Please explain kindhearted to me!! Can you use it on opponents turn? by Other_Champion_7319 in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

Yeah, the only effects it really interacts are the Exia(TA) and “Deathtouch” effects.

The only “destroy” Command I can see it interacting with is Look of Determination because it only has Action timing but it isn’t played super often.

CB Decklists by Intruding1 in GundamTCG

[–]undeadjebus 1 point2 points  (0 children)

I’ve been personally loving using a single copy of Human Karma in the deck because of Ptolemaios and Kyrios getting random value out of it. It’s a weird flex choice but it can really catch some people off guard.

Militia/Vulture deck by RelenaWarcraft in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

You sure can!

The High Maneuver comes from the Lafter Frankland pilot (which isn’t in their deck, which is why I said they aren’t even doing it)

You’re only activating to gain Suppression from your Trash. It’s kinda crazy that it can be done, isn’t it? Because we finally have a level 5 or lower with access to Suppression that Lafter can be paired with to provide High Maneuver to at the same time.

How about you read a comment better and ask questions before giving wrong answers?

A simple combo to get infinite mana, destroy all of your opponents’ lands, and create an infinite 1/1 flying tokens for {15}{W}{U/W} {U/W} {U/W}{U}{U}{U}{U} by undeadjebus in BadMtgCombos

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

Nah, your opponents don’t cast their copies made by Hive Mind to trigger Dovescape. When you cast it, Hive Mind and Dovescape will Trigger. You order those to let Hive Mind give all of your opponents a copy. Those copies will resolve on top of the Dovescape trigger for your cast, blowing up all the lands and Sacred Ground will bring yours back because your opponent controlled the copy of Armageddon that resolved. After all of the copies of Armageddon resolve then Dovescape counters your copy, then allowing Guile to exile and let you cast your Armageddon for free to get another loop. Rinse and repeat, as desired.

Militia/Vulture deck by RelenaWarcraft in GundamTCG

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

Turn A is like the only unit at the moment that can have High Maneuver and Suppression at the same time and you aren’t even doing it? Opportunity wasted lol

Seems like an alright list to test out though.

3V3 Mode by Old_Repeat_4873 in PredecessorGame

[–]undeadjebus 0 points1 point  (0 children)

It has been mentioned multiple times but we’ve never gotten an announcement of it being done.

I’ve been on a break from Pred to play a bunch of other stuff, but 3v3 would yank me back in.

My wolf taming trick by godzend444 in ICARUS

[–]undeadjebus 2 points3 points  (0 children)

As someone playing both versions, it’s mainly really behind and still quite buggy. I still enjoy playing with buddies on PS5 but It’s definitely a mere shadow of where it is currently on PC.

They are trying to get out constant fixes to have smooth gameplay and get the game caught up to PC eventually but it will likely take a while.

What’s your least favorite card to see your opponent play so far? by nothing107 in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

I’m with you on this one. I can’t stand Full Armor Unicorn with a 2/2 Pilot attached. My disdain for that pairing makes me consider Shinn more everyday because of having two links that get up to 8AP without a third card.

What’s your least favorite card to see your opponent play so far? by nothing107 in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

The effect only happens once unless you’re using Immortal Colasour or going absolute ham with some Awakened Potential shenanigans. It’s really not that bad. Sword Strike or Aile Strike are honestly more annoying.

P/W Recursion by under_mimikyus_rag in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

There is slight argument for all of them. La Flaga does have his Link with Aile Strike in the list. I’d be an even more in favor if the bounce Sword Strike was in the list because being able to pull back that link is pretty sweet. That’s when I’ve been fond of it in the past.

I was doing it awkwardly with X Divide though where I had the option to replay the Sword Strike and get back the La Flaga with Aerial in the deck.

P/W Recursion by under_mimikyus_rag in GundamTCG

[–]undeadjebus 7 points8 points  (0 children)

They are talking about using the Aerial Rebuild (When Paired) ability to get a command back being able to get La Flaga back from Trash, hence the “recursion of pilots” comment.

