Jump to content

xNinjaOfChaosx

Member
  • Posts

    10
  • Joined

  • Last visited

Previous Fields

  • Favorite Fire Emblem Game
    Path of Radiance

Member Badge

  • Members
    Nephenee

Allegiance

  • I fight for...
    Nohr

xNinjaOfChaosx's Achievements

Newbie

Newbie (1/14)

  1. I would actually argue that decks don't need any of the other things you listed. Bond heavy decks would be very unlikely to run healers (whether you mean priests/clerics or orb generation, doesn't matter) and enemy position manipulation even less so. So no, I couldn't say needing them is imbalanced because that isn't really true. What IS imbalanced is that you can make a deck with an MC and nothing else but flyers (which as you point out, there's a large pool of) and it'd probably be just as good if not better than a deck without them. And the bolded part is what I have issue with. As I pointed out above, a flyer with a pretty much guaranteed 30 support will run over pretty much anything of equal cost value. Looking through the decks you posted one more time, with the exception of the MC, a lot of the other units can't break 100 without some resource cost (or a late game conditional). So with a typical 70 power MC with reliably consistent 30 supports, the only threat will ever be those units that can break 100, but even then that's dependent on if they check 30s themselves, which is not as consistent as your defense. The majority of ranged units will never hit you without Cost 1 Archers as their Support, and same with anything below Cost 4. You've just invalidated the offense of more than half the cards just by running pure flyer + MC. Meanwhile, plenty of flyers are perfectly capable of breaking 100, whether it be Triangle Attack, Sumia + Cherche, Gerome4, Camilla, etc, so it's not like your deck of pure flyer is going to have the same issue of hitting their MC. And while this is just a minor aside, using Gaius3 as an example is pretty weak, since he's put into the deck solely for a cheesed win and would only be run at 1-2 copies. Don't get me wrong; I like this game and love that almost any card can be a viable MC. What I don't like is that flyers make a lot of other cards obsolete (and I especially hate looking through these tourney decks and seeing random Cost 1 flyers in there just for the sake of having 30 support).
  2. So how is that a balanced game? That basically invalidates a good portion of cards and forces a player to dedicate 1/3 of their deck to flyers (even if they provide no real synergy with MC) in order to be viable. Now, I'm no stranger to TCGs and of course there will be cards that no one uses, but the reason a card shouldn't be used should be that its effect isn't useful (or another unit offers more for the same cost). But in this game, a card isn't viable unless it's your MC or offers a decent support value, which to me isn't indicative of balanced design.
  3. The thing is, is that really balanced? If we take the extremes and assume an all flyer deck vs an all melee deck using your values, we're looking at: On Attack 30 + 30 vs 40 + 10 = Flyers will always win the encounter (even if you mixed in 20 supports from ranged units) 50 + 30 vs 60 + 10 = Same result Basically, the only way a melee unit will ever survive a flyer supported by a flyer is for the melee unit to be supported by a flyer itself (or the Defense Emblem). And ranged units will just plain die regardless if the flyers have a way to reach 1-2. On Defense 30 + 30 vs 40 + 10 (+20) = Flyers will some of the time survive because CCS units are just 10 all the time 50 + 30 vs 60 + 10 (+20) = Same result Looking at this, despite the flyers having lower base power, they're theoretically going to win most engagements and actually have a higher likelihood of staying on the field. Not to mention, as far as Cost 1 Supports go, Flyer Emblem is just plain better than the Emblems you see on base 10 Supports, where the effect is solely to make the value equal to flyers.
  4. So is the current meta basically just run as many flyers as possible in a deck for the 30 support, and running anything that would offer 10 support (even with an Emblem boost) is generally just bad? Most of the decks I've browsed through seem to be flyer heavy, and that kind of makes me sad.
  5. Isn't that what her first skill is for? Just by having two other flyers out on the field, she's a 70 base with a garuantee 30 support (40 if you have Sumia's CCS). Unless the meta is run flyers outside your MC, I'd imagine hitting 100 for most decks is difficult to achieve outside of a final play, especially without Clearing the Skies. Though I can understand that she's very weak until turn 3, as it wouldn't be hard to bully a 30 power MC, but I imagine you can stall long enough till that point. I mean, Tiki decks manage the same thing essentially.
  6. Are there really no Minerva decks? Figured all an flyer deck that doesn't have to worry about archers and can boost each other up (Sumia, Cherche, etc) would've been a popular contender. Not to mention they'd have consistent support checks.
