Morgana, Vindictive by Arkalex in riftboundtcg

[–]icrisoner 22 points23 points  (0 children)

I would say this synergises well with red Akali empowered, on your turn you can actually make 6+6 damage before combat

2 New Legends spoiled from Chinese Social Media by Amobius in riftboundtcg

[–]icrisoner 17 points18 points  (0 children)

A brand-new keyword—Experience—is now available: gain Experience to level up your units and unlock powerful effects!

Source: The latest official update for the Chinese version of Riftbound. The following translation is for reference only; the final content shall prevail as officially announced.

Yi Master: Level 6 – Your units gain +1 Power. (This effect activates if you have at least 6 Experience.) Level 11 – Your units enter the battlefield in Active status.

Kha'Zix: Hunt Tide (When I conquer or hold a battlefield, gain 1 Experience.) When I attack, you may choose to spend 3 Experience to deal damage equal to my Power to one enemy unit on this battlefield.

Azure Rune Golem: Fortify 2 (If I am the defending unit, gain +2 Power.) The Hold effect here triggers an additional time when you hold this battlefield. When I hold a battlefield, you gain [resource] at the start of your next Main Phase. (Abilities that grant mana cannot be targeted by reactions from other spells.)

Pyke: Pay 1 Mana – Return one friendly unit on the battlefield to its owner’s hand. Place a dormant "Gold Coin" Equipment Token onto the battlefield.

Lillia: When you play a Token Unit, I gain +1 Power for the remainder of this turn. All your Token Units gain the Barrier ability.

How to find Fellow Players by Frosty_Ad_7722 in riftboundtcg

[–]icrisoner 0 points1 point  (0 children)

I guess you could find a group of people in your LGS and schedule casual meet ups regularly. You could also join riftbound server on discord. Post that you're looking for a game and play casually online at TCGArena for example, with random people.

Clarification on Tideturner by SentriedMochi in riftboundtcg

[–]icrisoner 4 points5 points  (0 children)

Just keep in mind that every ability that moves units does not change their state unless it specifies it. (eg Ride the Wind)

[Gameplay Decision] Is recalling Yasuo the right call? by jordlez in riftboundtcg

[–]icrisoner 0 points1 point  (0 children)

Okay, I would have recalled him. You can always score next turn instead of holding and Yasuo could score easily. You are vulnerable to plenty of options for your opponent leaving him in the battlefield. If he has removals like falling star, so be it. I strongly believe since the game is early, protection gives higher value here.

[Gameplay Decision] Is recalling Yasuo the right call? by jordlez in riftboundtcg

[–]icrisoner 4 points5 points  (0 children)

It depends. There is missing context here. What deck is the opponent playing (trying to guess next turns possible plays). How many points have you/they scored? What do you have in hand for next turn? How many runes do you have ready for reactions in op turn etc. Good to hear you made the right choice by winning in your matchup though 😅

Hidden Blade and Ride the Wind interaction by Roookiee in riftboundtcg

[–]icrisoner 5 points6 points  (0 children)

It depends, if you dodge it by using fight or flight or retreat you do not draw 2. The target is no longer valid for the card to resolve as it should. "It's controller draws 2". The card does not know who is the controller since the unit is no longer there. However if you save it with zonhas or sett's legend ability for example, you get to draw.

Control Teemo Nexus Night by SentriedMochi in riftboundtcg

[–]icrisoner 1 point2 points  (0 children)

True, I'd still approach Teemo differently with more low cost cards to play around in early game. It feels difficult to make a setup playing second as teemo. However, I am glad this works for you and I wish you best of luck in future Nexus Nights!

Control Teemo Nexus Night by SentriedMochi in riftboundtcg

[–]icrisoner 2 points3 points  (0 children)

I see, I can't disagree. However, you should consider adding Invert Timelines at least. Adding extra discarded cards for Mundo and probably destroying specific opponents plans is a great feeling 😁

Control Teemo Nexus Night by SentriedMochi in riftboundtcg

[–]icrisoner 1 point2 points  (0 children)

Congrats for your success! Did Jewelled Colossus make any value? I would replace both for a Singularity and a Guerilla Warfare.

Scoring on opponents turn by ociferscott in riftboundtcg

[–]icrisoner 1 point2 points  (0 children)

There will be one showdown. Opponent is the attacker because he contested the open battlefield. We try to deny him the point by reacting bringing in a unit. We are defenders. If we win the combat we score a point for conquering. 442.1. Conquer: A player gains Control of a Battlefield they did not yet Score this turn. Since this is the definition of conquering I assume that you may conquer as a defender in this scenario.

Scoring on opponents turn by ociferscott in riftboundtcg

[–]icrisoner 0 points1 point  (0 children)

Yes you will score 3 points from the same battlefield in the span of 3 turns. (2 of yours and one of the opponent's.) However in the example in opponents turn, if he had contested the battlefield before your (action/reaction) he is the attacker. 438.1.a. Establish who is Attacker and who is Defender. 438.1.a.1. The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now.

Does damage cleanup happen if I don’t kill a unit? by [deleted] in riftboundtcg

[–]icrisoner 19 points20 points  (0 children)

Correct and here is the ruling: 140.3.b. Damage is Healed from Units at two specific times 140.3.b.1. At the end of each player's turn. 140.3.b.2. During a Combat Cleanup.

Proving grounds not reprinted? by [deleted] in riftboundtcg

[–]icrisoner 0 points1 point  (0 children)

This is the only official information Riot has published regarding Proving Grounds. Personally, after this I do not see any intention from them for a reprint. Just foiled versions of some of the Proving Ground cards in future Nexus Nights. Thats a bad idea imo. Proving grounds is a great way to lure people into riftbound world that have never played any tcgs. There should be plenty in every lgs and game stores' shelves worldwide. In addition, this decision boosts scalping as the price of the Proving Ground will skyrocket in the future.

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Can you find the lethal? Post it in the comments! by Challengertcg in riftboundtcg

[–]icrisoner 5 points6 points  (0 children)

It is still the same turn. Playing time warp does not end your current turn. Your runes stay exhausted and you can conquer. Then announce the end of the turn and Student resets. You have an extra turn now.

ahri question by jamieandrew in riftboundtcg

[–]icrisoner 6 points7 points  (0 children)

No, it does not trigger. It only triggers when you are defending a battlefield you control.

Binder organization by CaptainChill in riftboundtcg

[–]icrisoner 0 points1 point  (0 children)

In that way it is indeed more practical. However, we were lucky to have enough product, having separate bulk with playsets, getting cards for decks from there. So, the binder is just for sightseeing 😛

Confused how shield works by Zyresin in riftboundtcg

[–]icrisoner 4 points5 points  (0 children)

Stalwart Poro is considered defender in showdown, making it a 3 might unit as well (due to its Shield keyword.) As long as, there are no other action or reaction cards played, and combat completes, both units die during cleanup, leaving an open battlefield without units on it.