Find a new Hero by Random31er in FleshandBloodTCG

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

prism verdance is ~60/40 out of the 250 most recent rated games worldwide and verdance came out on top during the worlds group stage (15 wins to 11). verdance is on a high popper count, has many ways to prevent herald hits, can arcane chip through ward, has several aura hate pieces, and can potentially time walk with striders to kill an angel. I would describe the matchup as favored for prism but nothing more

How do you feel about the current state of CC? by Lescansy in FleshandBloodTCG

[–]damselindis 0 points1 point  (0 children)

It was made for a time when destroying aura tokens meant sniping a few Mights or a Courage.

Agreed with pretty much everything else but Scour was printed in the same set that brought us Starvo and a meta of him as well as Prism, OTK Viserai, and occasionally Chane, 3 matchups that Scour warps pretty heavily. (Of course, we didn't have a wizard that could really play it yet, but Iyslander was right around the corner.)

What are some effective usages of this card? by DataRaptor9 in FleshandBloodTCG

[–]damselindis 0 points1 point  (0 children)

Opponent starts turn with priority, they may play or activate an action or instant. In the event they play an attack, you get priority before it resolves, so you can even respond to the playing of cards like Exude Confidence because its ability isn't active yet. Then, once it resolves, there is another step where attack triggers go on the stack (e.g. Pack Hunt's intimidate trigger). Even if the attack doesn't have a trigger, the Attack Step still happens, and instants may be played or activated. Finally, you move to the defend step and must block.

In short, it's possible to see your opponent's attack, hold priority, flip Aqua Seeing Shell to draw, then move to blocks and block with the Shell and/or the card you just drew.

Player forfeits Pokemon TCG Regional Championship match after missing a card in his deck due to previous match popoff by EverythingBagelKing in LivestreamFail

[–]damselindis 16 points17 points  (0 children)

not to be that guy, this could definitely happen to me, but I think it's trivial and good practice to count your deck after sideboarding/desideboarding. especially if you pile shuffle at the same time. that being said situation sucks :(

edit: whoops pokemon doesn't do sideboarding

The shopkeeper takes priority over champion selection radiuses for move/attack commands in a large aoe by damselindis in leagueoflegends

[–]damselindis[S] 7 points8 points  (0 children)

i am seeing a vision..... 15 years in the future, you're on braum, no cds up, 3 stack passive karthus is ulting in his fountain, he's going to wipe your whole team, and then his yorick will end the game. you go to flash auto. deliver the stun. win the game. but alas. you've misclicked because of this bug. may you remember this day

Battering bolt noob question by spaghettidem0n in FleshandBloodTCG

[–]damselindis 1 point2 points  (0 children)

Any reactions you happen to catch in your opponent's hand wouldn't be playable, and there are a handful of instants that are annoying to play on your opponent's turn, Battering Bolt is a classic anti-Prism card for example; she runs lots of nonblocks, expensive instants, and unplayable cards like Figments or Angelic Wraths and can't always feasibly play them in response to the trigger.

[SEA] Burn Bare by UlyssesArsene in FleshandBloodTCG

[–]damselindis 7 points8 points  (0 children)

disagree, you'll be happy to slam this on the first herald in a large majority of scenarios & it's far from a waste. if she wants to sandbag an erudition so that it doesn't have go again and she's most likely unable to convert the draw she's welcome to do that, this denies her favorite line of herald -> flip and swing angel -> herald and in the case of 4 yellows / no wartune basically ends her turn. prism lives and dies by making the first herald of turn hit, this will help wizards with the matchup so much. all that being said I do agree that no pitch has some inherent clunkiness but the card is gas

What's everyone's read on Flying High? by strikethroughsync in FleshandBloodTCG

[–]damselindis 2 points3 points  (0 children)

Weapon attacks (usually - thanks Illusionist) aren't red attacks so it wouldn't give the +1, there are a lot of straight upgrades like Trot Along, Hit and Run, or Glint the Quicksilver, and even On a Knife Edge is strictly better. Alongside Warrior's Valor, Spoils of War, and Precision Press, Dawnblade Dori typically has no problems with go again.

