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TheVinceKnight

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Posts posted by TheVinceKnight

  1. 15 minutes ago, jesseolivier said:

    Bonds

    1. when you flip bonds over for an ability, do they reflip at the untap phase? or do they stay flipped until you use a ability to reflip them when a bond is fliped, can they still be used as a colorless bond?

    2. when paying for recruiting i dont understand how it works. the rule books shows you sliding your used resources to the right when you use them and at the beginning of the turn you get them back
       

      when you are playing two colors, say i slide all my red (2) and 2 blue to play a 4 cost card. I still have 2 blue left unsused.

      Can i use those blue bonds to play a red card? Im not sure if just having one red card in the bond area is enough or if it is more like magic and you literally need to match perfectly/ or minimum of one match per card you play?

    1. They don't unflip during the untap phase. They stay flipped until you unflip them via an effect. They can be used as bond in terms of deploying more units yes. It just counts as colourless.
    2. It's to keep count of how much you've used for deploying units. You don't actually have to slide them to the right - but it helps you out when you need to keep count of how many bonds you've used for deployment for that turn.
    Your example shows six bonds (2 face-up Reds and 4 face-up Blues) and you used four of them to deploy a 4 cost card. In this case, you would have 2 more bonds leftover to deploy units. As long as you have a red card face-up, you can deploy a red unit. Same for any other colour (If you have no face-up bonds you can't deploy anything).

    15 minutes ago, jesseolivier said:

     

    1. destroyed - is this removed form the game, not just to the discard?

    2. if a ability caused 2 orbs to be lost and you have one, is this loss ?

    1. Destroyed means being sent to the retreat area (or the discard area).
    2. You can't lose for an ability that makes you lose two orbs when you have one. You only lose one orb in that case - since for you to lose you need to be hit again when you have nothing.

  2. 1 hour ago, Sarasvati said:

    I saw your post on the first page and noticed there are quite a lof of decks listed there. Are those decklists currently good? I wanted to play Lilina deck since she is my favourite character in the game. Have some of her cards. How does her deck look like? Is it an aggressive deck? Or is it a control deck? 

    And I am curious when you say the game shifted into mostly aggressive play as you don't really get punished for it, why is it? Lacking mass removals? 

    Decks range from average to good. I personally wouldn't say they're all good. 
    Lilina is definitely a slow control mage deck based on having advantage. She isn't the best at it but she's okay at it.

    It's mostly aggressive play because of how the game works - you don't get punished for attacking (you don't lose your units if you don't have enough attack to beat their units, for example). There's a lot of cards that promote an aggressive playstyle as well.

  3. C6uzPIuU0AAB_lO.jpg

    First place decklist from a recent local Singapore tournament.

    The decklist:

    - Princess of Isaach, Ayra (Cost 1) [Main Character / Lord] x 1
    - Fierce Lady of the Blades, Ayra (Cost 2) x 2
    - Peerless Astra, Ayra (Cost 3) x 2
    - Blade Princess of Astra, Ayra (Cost 4) x 4

    - Prince of Grannvale, Seliph (Cost 1) x 4

    Main character of the deck. I also listed Seliph in here because his main purpose is to be used alongside Ayra without directly bonding Ayra herself - bonding Seliph instead because he counts as Ayra while in the Bond Zone, effectively increasing your count of 'Ayras' but just in the bonds.

    Ayra's Cost 1 is very strong in being able to secure hits in the early stages of the game, reaching as much as 60 attack after the first turn.

    The real gem however, Ayra's Cost 4 is threatening throughout all stages of the game. If she successfully defeats enemies with an attack, she can mill 5 cards from her deck, and if any of those milled cards are Ayras - you may destroy one enemy unit for each milled Ayra. This is special as she can cut down enemy units as she can basically ignore everyone but the Main Character, and still manage to take them down. 
    Alongside that threat, if an enemy unit avoids, Ayra can untap herself by flipping an Ayra in your bond area (this is when Seliph comes into play, when he is used as flip fodder for Ayra), allowing Ayra to end a game swiftly when your opponent has no Orbs but has a ton of avoids.

    Daughter of the Lorca Tribe, Lyn (Cost 2) x 4
    Spirited Noblewoman, Lyn (Cost 4) x 4

    It's hard to imagine Lyn's (Cost 2) effect going off and having a fairly big impact, so we'll ignore that part of the card.
    Lyn's (Cost 2) support skill gives 10 attack for each sword unit in your bonds at the time, which will probably comprise of Ayras and Seliphs anyway, which by the way happen to be sword units. Personally I'm a bit iffy about it but it works I suppose.

