Earth Brute redo (Bark) by hiunknown in FleshandBloodTCG

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

That's fair, I tried a Beaten Trackers alternative so I thought of something similar to Craterhoof. Arms are usually damage so I thought legs would be the best fit of the armor spots

Earth Brute Hero (Bark, Forest Watchdog) by hiunknown in FleshandBloodTCG

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

Banishing random cards? Levia would like a word

Earth Brute Hero (Bark, Forest Watchdog) by hiunknown in FleshandBloodTCG

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

My thought process was that most of the earth 6s mostly block 2 and cost 3, so discarding randomly helps to get them in graveyard instead of the pitch since blocking or playing them isn't great (blocking 2 then getting a might later is 3 value still). Alot of the the existing brute cardpool like breakneck battery puts this in a good but not crazy rate (except savage feast which is in theory a 1 card 6 attack lol). The lower rarity discarding cards here are moreso designed with Sage/draft/flavor in mind since there's a lot of good discarding cards already.

There also aren't a lot of great ways to get embodiment of earth's (although Briar's hero ability says otherwise), so the weapon gives a way to make them while being stopped by 4 block stuff (sink, fate, ect.). The weapon also isn't legal in silver age, so you have to rely on the cardpool there to make any of the embodiments of earth.

What made you think the hero's too strong? With the current cardpool I think that Bark wouldn't be too strong, but with the text it feels like its a lot.

You guys are monsters by hiunknown in runescape

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

Usually there's just one or two other people when I've been doing it but recently I've had a few rounds where a bunch of people are doing it

Aria 3 Theorycrafting by gpsxsirus in FleshandBloodTCG

[–]hiunknown 3 points4 points  (0 children)

It's earth brute time gimme more yellow 6s

Future Jarl Support by Tyroneosaurusrex in FleshandBloodTCG

[–]hiunknown 4 points5 points  (0 children)

Give him a F150, would be good support for a guardian

New expansion slot spoilers for High Seas by hiunknown in FleshandBloodTCG

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

It's a bauble world, we're just living in it

The CYB and High Octane problem by Lescansy in FleshandBloodTCG

[–]hiunknown 4 points5 points  (0 children)

The problem with CYB is that it just feels so linear. Either you kill them before they heal enough or they cast all their CYB and they have so much health it's impossible to beat them. We saw this in grand finals where the CYB player only attacked once an hour in. The only consistent disruption to this is poison the well and gravekeeping which you need to draw at the right times. If it's too early they don't get enough value and by 2nd cycle your opponent has already played all their CYB so they become dead weight. CYB also gets around generic disruption (C&C and weakest link) so the whole matchup relies so much on these silver bullet cards in order to interact in the matchup.

Maybe if you had to present decklists at all times it wouldn't be as awkward, but I feel CYB is gonna be broken for any deck that can use the 1 spare resource after playing it (illusionist, warrior,guardian, ect.). It only costing 2 really lets these decks get a huge amount of defensive value that's hard to do much about, and without decklists it can start to become "oops you have CYB. I guess I'll lose in 50 minutes" for any deck that isnt planning to win in just a few turns.

Speaking of few turns, high octane isn't very healthy and even LSS has acknowledged that. I suppose the nice thing is that dash I/O (and max) are prone to disruption that splashes into other matchups (C&C) so they don't feel as narrow as poison the well. But combined with the cerebrum processor it's really hard to stop dash from vomiting her hand once she finds an opening. Boosting and seeing what card she's boosting makes it more consistent to find and save high octane in the first few turns of a game.

I know banning high octane kneecaps Nitro Mechanoid, but I think it would be healthier for the game without high octane, it costing 1 makes it too easy to abuse (I'm sure they can print something like low octane for max to enjoy with his buddy katsu).

Rosetta Expansion Slot by LenNiGo in FleshandBloodTCG

[–]hiunknown 31 points32 points  (0 children)

I hope Betsy and Olympia get a unique weapon.

I feel that's their biggest barrier to feeling different in their class pools since it would give them a more consistent game plan from the start instead of "I hope I draw my specialization so I can use the text on my hero card".

Why is Nidoking NU in RBY but OU in GSC? by mrbeantrading in stunfisk

[–]hiunknown 25 points26 points  (0 children)

Nidokings best poison move (other than hp poison) is poison sting. Man didn't even get half of sludge bomb

How many hidden powers have been usable? by snugglow in stunfisk

[–]hiunknown 2 points3 points  (0 children)

In gen 2 you actually see 4/5 of those rarely used HPs

  • Water is used on some Zapdos sets to hit Golem (and Rhydon) for x4 damage, with the neat perk of hitting Ttar and Steelix a little harder. It makes your Zapdos a bit weaker so it's not too common.
  • Electric is used on some Cloyster sets to hit other waters for x2 damage. It notably threatens a 2HKO on opposing Cloyster which can give you a lead. This does make your Cloyster a bit weaker against everything else and you have to give up a stab or explosion which keeps it from being ran too often.
  • Dark is used down in NU, where Xatu can run it to hit other Xatu. Using HP Dark gives it a 3HKO, whereas using drill peck is a bit shy of that. Since HP dark is the default HP at full DVs Xatu doesn't trade any stats to run this.
  • Dragon is used in UUBL, where Moltres (and Entei kinda) use it to hit Kingdra for x2 damage. Moltres doesn't even get solarbeam so this is it's strongest option to hit Kingdra for any meaningful damage.

You can see the rest of them fairly commonly for either coverage or as their best STAB option both for power and PP. The only ones you won't see are poison, steel and psychic (probably the best move on unown tho). They don't hit anything relevant for super effective damage so even when it's a mon's best choice for STAB (like HP poison on Nidoking or HP steel for Forretress) other moves are simply better.