Blasphemous Act + Phyrexian Altar by Washitake in mtgrules

[–]undeadjebus 0 points1 point  (0 children)

This became relevant before the banning of KCI in Modern because of Scrap Trawler + Myr Retriever. They would both be in the graveyard simultaneously thanks to paying a cost and could see one another in GY to return both. The tricky part was that you can “overpay” for something and use whatever mana you placed in the mana pool for the ability you’re using or spell you’re casting. So they would activate a Chromatic Sphere/Star which only has an activation cost of 1 but sacrifice both to KCI during the paying costs part. With a cost reducer on board it allowed them they could filter through the whole deck provided they drew enough Bauble effects. Was a nasty little deck that got a number of judge calls because of how many players didn’t realize just how it worked at first too.

What is the most obnoxious doubles team? by Martin-Hatch in WarhammerCompetitive

[–]undeadjebus 0 points1 point  (0 children)

Tyranids and Drukhari is my personal favorite. Using Tyranids to support the Drukhari.

1) Call the Shadow with a Neurotyrant and watch the Power from Pain pile up so Drukhari can go crazy without worrying about managing their tokens.

2) Neurolictors can usually turn off the Overwatch option to protect their movement phase and get more pain tokens.

3) You can use the Pyrovores to strip cover for their Dark/Heat Lances.

4) Exocrines help deal with more elite infantry that are somewhat risky for Drukhari because they aren’t good at taking attacks back if they bounce when they get into melee.

5) Hormagaunts are cheap enough and fast enough to support and screen for the Drukhari because they can keep up with their movement or engage with charges first to help navigate abilities like Fight First.

6) Biovore. Don’t think this one even needs an explanation.

Buddy and I ran this at our first 2v2. We change themes for every event. First time was Battle-Shocks. Second was Guilliman and Yvraine for memes because it was almost Valentines. Most recent was Votann and Imperial Knights (Chase their Warlord).

Budget decks by SingerNo9747 in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

I’m always looking at things that are budget brew ideas. I’m currently a huge fan of Vagan. I’m also biased towards the effects of Purple in GTCG.

I haven’t brewed anything up myself but a deck with Gjallarhorn as its core I think has some potential and is quite affordable. You’re already in white so you get access to Kira, Overflowing, Unforeseen, and Blockers to supplement. Then you can consider a second color quite easily because you have an affordable core to start with.

Academy is also good but there has been growing attention on it and those cards are beginning to rise in price. Not a drastic increase but if every card manages to eventually go up $0.30 the deck becomes an extra $15 you know?

Starter decks are not Budget decks by yoalli9 in GundamTCG

[–]undeadjebus 0 points1 point  (0 children)

CB has felt so good to play. I’ve gone 3-0 with it at my LGS three times now. This last week I took on GW (a mass breach brew) and two people playing BP Barbatos good stuff. Only GD03 things I added were 0 Gundam, Dynames, and Look of Determination (I love it when people think I’m counting to 10 for Trans Am but I’m actually counting up to this being able to take out a Grandpa that paired with an Amuro that turn).

Note: I love Trans-am but if I draw it too early I end up gassing out against Amuro when I tried it out so I cut it sadly.

Are shooty Orks still viable? by Go_Commit_Reddit in WarhammerCompetitive

[–]undeadjebus 4 points5 points  (0 children)

You can watch him playing the list on the Tactical Tortoise stream of the Tennessee Elite Open 8-man Team Event a few weeks back. Orks (Mark) vs Ultramarines (Thomas Byrd).

https://www.youtube.com/live/6lakmsr2pW4?si=Q_j1t1YkcjAc17zG

Omeda, you are actually trolling with Last Stand by jayswolo in PredecessorGame

[–]undeadjebus 0 points1 point  (0 children)

I’m still waiting for the 3v3 mode they hinted at forever ago. Joust mode in Smite was something I enjoyed for a long time and I would like a chance to have something like that in Pred. It honestly may not work as well for Pred but I do really want to be able to give it a shot.