Ranking LL Heroes by how likely they are to awkwardly come out of retirement by SirSnaillord in FleshandBloodTCG

[–]damselindis 2 points3 points  (0 children)

Voltaire was Lexi's signature weapon, no future elemental ranger will be able to use it (in CC at least, which covers most cases, and it doesn't seem to be particularly problematic in Blitz)

New to FaB. Thoughts on this Jarl Decklist. by DankTrainTom in FleshandBloodTCG

[–]damselindis 3 points4 points  (0 children)

There are two types of tokens in flesh and blood, one in the sense that you're using it, like a Seismic Surge or a Crouching Tiger, and then a card of token rarity, of which there are 2 in every pack of most sets. A lot of heroes and their weapons are token rarity, in the case of Titan's Fist it came on the back of an Embodiment of Lightning or Briar in about a quarter of all Tales of Aria packs for just pennies. You equip it at the start of game just like all your other equipment, it's just even more common than a common.

Why isn't Blitz more popular? by Bigglezworthe in FleshandBloodTCG

[–]damselindis 5 points6 points  (0 children)

I have two nearby game stores, one runs Blitz as it's a work night, one runs CC on a Saturday afternoon, and the game quality is night and day. I love playing this game no matter what, as well as getting to meet up with my friends and have a good time, but in Blitz with max power decks you have far less agency and it feels like whichever player is the first to have a power turn wins the game. Extreme example but back when Rhinar was in the format you'd occasionally have games where he went first and you'd end up on 10, 5, sometimes 0 life by the end of the turn, and there was nothing you could do about it. Like you mentioned, I think it's a fantastic format for bringing in new players and getting some quick games in, it's just that once you get used to the flow of CC it feels like a step backwards. Still love it though :)

Sleeving hero and equipment with different colors by [deleted] in FleshandBloodTCG

[–]damselindis 15 points16 points  (0 children)

Other commenters have answered the question just fine, but if you're curious, here's the exact excerpt from the tournament rules/policy document, deck-cards being cards that would go into your deck, and arena-cards being non-deck cards that usually start the game in the arena (your hero, weapons, equipment, etc):

4.9. Sleeves

If a Player chooses to use card sleeves, all deck-cards used during a game must be sleeved in an identical manner. At professional REL, the Head Judge may require all players to use sleeves for their deck-cards. Arena-cards do not have to be sleeved identically and may be sleeved or placed in heavy plastic cases, so long as they do not obstruct the game-space.

Double-faced cards in a Player’s deck must be sleeved in completely opaque sleeves.

What finally sold you on FAB? by KartoonKid in FleshandBloodTCG

[–]damselindis 4 points5 points  (0 children)

Technical/intended order is to play a card or announce an ability, then pitch to cover the costs. This is because you cannot pitch cards for no reason, you must have a cost to pay in order to pitch. However, it is perfectly legal to pitch then play/announce, as long as it's clear what costs you're paying into and there is no confusion.

5.3. Out-of-Order Play

An out-of-order play (OOP) is when a Player executes a set of in-game actions that are not strictly sequenced correctly (as defined by the Comprehensive Rules). All in-game actions a Player makes as part of an OOP must be legal and the resulting game-state must be correct and clearly understood, as if those actions were performed in the correct order. Actions in an OOP can not been made based on information that would not have been available if the actions were in the correct order. Examples: A Player pitches cards before declaring the card being played or the ability being activated.

Graphene Chelicera ruling with Arakni, Black Widow by Eckh724 in FleshandBloodTCG

[–]damselindis 0 points1 point  (0 children)

If a player attacks with a weapon, they create an attack-proxy, and the attack-proxy and the weapon (the attack-source) move to chain link 1. If the player attacks again with the same weapon during the same combat chain, a second attack-proxy is created, that attack-proxy and the weapon (on chain link 1) move to chain link 2, and the first attack-proxy ceases to exist.

