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Flamy

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Posts posted by Flamy

  1. 7 hours ago, Calyurso said:

    If I use Eldigan 5/4 first skill: " Darkness-Cleaving Sacred Blade AUTO Once Per Turn At the end of your Bond Phase, before you begin your Deployment Phase you may have a second Bond Phase. "
    If During this Second Bond Phase I play Seliph, Can I activate " Bond Skill Seal of Light Bond Skill AUTO When this card is placed in your Bond Area by the effect of a skill, you may unflip a card in your Bond Area. " from Seliph 5/4 ? (In my mind it's a No, but I hope for a Yes..)

    I feel like it's been answered before, but it's not the effect of Darkness-Cleaving Sacred Blade itself placing Seliph into the Bond Area, but rather the skill enabling you to put down an extra card in the Bond Area. As a result, Seal of Light does not activate, and you do not get to flip a card in your Bond Area face-up.

  2. For me? It usually starts with "who do I like", then ends with "but what do they do", and "how do they do it". Only consider the first question, and you'll probably have some degree of fun optimizing around them.

    I've been out of this meta for a while, but unless your deck oozes with advantage generation, you should consider having a good high base Attack to consistently rely on, both to keep you alive during your opponent's turns, and to make it easier to hit face during your turns. 

    Shannan sucks. While Divine Blade: Balmung is an amazing way to fill your hand with Evades, remember that you also reduce your hand to nothing BUT evades for Shanan, while also requiring a big hand to get the most out of his skill. Because of this, it's a "win more" thing. Promised Sword will rarely come into use, unless you're either buffing the shit out of the untapped unit, or only using it to clear rabble, in which case, it's on your opponent to keep things out of the Front Line.

  3. On 6/7/2018 at 2:58 AM, 341 said:

    I get that it's hard to pull off, but would pulling it off be worth the effort?

    what part of "grossly overcosted" do you not understand?

    no, the mage trio is just pack filler, if you have to go out of your way for something like that, with so little return compared to even Delthea or Faye Overclass, it's by no means worth it, ever

  4. 18 hours ago, Calyurso said:

    Same question for Zelgius/BK, and other Double identity Characters (except Sirius/Camus/Zeke).

    As long as neither of them have the same name as the other, you can support them. Gawain does have the clause of also being treated as Greil, so it's a no-go for that.

  5. 1 hour ago, Cute Chao said:

    I was just wondering, are any of Kent's cards included in any of the starter deck packs, or would I have to obtain him separately? 

    Unfortunately, none of the current trial decks include Kent as one of the cards. You're gonna have to either pull him from Set 7, or purchase single copies of his cards.

  6. meh, their effects are all grossly overcosted, considering that you need all three of them to be out, and even then, flipping 1 to temporarily be a 60-attack unit isn't that terrific

    no way to reliably get them in hand or on field (tutoring, if you're familiar with the term), Fotla hits only Orbs, so you can't actually kill with them

  7. 15 hours ago, Calyurso said:

    I can only heal when she untaps at the beginning of my turn, or If I move her and use an effect to untap?

    Technically, yes, you can untap her during any phase, to activate her effect, but doing so requires such dedicated cards to be added into your deck, that there's really no point in doing so, as you get a much greater net loss.

  8. 13 hours ago, Calyurso said:

    Q1:  During the Battle Phase, Can I critic on a successful attack ? (I play Skrimir, and it's to growth him from retreat with Ena)

    You must declare a Critical Hit before the Attack of each unit is compared and/or before your opponent declares that they will Godspeed Evasion or not.

    13 hours ago, Calyurso said:

    Q2 : If I want to Class Change Marth-Following Dragon Princess, Tiki (Basic) B11-094HN  with  Awoken Daughter of the Dragon Ruler, Tiki (Promoted) B11-093SR  , I need 4Bonds : Does one of this bond need to be facedown (colorless) to CC, or I can play colorless card with, for example, 4 Red Bonds ?

