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Nanaka

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  • Favorite Fire Emblem Game
    Awakening

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  1. Do you have something more interesting?
  2. I don't understand what u mean by aqua 4 being 4 bonds. You mean like being only able to play her on turn 4?
  3. Oh sorry I totally forgot to mention why black. It's for kamuiM to zap pesky enemy backfield, and let aqua4 to gain ccs2.
  4. What kind of deck did u play against? My playstlye is promoting to ryoma5 directly. I almost never promote to flying ryoma, which will allow me to have more cards in hand by taking in dmg. I use aqua2, ninjas, mozume and sometimes the fliers to tank a hit or two after moving ryoma 1 to back row in turn 2/3. My opponent usually refuse to kill aqua2 knowing I will just reuse the effect, but will end up having to kill it after I promote aqua. As to aqua and kamuiM being cloggy, I would happily bond Aqua if needed, that would reduce 1 10 support. If late game cards like the above 2 are in my hand too early, I would use them for ninja emblem. About turn 3 4 5, it usually goes like this. Turn 3 : play saizou and archers to snipe back row. Aqua2 if it's on hand. Won't play more than 2 units, usually q T4: promote ryoma. Won't have 4 white on the field yet T5: ryoma rez aqua2. If possible, ccs into aqua 4, use remaining 3 bonds for 3 other white units. (Would have prepared before hand at least 3 1 cost white.) More.often than not the aqua 2>aqua 4 would get me the aqua4 ccs I needed, or a drawing into a ryoma directly. I try to aim for deck compression and a refresh before I try to end the game. I would lock the things I don't need like aqua 10 supports, Ryoma's kept in hand(ryoma5 preferred so ryoma4's 30sp can be reused), mozu3 and kamuiF in bond/field. That would result in hopefully archer, flying, prayer, and resistance emblems being triggered. Pardon if I miss out anything or train of thought is off. 3 degrees in Japan is very new to me.
  5. Yes I built this myself. The twitter post u saw might have been mine because I posted there too (@toynanaka). I have no problem maintaining 4 white. I just make sure my hand had enough different white units to activate when I promote to ryoma5. Also kamuif 1 black is also considered white
  6. Who do you plan to use Hinoka on? There's not many legal (and useful) targets considering it will be turn 4 or 5 when u get her out
  7. Hey Ignis, I'm curious how do you build your deck. Could you post a few of yours?
  8. Soren 1 is a refresh engine, not draw since you need to discard a card. Unless you got draw engine and hand refresh engine mixed up too?
  9. Dude, where are u getting your card effects from? Soren 1 is draw 1 discard 1 when triggered as your attacking unit's support, its not an active ability when he's on the field. And Soren4's "discard 1 Soren , target 80 attack enemy unit gets failed support this turn" can only be used on your own turn. Also his 1st ability lets you draw a card when your hand size is 3 or below, and it's before your start of turn draw . So meaning if you started the turn with 3 cards you draw 2 more.
  10. note: opt means once per turn, fbX means flip X number of bonds All effects are unconfirmed as the screenshots are blurry Soren Auto, Opt. When another unit levels up, draw a card, then discard a card. Cont. Anti-flying +20 Tibarn Cont. +10 for every other Fang unit. Cont. When this unit's attack power is 100 and above, all other Fang units gets +10. Naesala Act, opt, fb1. This unit gains range 1-2, tome, and anti-flying +30. Auto, opt. When another Fang unit is deployed, and there's another Fang unit, other than this unit and the one just deployed on the field, draw a card. Elincia Act, tap, fb1. Choose an allied unit. Choose a card from your graveyard with the same unit name and place it under the targetted card.(The targetted card is now considered Leveled Up, and if it has a CCS skill it can use its CCS skill) Prayer Emblem Nephenee Cont. During your turn, this card gains +10 power for every card stacked under this card. Auto. When this unit does a Critical, choose a Nephenee card from your graveyard and place it under this card.(The targetted card is now considered Leveled Up, and if it has a CCS skill it can use its CCS skill) Aqua Act, opt, fb1. Look at the top 3 card of your deck. You may choose to discard any amount to the graveyard, then put the rest of the cards back to the top of your deck in any order. Cont. If there are 2 or more face down cards in your bond zone, this unit gets +10. Union Skill (New mechanic!). Special: If you have 1 or more Anya/Nohr cards in your bond zone, this card gains a Class Change cost of 2. Shinonome When supported by Siegbelt, attack + 30 Attack emblem Siegbelt When supported by Shinonome, attack + 30. Attack Emblem Sairus Cont. All Anya/Nohr allies and Anya cards in the graveyard is also a Byakuya/Hoshido unit. Cont. When this unit is supported by Kamui (M) or (F), attack + 20 Suzukaze Auto, opt, When this unit is destroyed, choose another ally. That ally gets +20 until the end of this turn. Ninja Emblem Eponie Act, tap this unit. This effect cannot be used unless you control exactly 2 male.l units. Reveal the top card of your opponent's deck, and if it's a cost 3 and above unit, flip a bond and draw a card. Thief Emblem
  11. Pieri,5 Kamuko, wrys are all "Destroyed". Stuff like 3 Sakura, 4 Kamuko, 3 Tiamo, 4 Leon are "destroyed by attack"
  12. The rules said that "If the MC is to be destroyed, instead of sending it to the retreat pile, take an Orb instead". So yes, your MC is destroyed, but it does not go anywhere. As such, all active effects and buffs on him stays.
  13. Argh the Force March question again. From the main site's FAQ question no. 123 Q.123 (2015/06/24) ■自分のターン中、自分の前衛エリアに1体もユニットがいない場合、進軍しますか? いいえ、進軍しません。自分のユニットの進軍は、相手のターンにしか発生しません。その場合、相手のターンの開始時にあなたのユニットをすべて進軍させます。 Q: During my own turn, if I have no front row units, does a Forced March occur? A: No, a Force March does NOT occur. Your Forced March will only occur in your opponent's turn. In this case, your units will be Force Marched forward when your opponent's turn start. Regarding Class Change and Leveling Up, some extra things to note. A Class Change is defined as "Placing a card with a Class Change cost onto another card with the same unit name.Draw a card as a class change bonus". Therefore placing a 1 cost Marth on a 3 Cost marth will not let u draw a card. I have rephrased the Q&A into a statement, and the reference Question number is at the end of the statements. If you Class Change a unit which is tapped, if stays tapped. (Q220) A Class Change does not count as a deployment. Therefore skills that says ' If a unit is deployed' etc will not be activated. (Q87) After a unit is Class Changed, draw a card first, then resolve any skills. (Q89) You can place an exact same card on top of another existing one on the field (Q85)
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