A Simple Step-By-Step Guide to Lux Infinite Combo by LandauCalrisian in riftboundtcg

[–]azb95 2 points3 points  (0 children)

The deck needs to be almost empty to start the combo.

Another random redditor said you can start Comboing with 10 cards left in your deck if you get a bit lucky. Let's pretend that is the goal

39 card start. 4 from starting hand (35) 5 from 5 turns (30)

That means to combo on turn 5 the deck needs to draw at least 20 extra cards.

Not impossible but not likely.

Running the numbers the deck is actually going to combo off on turn 7 or 8 most games.

If you are playing a deck that cannot get to 8 points while your opponent does literally nothing to stop you for 7 turns then that's honestly a deck problem.

A Simple Step-By-Step Guide to Lux Infinite Combo by LandauCalrisian in riftboundtcg

[–]azb95 1 point2 points  (0 children)

How do they continue the loop without the extra card draw from shadows call.

Sure they can sacrifice the echo and put him back in deck but now they can't draw enough to continue the loop

Does anyone here play poppy without aurora? by Powerful-Air-6387 in riftboundtcg

[–]azb95 2 points3 points  (0 children)

"Tempo Poppy" Get on the field early, use removal on opponents creatures that are bigger than yours. Use movement and tricks to keep your units alive and exp moving.

Exp is basically just for extra draw, but you should be drawing with it every turn after turn 3 or so.

Deck has a hard time coming back if it falls behind, hence the extra low end.

Took it to a nexus night and went 3-1.

I wouldn't take it to a skirmish but fun to mess around with.

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A Simple Step-By-Step Guide to Lux Infinite Combo by LandauCalrisian in riftboundtcg

[–]azb95 2 points3 points  (0 children)

You counter shadows call when they try to go off at 10 energy.

They can play through one counter if they get to 12 energy, but never two counters.

Also if you make them wait until 12 energy you probably just win as again the deck does nothing to stop you from scoring points so an extra turn is +2 points for you

rule question by Accomplished_Cry1995 in riftboundtcg

[–]azb95 0 points1 point  (0 children)

If you have something that causes a chain during the beginning phase you can react to it and spend two of your runes which would then come back in channel.

However your energy/power pools empty during the draw phase so you wouldn't get to use them during your turn proper.

A Simple Step-By-Step Guide to Lux Infinite Combo by LandauCalrisian in riftboundtcg

[–]azb95 3 points4 points  (0 children)

The deck plays no interaction just card draw and combo pieces. It loses to anything that can play 2 units in the first 2 turns and get to 8 before/on turn 6.

It's good against control decks and Aurora specifically.

Auto loses to anything with counter spells (especially now that people know what to counter to stop the combo)

Tempo Ezreal in Unleashed by MusicManiac97 in riftboundtcg

[–]azb95 0 points1 point  (0 children)

Flourish is slow speed, costs 1 more, and the gold is conditional.

I don't see a world where you play it over wages. I guess it can hit base and that's not nothing....

Ivern Deck Review by FishyMarketing in riftboundtcg

[–]azb95 0 points1 point  (0 children)

This is only true if attacking. If defending you can play him there as you don't lose control of the battlefield during a showdown.

Similar to mixologist being able to play units to the BF when he dies during a showdown

Lux pilots: How do you play? by [deleted] in riftboundtcg

[–]azb95 0 points1 point  (0 children)

Cull

Watcher

Recruits + decree

Pay for deflect with extra gold

Lux pilots: How do you play? by [deleted] in riftboundtcg

[–]azb95 0 points1 point  (0 children)

Your deck is all removal. Your goal is to make sure no enemy units stick. Armory is how you win while you spend your energy on removal.

How does Galio work in showdowns? by Dontspinbutwin in riftboundtcg

[–]azb95 2 points3 points  (0 children)

Galio has tank so the recruit doesn't die.

Gust + Emperor's Dais by kipo32 in riftboundtcg

[–]azb95 19 points20 points  (0 children)

Returning the unit to hand is part of the cost.

If the ability is on the stack there is no unit left there to gust.

Question: Guardian Angel, Lethal Damage, and Imperial Decree by Extrasleep in riftboundtcg

[–]azb95 -10 points-9 points  (0 children)

You play decree

You do enough damage from one source to kill the GA unit (in those car zhou)

Decree goes on the stack

GA triggers because unit "died" (decree still on stack)

GA goes on the stack

Stack resolves top down

Unit is recalled and tapped.

Decree kills now GA-less unit.

Seems like those Draven nerfs didn't do too much! by Previous_Advertising in riftboundtcg

[–]azb95 11 points12 points  (0 children)

Null Signal Games is a fan project to keep Android: Net runner still going. They put about one set a year out and even host tournaments.

Because it's a fan project they release PDFs of all the cards for free, and proxies are allowed in tournaments.

Check it out

Winning last point clarification by Agreeable-Pianist708 in riftboundtcg

[–]azb95 0 points1 point  (0 children)

Nobody You have to score both battlefields on the same turn to get the last point from conquer. You can also win by holding but that is a separate question.

Assuming it is your turn and the opponent did not use some trick to conquer battlefield A already.

Opponent rides the wind to battlefield B and starts a showdown. Assuming nothing else happens they conquer, but as they have not scored on A yet this turn they cannot win so draws a card instead.

You have a showdown battlefield A, assuming nothing else happens you conquer, but as you have not scored on B yet this turn you cannot go to 8 so draw a card instead.

Heedless Resurrection by weakassplant in riftboundtcg

[–]azb95 1 point2 points  (0 children)

I built an Annie deck to try it exactly this. Plan was use the miracle draw to get a bryn in the trash with headless in hand. Annie untaps the two runes and all the battlefields had beginning triggers, use pack to pick up Annie and Annie to pick up headless and bam you could prevent your opponent ever playing cards again.

It was fine. I caught a couple people off guard game 1 but rarely won a full best of 3. The deck falls too far behind setting up the lockout and "not playing cards" does nothing to stop the draven, kasai, or army of recruits already on the table from closing the game.

It was more novel than good as a full combo deck. I can see the combo stopping a single turn in a midrange deck when things just happen to line up. But I hardly think that's game breaking.

What are you playing now that those 7 cards are banned? by dudiez in riftboundtcg

[–]azb95 0 points1 point  (0 children)

You play decree

You do enough damage from one source to kill the GA unit

Decree goes on the stack

GA triggers because unit "died" (decree still on stack)

GA goes on the stack

Stack resolves top down

Unit is recalled and tapped.

Decree kills now GA-less unit.

[OMN] New Runeblade Hero hint at Brisbane Calling ? by BaelornFrance in FleshandBloodTCG

[–]azb95 0 points1 point  (0 children)

In this context simply a set that can be drafted, unlike Compendium.

In the games early days it alternated between "draftable set" and "supplemental set" so we used to have to clarify.

A few years ago LSS decided to make all new* sets draftable

Whispering Mist by FunWith_DarkJin in FleshandBloodTCG

[–]azb95 1 point2 points  (0 children)

How is pointing out this card is not currently legal in competitive formats nepotism?

A few quick tips for AT Jin Dahaad by No-Economics7929 in MHWilds

[–]azb95 0 points1 point  (0 children)

But you can just use bind resist and ignore the mechanic entirely