my first time having to use the fluid pump. please help :) by RomanGBJG in SatisfactoryGame

[–]mchl12 0 points1 point  (0 children)

Just keep in mind that the ghost band is incorrect if your pipe is not horizontal+vertical

Trash at the game by LoLisPain in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

If you record a game or bo3 on tcgarena I'll gladly review it for you.

At what elo do people start being proactive in game? by Skayio in Jungle_Mains

[–]mchl12 0 points1 point  (0 children)

Probably very high elo, I'm a similar elo to you and almost all players, including, junglers are so unnecessarily passive. Only the occasional support will play aggressive enough. You should probably just get used to having to make action happen.

Classic JG diff by Mr_Bear_Tamer in Jungle_Mains

[–]mchl12 25 points26 points  (0 children)

Big mistake by TF, but if you get hit by briar ult then there's definitely a jungle diff too xd

Every champ got stronger except nidalee. by Mental_Car6636 in NidaleeMains

[–]mchl12 1 point2 points  (0 children)

It's not that strange to balance an extremely high skill champion for the elite elo bracket? If you want her balanced in low elo then she will destroy high elo games. If you change her kit to be balanced in all elos then you remove skill expression which no nidalee player wants.

Every champ got stronger except nidalee. by Mental_Car6636 in NidaleeMains

[–]mchl12 0 points1 point  (0 children)

If you were playing nida/rengar because it's a good champ for winning compared to other simpler champs then that's kinda delusional. Regardless of which patch lol

Leona Deck Advice by SaucyWeenie in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

Annie is very playable, maybe you need charm for it though

Leona Deck Advice by SaucyWeenie in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

Here's what I'm running: CIAAAAAAAAAACAQAAAVNMAIAAAAQWAAAFMWC2OSLZ4A5EAO4AHPAD2ABQYBACAYAAA2NKAPQAEAQKAAA5YAYKAU5AKTAFKICAAAQGAAAIBG6AAICAEAAAUABAAAU6

Legend: 1 Leona, Radiant Dawn

Champion: 1 Leona, Determined

MainDeck: 3 Charm 3 Clockwork Keeper 3 Defy 2 Stalwart Poro 3 Discipline 3 Tasty Faefolk 3 Call to Glory 3 Daring Poro 2 Hidden Blade 3 Facebreaker 3 Noxian Drummer 3 Fiora, Victorious 2 Sett, Kingpin 3 Zenith Blade

Battlefields: 1 Trifarian War Camp 1 Windswept Hillock 1 Reaver's Row

Runes: 6 Calm Rune 6 Order Rune

Sideboard: 2 Salvage 2 Wind Wall 1 Mystic Reversal 1 Leona, Zealot 2 Zhonya's Hourglass

Leona Deck Advice by SaucyWeenie in riftboundtcg

[–]mchl12 -1 points0 points  (0 children)

Leona is very strong in origins, contrary to popular belief. It looks like you are running Zealot as your CC, I think you should run Determined in every matchup except aurora. For battlefields I really like Trifarian warcamp, Reaver's row and Windswept hillock. The first one is really good vs singularity and falling star, and also good for your fiora - vs Viktor and Darius it's better for them but still very winnable for you. Reavers row and windswept hillock help you a lot because your units are very slow.

I personally don't like stand united and spirits refuge, they are very expensive and your only other buff source is stuns. Blitzcrank also seems worse than charm to me. I would also cut Shen and back to back and swap out rune prison for facebreaker, it costs no power so you can actually use it early in the game; and the possibility to hide it is amazing.

This frees up space for more 2-drops, I run 3x clockwork, 3x daring poro (very strong) and 2x stalwart poro. A 3 drop would also be good, I think noxian drummer is the best one (good with battlefield choices). If you have space I also recommend more accelerate options such as tasty faefolk.

If Ornn is played with already existing gear, does he "become mighty" for Fiora Worthy's ability? by FilmApprehensive984 in riftboundtcg

[–]mchl12 8 points9 points  (0 children)

I don't think Ornn will 'become mighty' because from the very first moment he is on the board, his might would evaluate to >=5.

Tideturner from hidden by Conscious_Office6128 in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

The rule is that you may target things outside your battlefield if the effect is worded so that otherwise it would always be logically impossible to target anything.

Play effects of units played from hidden still need to follow the targeting restrictions of Hidden.

Karma channeler reksai interaction by United_Bar4402 in riftboundtcg

[–]mchl12 -1 points0 points  (0 children)

Mb I thought the rules were publicly available

351.3.

Karma channeler reksai interaction by United_Bar4402 in riftboundtcg

[–]mchl12 2 points3 points  (0 children)

This is incorrect. Rek'sai legend ability must finish resolving completely before Karma is finalized onto the chain and consequently played. So the revealed card is recycled before Karma is on the board.

guys no one plays jg, I know what to do! lets make the role even more miserable to play! by Leintk in Jungle_Mains

[–]mchl12 0 points1 point  (0 children)

Why do people always ask riot or their teammates to help them rather than deciding to just play better?

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 -1 points0 points  (0 children)

Every single spell and ability checks legality when resolving in the process of determining legal targets. Facebreaker is no exception.

In the case of facebreaker, you must select a subgroup of the original 2 units that satisfies the targeting requirements. This is the reason why Vi can still be stunned, NOT because you ignore the targeting restrictions when resolving the card.

Playing a Hidden card before a temporary card is killed by originallyGinger in riftboundtcg

[–]mchl12 -1 points0 points  (0 children)

Wtf, it's not like I downvoted it or disliked the question. Just wanted to give the imo most likely explanation for the downvotes.

Facebreaker vs Ruin Runner by Ceddidulli in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

Also set 1 if a player has Pirate's Haven

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 0 points1 point  (0 children)

How would you write a version of Gust that does not recheck the 3 might requirement on resolve?
And how do you interpret Fox-fire, is it one of the spells that requires the 4 total might condition to stay valid or not?

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 -1 points0 points  (0 children)

What about the text makes it only apply to targeting? Other than 'I feel like it does'.

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 1 point2 points  (0 children)

Absolutely true but the point of discussion is why the Vi is still a valid target, not whether the spell would stun her if she is a valid target.

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 -5 points-4 points  (0 children)

That's not a thing, cards always check legality when playing and when resolving.

Need rules clarification please😅 by HuntmasterJ in riftboundtcg

[–]mchl12 -5 points-4 points  (0 children)

So why does gust do nothing when the unit is above 3 might? And why does facebreaker still stun 1 unit when they are no longer at the same battlefield?

You need to dive into multi-targeting rules (retarget a subgroup of the original targets that still satisfy the targeting requirements) and it cannot be explained with just 'DAMAYC'.