    As long as you control 1 face-up card in your Bond Area with the same insignia as the unit you're placing down, you can do it. As colorless cards have no insignia in the first place, you don't need to care about this.

    13 hours ago, Calyurso said:

    Q3 : The 3rd Skill of : Nightmarish Rampaging Hero, Ike (Promoted) , If you don't have any ally (or ally 'cannot be destroy by the effect of a skill'), what happens ? I should destroy Ike himself? (orbs, if he's MC)

    As far as I'm aware (@TheVinceKnight may want to correct me on this), yes, you do include Ike himself among the list of targetable units. Thankfully, I believe he cannot destroy 1 unit multiple times, or we'd be seeing people take 5 damage.

    13 hours ago, Calyurso said:

    Q4: I want to clarify the " When this unit is untapped" skill, on Leanne, Ayra, Tiki, : Is it When this card pass from the position Tapped to Untapped, or As long as the unit is in the position untap ?

    As untapping requires you to be tapped in the first place, it is the former. For Ayra or Tiki, you'll sometimes see people moving from the Front Row to the Back Row when going first. This is to get the Attack boost during their next turn.

  9. 3 hours ago, Poimagic said:

    I have a few questions. I don’t have as many and when I first started thanks to watching Cipherfaire, but I still have few questions.

    1) When are bonds added to the bonds pile and how do they work?

    2) How do you move units? Can you don it infinitely or can you only move a unit once per Turn excluding card effects?

    3) What are some decks that favor the long game, as the long game is my main play style.

    1) Bonds are placed down from your hand into the Bond Area during the Bond Phase. Any card can be placed in your Bond Area (unless otherwise stated). They're used not only as a limiter for deployment, but also for paying the costs of your units.

    2) You can move units during the Attack Phase by tapping them, and moving them to the other row. Theoretically, there is no limit to doing this, as long as you can untap the unit afterwards, and move it.

    3) A few handful of decks love the long game, like Grima, Nino, Elise, and probably some others, I haven't been in the metagame in a while, but I remember those as being particular culprits of a strategy known as "mage stall".

  10. On 1/20/2018 at 9:58 AM, Famalamadingdong said:

    mae, berkut, tana, tsubasa oribe, selkie, anna, faye, hinoka, lilith, oboro, olivia, shade, tana, a!tiki or velouria deck

    literally all shit as MCs, except for selkie, which is outdated as hell, last i checked, also you listed tana twice

    Mae, Tana, Faye, and Olivia all are decent-to-obscene splashes, with Faye being the best, and Mae coming in second.

    Selkie's thing is that her skill works both offensively and defensively, which means that she approaches big numbers, if either player deploys units, and you can get her out early. One guy makes her 70, comparable to most characters. Two guys makes her 80, which makes her harder to hit from there. Couple that with native cards like Mikoto, Takumi, and Setsuna, along with another faction like Purple, Green, or Red, and you either play aggressive, to blast opponents down, or you play the longer game, and smash your opponent's face in with big cards.

  11. 19 hours ago, TheVinceKnight said:

    The program is Lackey but it can't do five rows of ten either l u l

    you can change the size of card images in tiled mode with the scroll wheel (and hide the taskbar for maximum screencap coverage)
    unless you don't have a big enough screen, in which case, ultra-rip

  12. Okay, first off, stop using the translated names, or I'll get an aneurysm so strong, it'll destroy the Cipher Discord, if it isn't dead already.

    Second off, literally 0/10 strategy. You'll run out of hand advantage quickly, and when your opponent catches on that you've got a lot of Navarres and Samtos, who will be clogging your deck and hand up with 10 and 0-Supports (remember, a support by a card with the same name as the unit it supports will fail, and give no support effects or add its Support to the unit's Attack), they will set themselves on slapping you with minimal-effort hits, eventually forcing you to lose your hand. 
    Merric does nothing, as you have few ways to trigger its skill, without wasting time or Bonds on slow units, like Linde. Similarly, Shiida uses too many units to be worthwhile, and May as well throw another beater into the mix, like Talysian Mercenary, Ogma, who gains 20 Attack while you have some low drops. Sprinkling a few other decent cards like Prince of the Alliance, Marth, could be good. Don't ask me too much about it, though, I haven't played Red in a long while.