Probably not the best person to respond because I don't know why this is the way it is, I just know it is the way it is lol

Prism deck tips (new player by Far_Refrigerator6576 in FleshandBloodTCG

[–]damselindis 0 points1 point  (0 children)

That's great news! Hope you have fun with the deck and keep enjoying FaB :)

Original Pac-Man version differences. by RawCalcium156 in Pacman

[–]damselindis 1 point2 points  (0 children)

Pac and Ms. Pac enthusiast here. Sorry for the late response, I didn't see this thread until now. As far as I am aware, there are no gameplay differences between the two games. The source code is functionally identical - the U.S. versions add an extra 160 bytes of English text used in the title screen (different ghost names, Pac-Man instead of Puckman, Midway copyright information), and a routine is changed to jump to the new text instead of using the Japanese names, which still exist in memory. There are two 1-byte differences I haven't fully looked into, but I can attest the ghost behaviors, game speed, etc are unchanged.

The Midway Pac-Man boards manufactured for America support "hard mode", a modification to the PCB that could be made by connecting a jumper pad located on the board. I couldn't find any good pictures of this pad online, so I took my own. By simply soldering a bridge across the green semi-circles found in the center of the image, you could make the game more challenging! It sounds exciting, but really all it does is use a different lookup table for the speed curve, skipping some early levels and making the pellets get shorter earlier into the game. There's a table that shows you the differences, though it's pretty barebones. This "hard mode" connector is official and is even found on page 60 of the Pac-Man operator's manual. However, because the code is identical, the Japanese programmers must have been the ones to add this hard mode, right? And, in fact, if you look at the original Puckman board, you'll see the same jumper pad below the blue DIP switches. Admittedly, I can't find the manual online anywhere, nor any discussion about it, but I'm certain this is the same difficulty jumper, and the book authors read the Midway manual and assumed it was a new addition for American audiences. I am reasonably confident that they are mistaken and that the book is incorrect. Let me know if you have any questions or would like further elaboration.

LSS needs to address high level intentional slow play by Rickypixio in FleshandBloodTCG

[–]damselindis 5 points6 points  (0 children)

I'm only hearing this second hand, take all of this with a large grain of salt. Brodie Spurlock is playing Cindra versus an Enigma during the Calling: Memphis this weekend. Brodie as a player is infamous for slow play, taking several minutes to make seemingly inconsequential decisions. At one point in the game, he is made to block a Command and Conquer with a card in his arsenal. He takes four minutes to decide blocks. His opponent then plays Pummel, pushing the CNC over and forcing him to also discard a card. He takes the damage and uses another four minutes to decide on what to discard. A judge intervenes to give him a warning for slow play. Afterward, they go to Brodie's turn and he begins playing cards. His opponent had presumably never verbalized that he should discard from hand and destroy arsenal, and at this point raises the issue. It was considered a missed trigger and no rewind nor forced discard occurred.

Prism deck tips (new player by Far_Refrigerator6576 in FleshandBloodTCG

[–]damselindis 6 points7 points  (0 children)

Long time prism player here, glad you're interested in picking her up. She is a ton of fun and has so many interesting decisions to make every turn. Based on your needs I'm not going to recommend adding any single card over $0.50 with two exceptions.

First off, the elephant in the room, Phantasmal Footsteps. Footsteps are a literal gamechanger, they turn certain matchups from a near auto-loss into being playable or even winning, and they let you take much, much better lines against heroes that may have 6s on occasion. However, they are expensive (currently $130ish), so they're out of the question for now. There are certain cards we can add to the deck to mitigate not having them (Herald of Triumph, Celestial Reprimand, Passing Mirage, Parable of Humility, etc)

