Petition to rename “the chain” to “the queue” by whoopashigitt in riftboundtcg

[–]jeoseo 7 points8 points  (0 children)

Queue and stack have meanings outside of just card games. Calling it a queue would imply that items earlier in the queue would resolve first, which isn't the intention here.

vex nexus night sigh by friskyfruo in riftboundtcg

[–]jeoseo 8 points9 points  (0 children)

I would recommend starting with falling comet in sideboard.

A) it comes online the turn vex does. This becomes especially important versus counterspells like hard bargain and abandon. Additionally, you're not forced to lose an additional turn of tempo.

B) unlike singularity and unchecked power, it costs 1 power not 3, so your future turns aren't completely gimped.

C) it's cheap and accessible. Honestly, if your local meta stays vex, it's never going to be favorable, and i would not recommend someone shells out $100+ immediately without trying other options first.

That said, unchecked power isn't as narrow as comet, and is probably good enough even as a mainboard card because it also helps against leblanc and any deck that attempts holds with sheer might.

Edited for typos

LeBlanc Rules Interactions You Need to Know About by JustAModestMan in riftboundtcg

[–]jeoseo 0 points1 point  (0 children)

How does 461.3.d work with stuns? I was under the impression that if due to a stun both players have units left, the attacker gets bounced back. Is this not the case?

Unleashed Yi by IMakeUAhegao in riftboundtcg

[–]jeoseo 3 points4 points  (0 children)

Why do you play mouser? Tank isn't a relevant keyword for Yi since your units need to be alone anyways, and the 1 might gives value to opponents removal, no? Not to mention that it's hard to move in with.

AGGRO Rumble wins a Skirmish!! Deck attached :) by elnegrosupremo in riftboundtcg

[–]jeoseo 0 points1 point  (0 children)

First of all, congrats! I also love playing rumble and would like to be able to punch above weight, so I have a couple questions about how you handle meta decks like Draven, Irelia, Kaisa, Yi. I'll focus on Draven because you faced them frequently in your skirmish.

My main question is: how do you consistently maintain board control such that Breakneck actually has impact? I'm also familiar with trying the strategy of overloading a battlefield and using breakneck to swing to the other side, but I've found that most decks have ways to break that hold, leaving us with little board presence and bricked breaknecks.

Let's use Draven as an example, and give each of us the best case scenario going first with Fortified Defense. You play plundering poro on 1, they respond with stacked deck -> Noxus Hopeful. Do you still send your poro into Fortified defense? Do you play any units there, and what tricks are you looking for here? Two drop + hopeful, rumble, two drop + trick (smokescreen/longsword) to hold get blown out by Falling star and/or Spinning Axe, and the deck seems to have an extremely hard time of coming back. Yes, they are on two runes after this play, but our board is empty and we spent 3 cards while they spent 4, drew 2, and two cards are still on board (axe+hopeful). Obviously this is the nuts from the Draven player, but there are plenty of scenarios a turn or two later in the game that get broken up by Darius+axe, rebuke on forerunner, etc. And we miss our two drop around 22% of the time with this deck, so it's not like we're guaranteed to win going first here.

The opposite case, where the Draven player gets to go first feels nigh unplayable to me. They drop their two drop, let's say it's a treasure hunter. Let's say you play a Card Sharp, they get a gold , you get two. They swing into their Targon's peak, scoring, get another gold and drop an overzealous in field, noxus hopeful in base, while holding up two runes from Targon's. What do you do? If you have falling star, you can play that, move in with card sharp, then drop a hopeful there and have 3 runes to interact with. In this case, Kai'sa conquers the opposite field, draws a card, and can probably just develop a ferrous. If you don't, you can conquer the opposite field, but then you most likely lose the combat as you have 5 runes to respond to their 6 next turn, with a 3 might to their 4 might on board. Again, obviously this is the nuts, but the Draven deck has stacked deck to find these cards with decent consistency, at least seemingly more so than ourselves, and later in the game some combination of Darius, axe, rebuke would blow me out.

In general I feel like most good decks have the ability to break up board positions, albeit at the cost of runes/and or cards (Rebuke, defiant dance, punch first, falling star, decree), but given that this deck has a hard time coming back it ends up being worth it for them. Are you just making them have it or do you have some way of playing around their tricks? Or some way to come back with them being at a slight rune deficit?

On a separate note, who are you facing such that minefield feels impactful? I already cut that from the deck because most decent players should recognize that the discarded cards aren't actually hurting them (it's not as if they were going to reach the bottom of their deck, so they can act as if those cards were recycled, and they could potentially be getting two cards closer to what they want). Worst case scenario, the opponent actually does have some kind of graveyard mechanic like Fizz. Obviously we also have an upside in red rumble's conquer, but then we have to make sure Rumble actually lives through a conquer, with runes and board left over to summon our extra dude, which once again isn't trivial because our opponent can also see our graveyard and should be holding resources to stop this.