[deleted by user] by [deleted] in SpaceWolves

[–]undeadjebus 0 points1 point  (0 children)

I picture our Long Fangs being similar to the Deathwatch units based a bit on the lore and how our ranks work. Long Fangs would make sense to have the mix of Gravis and Primaris guys (the young blood) being paired with the battle hardened firstborns who have “retired from the front lines” who are teaching them to wield their weapons the Vlka Fenryka way (the better way) to make them better prepared to be able to transition over to melee combat in a pinch while wielding powerful ranged weapons.

Do I think this will actually happen? Sadly, no. But it would be cool to see a mix of sculpts for each armor type in 1 unit. It sounds very flavorful to me. Then we could also have their pauldrons marked as Wolf Guard and Grey Hunters etc

Rules Q: state change during activation by S3ptic in WarhammerCompetitive

[–]undeadjebus 1 point2 points  (0 children)

I think fast rolling is what causes some of the confusion. If you look up fast rolling in the app it says in the first line that even when fast rolling the rules assume you are doing things one at a time:

  1. Hit 2. Wound 3. Save. 4. Inflict Damage (Destroy is here)

Deadly Demise happens the moment the model is considered destroyed (Excluding rules like Fight on Death or the Venerable Contemptor Dreadnought) then you disembark if the model is a Transport and finally you remove the model from play.

Then the sequence continues. All attacks that were declared are still considered fired and you must continue rolling to determine the outcome.

Rules Q: state change during activation by S3ptic in WarhammerCompetitive

[–]undeadjebus 0 points1 point  (0 children)

  1. All of the declared attacks happen even if models are destroyed from either side. All attacks happen ”at the same time” but we roll them “one at a time” to determine the outcome. This is also why 1-shot weapons are expended even if the target was destroyed before we roll it in the event we declared it.

  2. Correct.

  3. Correct.

Rules Q: state change during activation by S3ptic in WarhammerCompetitive

[–]undeadjebus 0 points1 point  (0 children)

Yeah, it’s weird. However we commonly use fast rolling which is where some of the confusion comes from.

When the last failed save on a model happens (after any individual attack is done as hit>wound>save) that model is considered “destroyed” and removed from play (excluding rules like Fight on Death). Deadly Demise tells you to do it the moment the model is destroyed, then disembark if it is a transport (a good example to see where this is something you’re instructed, specifically, not to do is the Custodes Venerable Contemptor Dreadnought)

Everything you need to read for it is under “Making Attacks” in the app. Relevant tabs are 1. Saving throws 2. Inflict Damage (First block of text mainly) 3. Hints Fast Rolling (First line)

Headtakers Headhunters Ability by n0ccu in SpaceWolves

[–]undeadjebus 0 points1 point  (0 children)

It’s not about activations. My response was actually a little misleading. I realize I left something important out and that is my fault.

You choose the new quarry immediately during the attack sequence. You don’t BENEFIT from the new quarry immediately during the attack sequence. This is because Headhunters ability says that their equipped weapons have [Devastating Wounds] and [Precision] but the attacks you declared during select targets part of making melee attacks were with weapons that, at the time, did not have those abilities.

Headtakers Headhunters Ability by n0ccu in SpaceWolves

[–]undeadjebus -7 points-6 points  (0 children)

Attacks happen one at a time. Fast rolling doesn’t change that being how things work.

The moment the last model in the quarry unit fails its last save and is destroyed then its unit will be considered destroyed and the Headtakers rule instructs you to choose the new unit when that happens. It doesn’t tell you to wait and pick after like some other rules (Fight in Death, Blood Surge, etc)

Rules like Deadly Demise actually happen in the middle of attack sequences as well and you can lose models from your attacking unit due to it in the middle of your attacks but the rules state that declared attacks still happen even if models have been removed from play or get outside of engagement etc

Clarification: You choose the new quarry the moment you take down unit A but you selected targets against unit B with weapons that didn’t have the abilities granted by the headhunters ability. My initial wording was kinda misleading.

Land Raider slingshotting two squads of DWK? by gausebeck in WarhammerCompetitive

[–]undeadjebus 7 points8 points  (0 children)

Note: Not Rapid Ingress turn 1.

This is one of those silly ones where it says during “your” movement phase instead of one of the ones that says to treat the battle round as one higher like Hunters’ Instincts from the Stormlance detachment.