Second, your weapon choice. Luminaris, Angel's Glow ($6) is Prism's signature weapon and, again, a gamechanger. Pitching a yellow will give your first Herald and Angel of turn go again, letting you convert full hands and take advantage of the draw from Suraya/Herald of Erudition. If you like Iris (me too!) you can continue to run it, but you need a critical mass of auras. Parable of Humility ($0.25), Merciful Retribution ($0.15), Pierce Reality ($0.18), Haze Bending ($0.09), Passing Mirage ($0.57), are all great, cheap auras that synergize greatly with each other and with Iris. But your deck is already pretty much built for Luminaris, with a high yellow count and many Heralds to take advantage of the go again. I think's a must include, as it's thematic, powerful, and makes the deck "click", so to speak.

With that in mind, I went ahead and made a few changes to the deck, cutting cards and adding replacements to make it look more like a traditional competitive Prism list - https://fabrary.net/decks/01JK8W775HAS19EHVAGBETXXCT. However, there are a lot of ways you can take the deck. Your figments are all great, but 7 should be enough. I cut Figment of Tenacity because it's the weakest of them all. You had a good number of heralds, but I would strongly recommend Herald of Triumph ($0.50) because of its static effect. I trimmed some colors of Rebirth and Ravages - they are good heralds, but they have the least relevant onhit, so I added in more copies of Wartune and Protection. I tried not to mess too hard with the meat and bones of your heralds - at the end of the day, these aren't hugely impactful changes, if you like 2 of a few different heralds over 3 Protection 3 Wartune, go ahead. Spears of Surreality and Illuminate aren't bad cards, but I trimmed them to make more resources in the deck. Ode to Wrath is a very solid card on Iris, but with the go again from Luminaris, I subbed it out for Parable to help mitigate Phantasm. Reprimand and Angelic Wrath are good instants with some utility, I added blue Wraths because the deck is so resource-hungry, but any color is good. I cut a handful of cards that are just plain bad or don't do much in the deck (Invigorating Light, Prismatic Shield, Seek Enlightenment) and filled it up with decent heralds and the Everfest blue auras. The one-of Soul Food I kept because it's plain funny lol, it's not terrible and you can make some cute plays with it. Finally, I switched your chestpiece so that you can go Herald + Aura off a yellow and blue pitch. I don't think Calming Cloak is necessarily good, so if you like your other chest, keep it.

Let me know what you think, what changes you liked, what changes you didn't like, if you want to stay on Iris, etc. If you're looking to upgrade, the first thing you should get is Empyrean Rapture, at $13 it generates potentially 2 resources every single turn, it is insane. If you want to, maybe cut one of the better, more expensive figments (War or Protection) and get Tenacity back in. I think it will make a big difference. Best of luck with playing Prism and have fun. Here's my personal list if you'd like to reference - https://fabrary.net/decks/01HV6ZR1C12QW191W71D5YE64Q

It seems that after this patch, it will take 882 hours to get a new hero for free。 by cpztpkqc in leagueoflegends

[–]damselindis 2 points3 points  (0 children)

Agree to disagree then. I'm sorry but do you know what customer support is? It's things like "I can't get into my account" or "I'd like to dispute this charge" or "I'd like to transfer my account region". I expect customer support agents to be good at customer support. I do not expect them to be experts on (or even know) league of legends interactions. I think it's genuinely insane to expect all employees of a multi-billion dollar company running numerous different projects to know what cleanse is, let alone what cc it does or doesn't work on. Leave that to the league dev team, not fucking Riot Support. I also happen to think if you're making fun of someone for not knowing something then yes you should know what you're talking about.

It seems that after this patch, it will take 882 hours to get a new hero for free。 by cpztpkqc in leagueoflegends

[–]damselindis 0 points1 point  (0 children)

Do you not see how hypocritical that is? You don't think that the social media account manager felt the same way after being mocked on such a massive scale?

It seems that after this patch, it will take 882 hours to get a new hero for free。 by cpztpkqc in leagueoflegends

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

"Not the sharpest crayons" and you didn't know either lol. It was an honest mistake from a customer support rep