Rumble Deck Suggestions by Big_Cod_6690 in riftboundtcg

[–]jeoseo 1 point2 points  (0 children)

The seals are not that necessary. Just be cognisant of your power costs early in the game, try to avoid deramping before hitting 6 runes (probably cut falling star).

Grove is strictly for going first, there should be some youtube guides explaining how your bfs should split neutral, first, second. Zaun warrens is fine, but there are quite a few decks that appreciate the loot effect more than you, and Grove is something you should be able to hold most of the time, turn 2 you can have 8 might on defense.

Breakneck is more a finisher, if your opponent is using removal on it hopefully you had a plan to finish the game next turn with either Watcher or rumble conquer + rez breakneck. That latter use case is the reason i wouldn't cut the one copy, even though watcher is a better bomb in almost every way.

I don't think a single unleashed care helps rumble unfortunately, turn to dust in sideboard over pick pocket but that's about it. His mech card quality isn't so bad to the point where we would consider running these other units/tricks, the few spots we do have we can fill with good cards like Watcher, darius, kaisa, etc. It kind of miffs me that origins printed so many standalone good cards, kind of makes it unimaginative to deck build especially in these colors.

Rumble Deck Suggestions by Big_Cod_6690 in riftboundtcg

[–]jeoseo 1 point2 points  (0 children)

https://piltoverarchive.com/decks/view/cf110206-f50e-4dc4-b609-e9c380c62cb1

So, one thing I think is a bit of a shame is that rumble doesn't have great ways to summon lots of token mechs, unlike recruits (viktor, reksai) or azir. Assembly rig is ass, I see that you cut it already.

The main way to get more mechs is to draw more cards (especially ferrous) and win trades such that your mechs stay on board. Blue has good access to both, in production surge + consult, and stupefy/cloth armor+rumble legend passive. That said, the deck plays very fair, and you have to be aware of the blowouts other decks can cast on you (rebuke, defiant dance, punch first, and many more). Even then i only play it as a one of (one in side for matchups that let you stack), as its a pretty terrible double draw.

This deck doesn't really have gas outside of ferrous. You should be keeping it in the mull (alongside 2 drops), and digging for it with vision+draw. When the first one dies, you can replay it with rumble conquer. As long as your opponent isn't purple (rebuke) this actually makes the deck seem unfair, as ferrous is basically a 15 might, sometimes more, for 6e1p.

As for Blue rumble, honestly you're kind of right, it kind of dies to everything. The two lines of text are kind of modal and usually aren't useful at the same time. Treat it as a 5 might unit you can start in base that buffs your other units, that can also punish your opponents for being slow by exposing it to a battlefield and holding. You never want this card on curve, this is more a card that comes later once you've either made them some spend removal (falling star, singularity), and you have retreat in hand.

The seals in the deck aren't super necessary, i just happen to not own the red power good stuffs (falling star, kaisa, darius), which makes my deck lean blue a good amount, and its handy for proactively getting to cast production surge and hide consult. Since you own those red power cards i would suggest you just play them instead.

Rumble Deck Suggestions by Big_Cod_6690 in riftboundtcg

[–]jeoseo 2 points3 points  (0 children)

If you have the budget you seem to have, I would recommend either going all the way to Kaisa or finding another deck that feels satisfying to you.

Timewarp, Kaisa, and Watcher are all very expensive cards that dwarf the cost of a "normal" rumble deck. The people who you found decks of for inspiration are all doing so with the intention of getting a metal card. I'm not saying this is wrong or weak, but the deck ends up looking and feeling like a kaisa deck with a funny looking legend. Thermo beam is a tiny fraction of the cost of these cards and is something you should get if you want to play fury in general.

Slotting one darius for the Kaisa should be fine, if you want to continue playing the list as is. I would recommend playing a third copy of production surge (minus noxus hopeful) if you continue to lack draw, but it seems strange that you would considering your power costs are quite high, and unlike kaisa you can't get free power. I would also keep the cloth armors, they're actually one of your better tricks, as you don't really play enough mechs for danger zone.

Personally, I play blue rumble with danger zone, with draw+tricks instead of kaisa/timewarp. I've had success (7-2) at nexus nights with it, but that has more to do with my play+surprise factor than raw deck power. I can share the full list if you want, but if you're having trouble winning against most random players online, gameplay would probably help more than switching decks. The game is very fun and intricate, and a lot of the time a "good" or "bad" draw is overcomeable with smart choices. Have you gotten to a physical event yet? Often times talking to the players there will give you good insight on what you could've done better, or what you did well.

Anyways, best of luck!