  7. But that's the thing though. If the original Inigo that received the buff is destroyed, it technically loses the power that would last until the end of the opponent's turn. Since, when Inigo is destroyed by battle, is it technically the exact same instance of Inigo? Or is it a new one that fulfills the same role of MC? That's the question I'm asking. Like, let's try and really define mechanics here using Nyx. Her effect states that when she is attacked and destroyed, the opponent discards a card. This means that for her effect to activate, 2 conditions must be met. One, that she was attacked (and not killed via Gaius effect) and destroyed. For her to be destroyed, she technically cannot exist on the field (because that's the definition of destroyed) yet not necessarily in the Retreat Zone. Since she technically does not exist on the field, any effects on her should no longer be intact. Now, throw in the MC mechanic that, if the MC is destroyed, instead of being placed in the Retreat Zone, the player takes a Life Orb instead. This means that the step where the unit is considered destroyed is not ignored/skipped (hence why you can proc Sol or Lissa's effect by attacking the MC). Since Nyx is destroyed (and thus does not exist for an instance), her effect can proc. Now, let's bring this back to Inigo. If Inigo is destroyed, he is temporarily nonexistent. Meaning, his Sol buff, should not (in theory) remain, since buff effects shouldn't linger. If this is the case, then Inigo should not be as strong as a MC that he currently is/ Also, are these tourneys fan run, or are official Cipher people judging? If there aren't official judges, its possible misplays/misrulings happen.
  8. I had a question regarding Sol (Inigo / Soleil) on a MC. If, say, Inigo was destroyed by battle while having the +20 boost as the MC, does he retain that +20 for the rest of the turn? The reason I ask is because I'm wondering about exactly how the MC card mechanic works. The rules say that when the MC is destroyed, the player takes a Life Orb card instead. But is the MC card "dead" during that time, and instead of going to the Retreat Zone, you take a Life Orb instead? To better illustrate my question, let's use Weiss Schwarz mechanics. When a unit is destroyed, it is "Reversed" (rotated upside down). Once the Battle Phase has ended, the player enters the Encore Phase, where they can spend Stock to prevent that unit from leaving the stage. The card, for all intents and purposes, counts as being destroyed from the moment it lost its battle till the Encore Phase. Is this interaction how FE0 behaves (just all within the span of an instant), where instead of spending Stock to un-"reverse" the MC, you instead must take a Life Orb? Before I would have said that Inigo would keep his +20, but with the existence of Nyx, it throws my understanding off. Since Nyx is worded in a way that implies it could be the MC, in order for the effect to go off, Nyx has to be in a technically destroyed state. For the sake of discussion, let's say the destroyed state is where the effect triggers. Using other TCG timing mechanics (YGO chains, MTG stack), there's a whole "time" where the card isn't on the field. Once the effect resolves and FE0's universal ruleset kicks in, the card returns into existence as your MC. In any other card game, that card would be considered "fresh", meaning any equipment, enchantments, buffs, etc would be wiped. Sorry for the rather rambly question, but basically, do Sol users (as the MC) keep their Sol bonus after losing a battle?
  9. Hi, I had a few questions regarding the rules of the game that I was hoping could be answered! Support Skill Emblems: Now, the ways these are translated say "during the attack phase"; is this referring to the entirety of the action phase, or just for attack (while the support unit is in the Support Area)? For example, if I attack with a Chrom and reveal a unit with Fighter's Emblem, he gains +20 from that effect. Now, if I use Olivia's ability to untap that Chrom, does he retain the +20 bonus from Fighter's Emblem? By extension, I wanted clarification if Defender's Emblem works the same way. It seems a little silly to be able to give +20 to your entire army when you're on defense until the end of your opponent's action phase. Formation Skill: What exactly is this skill label? From what I've seen people say, it's just that the cost is tapping something else, but Cain & Abel have a skill where they tap another unit and it isn't labeled as FS. Does this mean that the units needed for a FS have to be in the same area (Vanguard or Rearguard)?
  10. So, I've been thinking up making a Manakete deck, and was hoping you could help me with some card recommendations since your other characters are well fleshed out. So far, the deck would be about bond ramping and then using the Bond Area as a toolbox, kinda like how the Lissa deck would use the Retreat Area as a toolbox. So far, I've figured it would have: Tiki (MC) [1, 2 & 5] - Primary bond generation Nowi [1 & 3] - Used to be able to grab cards from Bond Area once you've reached that ideal quantity Gregor - Additional way to speed up bond generation Now, the issue I'm seeing being centered around this is that your hand and bonds will burn up quickly when using Tiki 2, which will need to be used to reach Tiki 5 ASAP as well as hit that magic number for her 90 power. This will mean you won't be able to freely use bonds until much later, so high bond cost effects might not be wanted for the deck, but at the same time if you don't use Tiki 2, you'd have a bunch of bonds to be able to spend. What else should you run to make the most out of the bond toolbox as well? Stuff that's useless early but will be situationally useful later could include maybe FS units, like Bord/Cord/Barst.
×
×
  • Create New...