    Hell, actually, you may as well end up playing Ogma or Navarre, who won't be that much more of a complete waste or frustrating to play as Samto.

  13. 17 hours ago, Poimagic said:

    So, how do you play this game? I've read on how to play, but I still don't understand how to play.

    Another question, I wanted to attempt a deck build, one based around Erika as the main. What would be ideal cards for said deck?

    You don't. Everybody just talks about the game, but nowadays they usually don't actually play it.
    Joke comment aside, what's gotten you hung up on the rules? We might be able to clarify some things.

    Eirika, Eirika... Her SR's tempting, isn't it? That prevention of her own destruction, and also the ability to move backline units, a valuable power, what with some players moving their Main Character to the backline in order to keep them safe. I'm gonna advise you to not focus on that, it ends up too heavy, and doesn't really give you much in return. Consider a more aggressive deck, featuring B11-002R Princess of the Sacred Storm Blade, Eirika, adding some other alternate promotion paths for her, to complement against matchups that may be less favorable for aggro (aggressive decks). Add in stuff like B11-022HN Gamble-Loving Mercenary, Joshua, and maybe B11-078HN Prince of Aytolis, Rowan, you might be good.
    Overall, though, you should have fun. Don't try and worry too much about having a "winning" deck, that'd just be playing max Grima stall. Nobody likes that.

  14. 18 hours ago, TheVinceKnight said:

    For your case though, if there's a case where you send a bond to the retreat or back to hand before your deployment phase, you can deploy more I guess.

    Following up on this, you COULD, on some occasions, use Deirdre or Julia's skill to replace your Bonds with those of other factions, letting you deploy other things.

  15. 13 hours ago, 341 said:

    Yes I started out with the starter deck and than edited it. Thank you for the feedback, I have a few questions if you don't mind :

    I should even max out the hight cost cards? (like the 3/2's and 4/3's)

    Also what is a good number of cards to have of your main? 

    Arvis is basically only used as a one card removal of bothersome units, is that acceptable to be played as a one of? Or should I even then avoid such cards? 

    The flyers are in the deck for the support values, is there a guideline to how many you should have of them? 

    I'm on you.

    • Max out everything you can. The less particular cards you have in a deck, and the more of each card you have of them, the more likely you'll draw into a card you need, like Arvis. Sure, it's still a near-zero chance, but it feels better to know that you had a 16/30 chance to get it right, instead of a 1/30. On the same note, try to have as little cards as possible, bringing only low-costs that have good effects, like mages, or ones that enable CCS or LvS. It's like lowmanning in FE games, you'll be able to more efficiently get cards in and out. 
    • However, in opposition to this, try to keep as little cards of your Main Character that you can't use lategame as possible. You have it right with only one copy of your Field Cost 1.
    • Sigurd as a Main Character, though, if I may, is a literal dumpster fire, and you should drop it, probably for someone like Seliph, who can do other things, like retrieve free crits, and unflip your shit.
    • Healer units, for your case, are completely useless, as you waste Bonds, which is an important resource for Holy War Flag. Have you considered using a secondary faction? It'll increase the available cards at your disposal, letting you patch up your healer problem with cheaper healing options, though it may clash with certain cards in your deck. 
    • Another thing to note: Attack gains have diminishing returns. No matter how big your Attack is, except in certain circumstances, you still only break 1 Orb with an attack. Even if the 10-Support cards have really big Attack, it doesn't matter, if they end up either crippling you with their low Support, or just not getting enough power to pull their weight. You're more likely to Support a card than you are to draw it, remember that!
    • Fresh Pegasus, Emma may be able to bail you out of a situation without having a unit around, but she can only do it once, so having another unit, like Wings in Search of Her Master, Erin, or Pegasus Knight-in-Training, Fee, to move your units around, is also nice, on TOP of their amazing 30 Support (another detail is that they also have decent Field Cost 3 cards). Hell, all of your Bond Skills are generally a one-time deal. B06-004SR Maiden of Destiny, Deirdre, can help you with that, by stopping most dragons (except for ones that are the Main Character, like Corrin (Female), she's popular, from what I hear), and also flipping your bonds face-UP. 
    • Instead of Emperor of Grannvale, Arvis (I assume this is the one you're talking about), consider using Head of House Veltomer, Arvis. As flipped bonds are borderline useless to you, he can easily drag an enemy unit to the Front Line, which exposes it to attack, whether it be a pesky unit that's doing too much for your opponent, or a cowardly Main Character. If not, though, I do suggest having him as either a 3- or 2-of, which will round out any complications with having 1 card of your Main Character's Field Cost 1.