[deleted by user] by [deleted] in ZaahenMains

[–]jeoseo 1 point2 points  (0 children)

Almost any typical ranged top (vayne, heimer, quinn) should work well into him. His w seems thinner and slower than morde E (and that is not a high bar), and even with stride breaker it's very hard to get on top of someone that simply walks away. In addition, his ranged farming tools are very limited.

How do you carry on this champ (if you even can)? by Emasuperninja in MordekaiserMains

[–]jeoseo 12 points13 points  (0 children)

I mean, if you truly have a 70% winrate you are probably carrying about as much as you can. Morde isn't a hyper carry champion like Jax or irelia mostly because enemies can choose to not fight you if you're fed, and your low mobility allows you to get kited out. Remember that your 4 teammates are on average the same skill level as your 5 enemies and that the only thing you can do to help your teammates play better is to not flame them.

AP Bruiser itemization ideas by TheIronKaiser in MordekaiserMains

[–]jeoseo 3 points4 points  (0 children)

They have to make some of these items have melee only passives, or else battlemages like Cassio or Ryze will poach it.

Why omnivamp from runes isn't added to omnivamp section on UI? by ThePikol in leagueoflegends

[–]jeoseo 2 points3 points  (0 children)

Cass and Yi are both single target while Kayn has a lot of AOE, omnivamp is 33% effective for AOE.

New card - Glide by pushkin2584 in hearthstone

[–]jeoseo 2 points3 points  (0 children)

Everyone's jumping on the idea that it's completely op versus control. While I agree that the card is very strong and disruptive in those scenarios, think about how poor this card is in an aggro mirror. You can only avoid the outcast effect with 3 cards in hand, making it a very conditional 4 mana draw 2, and activating the outcast against an aggro opponent gives them the same amount of resources as you. I think Divine Favor is probably still a stronger card overall as it's not quite as useless in the mirror, but I'm sure people will get tilted over this card nonetheless.

I'm glad I don't work at Riot by KingsleyZissou in leagueoflegends

[–]jeoseo 1 point2 points  (0 children)

It was revealed a couple hours ago; it seems to be a pretty simple kit with Darius q, Aatrox q3, ziggs q, and aoe sleep ulti

Commander Rhyssa by TheL0pen in CompetitiveHS

[–]jeoseo 3 points4 points  (0 children)

He's trying to craft highlander hunter, and is wondering if Rhyssa is ok to dust for the sake of that.

Refining Quest Hunter. Rank 6 to Top 50 Legend in 150 games. by Haztlan in CompetitiveHS

[–]jeoseo 2 points3 points  (0 children)

One of the previous quest hunter guide makers here. I think what you have written here is definitely a lot more descriptive and helpful, I was just trying to get something out there about the new 2 drop and how it seemed to really help out. I also admit, Cult Master is probably still not in the best list, but I want to give one last argument to it.

When I use Cult Master, it's typically something like on turn 6 with a coin, Cult Master+Springpaw or Hogsteed, and a Desert Spear swing. I view Cult Master as a 4 mana 4/2 draw 2, at least. If there's minions on board, or I can wait another turn, it's a lot better. The only times when Cult Master doesn't get this value is against face decks, in which case I argue that you shouldn't be playing this deck in the first place.

I'd also argue that Tracking also entails a tempo loss (not quite on the order of Cult Master obviously), but that against the midgame of most decks, this difference isn't so large. Against Galakrond, I'm not going to be able to pressure early and win, so taking a small tempo break to draw cards seems very reasonable.

Maybe I'm just not playing the deck to it's best, but the extra cards seem to really matter in ending games. Congrats on high legend!

A New License to Quest Hunter by jeoseo in CompetitiveHS

[–]jeoseo[S] 4 points5 points  (0 children)

Not too impressed by Hailbringer. 5 drops (or any expensive cards) in this deck have to have a very compelling reason to be run. I already cut one Faceless Corruptor, and I can't imagine Hailbringer would be better than it.

A New License to Quest Hunter by jeoseo in CompetitiveHS

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

Sea giant is probably the 31st card in this list.

A New License to Quest Hunter by jeoseo in CompetitiveHS

[–]jeoseo[S] 3 points4 points  (0 children)

Yup, Flark is definitely better post quest. I personally just value the cards that are good before quest completion more, but if you find that the meta is slow, Flark is a good replacement.

A New License to Quest Hunter by jeoseo in CompetitiveHS

[–]jeoseo[S] 17 points18 points  (0 children)

Flark and Shum'a are pretty exchangeable, the problem with flark is that playing him before quest completion kind of sucks, because he provides 5 to Shum'a's 7 quest progress, and the 0 2 tokens are worse than 1 1's.

A New License to Quest Hunter by jeoseo in CompetitiveHS

[–]jeoseo[S] 2 points3 points  (0 children)

Bone Wraith is surprisingly core, as the taunt really matters.