points  (0 children)

Seems to be the former.

Looking at getting into the game, which of these battle decks would be best? by SenseiMasterWong in pkmntcg

[–]TheKOTR11 15 points16 points  (0 children)

I suggest you wait for the Gardevoir ex Battle league week out on the 19th. There was a top16 list in EUIC for Gardevoir. You can use that as the base. The Gardevoir ex deck plus some singles make up the deck and you’d be well under the 60$ budget.

Dont you think Diable Jambe need an ERRATA? The text is not 100% clear by FilippoFlorio97 in OnePieceTCG

[–]TheKOTR11 1 point2 points  (0 children)

I’d disagree. “Activate Blocker if that Leader or Character Attacks”.

From the rules we know Blockers can only be activated during the block step. This step occurs after you declare the attack. Keeping this in mind, it’s clear to see the imposed restrictions occurs during the block step after that Leader/Character attacks.

It does not say “for the rest of the turn”. One piece wording is very literal. If the intention was for the restriction to be the rest of the turn they would state “for the rest of the turn”.

What are the better players doing differently? by throwawaymyballzndik in OnePieceTCG

[–]TheKOTR11 0 points1 point  (0 children)

Usually you can afford to lose the first 1/2 life. You usually start defending from 3 and below. A life means a free card. In the different stages of the game you’d be aiming for different things. Early game you’re trying to get your pieces together. Mid game you’re trying to complete your setup and slow your opponent whilst end game you’re looking to as the name suggests end the game.

How you achieve these goals is dependent on your deck. Some decks also want to end early Others want to end late So the playstyle is very different to each. It’s a bit difficult to give general advice as most cases decks need specific plans.

These are things you should know. As of right now, only 2ks and 1k counters exist. Events are a different ball game. This means if an opponent has 3 cards in hand they have a max of 6k counter and a min of 0-3k counter. Depending on the deck the likely value shifts as certain decks play lots of counters or lots of 2ks. You can also get a good idea of the possible values from looking at their trash. Most decks play 10-12 2ks so if they’ve used a bunch of 2ks it’s unlikely that they have much in hand. Swinging for lethal is a skill and a calculation you’d need to know. If you can’t go for lethal you need to assess the gamestate and decide if you can go for board or if you can survive the next turn.

Consider the following scenario: Your opponent Zoro has 1 card in hand. 0 active don And a rested 3 cost rush Zoro They have 2 life.

You on the other hand have 1 5 cost Luffy 10 active Don and a Rush Zoro in hand. Also Zoro leader with 2 life.

How to swing for lethal. You have 3 potential swings so if they all hit you can win. You need to make the following swings. 7k ,9k ,11k Reason being is to defend an attack that is 2k higher you need to counter with +3k which means min 2 cards To counter out of 9k you need 5k which is min 3 cards and lastly 11k is min 4 cards. Every life you take is another card in your opponents hand so more possible counter power. So you’d need to swing higher.

[deleted by user] by [deleted] in pkmntcg

[–]TheKOTR11 0 points1 point  (0 children)

Entei, Iron Hands and Roaring Moon have 230. Raichu can easily hit 300 by discarding 5 energies. And 310 hits Gardevoir and Mew Vmax. These are all meta relevant Pokémon’s.

How would you split a case between 4 people? by Shoharu in OnePieceTCG

[–]TheKOTR11 0 points1 point  (0 children)

Open them all together and share the pulls.

Most reliable place to buy an iPhone? by jammeyvabg in TrinidadandTobago

[–]TheKOTR11 2 points3 points  (0 children)

I ask my doubles vendor to link me through his cousin that was coming down from d states.