     

  16. Target: Make Nino not fucking stupid as hell, and probably Grima, too. (DISCLAIMER: I am not a very good game designer.)

    If you didn't already know, I hate Pious Mage, Nino. I hate a lot of other things, including this game, but I especially hate her. She's a Field Cost 4(3) unit, meaning at best, you get her out at Turn 3, assuming your opponent lacks the resources to kill a 30-Attack unit, which they probably will, if you have enough copies of her. Her strength lies in "I'll protect my family!", a skill that lets you, for the low cost of stacking a card from your hand, gets you a card with the same name as your Main Character, resulting in a +0... USUALLY. On top of THAT, if any of your units are successfully supported by Nino, your turn or not, you can flip a Bond, once per turn, to activate "Daughter of Magic", and draw a card. This stacks with Mage Emblem, which can especially result in some fun filtration of cards, as you whittle through your deck, and inevitably have all your copies of the Main Character in hand. I reiterate, Nino has THE two abilities that are highly sought-for: Giving you copies of the Main Character, and drawing cards, both things that unfortunately also get stall decks really fucking wet.
    Let's change that. Nino's "I'll protect my family!" becomes, "(ACT) [Once per turn] [Tap this card, discard 1 card, and flip 1 Bond] Add a [Tome] unit from your Retreat to the top of the deck.", and we'll change "Daughter of Magic" to, "(AUTO) [Once per turn] [Flip 1 Bond] During your turn, when an allied unit is successfully supported by "Nino", you may pay the cost, and if you do: Draw a card."

    Now for the star of the show: Baleful Dragon, Grima. I haven't been around for a while, but from what I gather, you guys are actually just going nuts over the new Fem Corrin, so I have no idea if this change is even necessary. But who cares, I'm me. You know why this card is straight-up stupid? Because it generates an infinite wall that also makes herself strong as hell, on top of her being 1~2 Range.
    First off, "Grimleal". It now becomes "(ACT) [Once per turn] [Flip up to 3 Bonds (minimum 1)] Send the top 3 cards of your deck to the Retreat. Then, for every Bond flipped by this effect, add a "Risen" from your Retreat to your hand that was not sent to the Retreat by this effect. 
    While we're at it, we'll add a "(CONT) If this card has a 'Robin (Female)' underneath it, its name is also 'Robin (Female)." 

  17. 10 hours ago, RedEyedDrake said:

    Given the Faye that has been revealed today I'd like to double check something. If you already have a given unit out and you'd like to Level Up said unit with a card from your hand that has a promotion cost you DO have the option of choosing to ignore the promotion cost and pay the "regular" one to place the aforementioned promotion on top of the aforementioned unit, right?

    Also, that would obviously count as a Level Up but would using the "regular" cost also count as a Class Change?

    Unfortunately, no, you MUST use the Promotion Cost. As the rules go, you use the Promotion Cost instead, which means you get to play this card... a turn LATER than usual. Sorry, you can't have your Orb removal that easily.

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