    Lyn (Cost 4)'s support skill is mostly the one that comes into play - 10 attack for each face-up bond. Since Ayra doesn't really flip any bonds until the last turns of the game, it would make sense to use Lyn right?

    Heroic Inheritor of the Blaze, Eliwood (Cost 5) x 4

    Allows you to deploy big units while being supported by one and also provides a high amount of support if you're playing high cost units. Win-win situation I'd say.

    Crafty Dragon General, Narcian (Cost 4) x 3

    Flier fodder, bond fodder... and messes with the opponent's supports and their hand if you have less cards than them. What's not to love?

    Pious Mage, Nino (Cost 4) x 2

    Grants advantage by being a costless healer for your Main Character. More crits, more Ayras in bonds... etc. If I was them, I would play more copies, but yeah, understandable if you don't have more copies (lel shelling out 5000 yen for a Nino, nope).

    Maiden of Destiny, Deirdre (Cost 4) x 3

    Grants advantage by unflipping bonds. If you manage to get off Ayra's untapping skill earlier in the game, this is where you'll be able to recover it. Bond unflipping in general is great to have.

    The Flame of Prophecy, Roy (Cost 4) x 2

    Can't say that I agree with Roy, but with the way the deck is built, will probably work out in the end when you stack for support values.

    Little Sister of the Lionheart, Lachesis (Cost 3) x 4

    Now this is where I'll have to disagree lel - Lachesis really doesn't accomplish much in general, just remains a field presence if she manages to hit something. I would play something else over this, even more fliers.

    Carefree Little Lady, Clarine (Cost 3) x 3

    Another healer, but she only costs 1 bond to perform the standard heal. The catch being she needs to be in the same row as the unit you want to heal back. Great card overall.

    Hero of Grannvale, Sigurd (Cost 3) x 2

    Well... good if you manage to get all those Bond Skill cards into the Bond Area. Otherwise subpar.

    Fresh Pegasus, Emma (Cost 1) x 3

    One of the best Bond Skills in the game - and on a flier. Utility of moving units by flipping Emma herself. Good choice.

    The Spirit Forest's Maiden, Deirdre (Cost 1) x 3

    A really good card to deploy out. Swaps a bond for possibly an Ayra or a Seliph from the Retreat, which is better than outright placing one of those from your hand.

    While I don't agree with all of the deck choices, the deck overall is pretty solid. Nice work.

     

     

     

     

  4. 8 hours ago, Sarasvati said:

    Hi, I am  new to this forum. And I am interested in playing this TCG. Could you guys tell me various things on this TCG? 

    How is it played? 

    If you need an introduction to the card game, or need to look at the rules, I recommend reading the rules on the Wiki -
    http://serenesforest.net/wiki/index.php/Comprehensive_Rules_of_FE_Cipher

    Or watching a video explaining the rules of the game -

    https://www.youtube.com/watch?v=JcYnZBeKu7M by DifferentFight
    or https://www.youtube.com/watch?v=JmqnI0U0yfU by Cipherfaire (A channel dedicated to the Cipher Metagame)

    8 hours ago, Sarasvati said:

    How widely played is this game? 

    Because the card game is restricted to Japan right now, the TCG isn't widely played outside of Japan - you'll find a few smaller communities here and there though.
    It is played quite a fair amount in Japan of course. Japan loves their card games.

    8 hours ago, Sarasvati said:

    How costly is it? 

    The game can cost quite a fair bit, depending on how much you're willing to invest into your Deck. It can range from something as small as 1000-2000 yen and go as far as 50000 yen. Google that currentcy and compare it with yours if you don't know :p

    8 hours ago, Sarasvati said:

    How does the metagame look like? 

    It doesn't change too drastically nowadays but it may soon change with the upcoming Series.

    It is shifted mostly towards aggressive play because you don't really get punished for aggressive play too much.

    8 hours ago, Sarasvati said:

    And do most of you use a deck with a playstyle you like OR a  Lord you like? 

    Both if possible. I'm playing Mia with the idea of mostly gaining advantage as much as I can. Fun deck overall (and I like the Lord).

     

  5. I just pulled this decklist off twitter just now as an example of how you can build Sanaki.

    The reason this particular deck is running Blue is for late-game survival as Sanaki thrives off being a high-attacker in the late game to maintain a field of advantage.

    In general, you don't want to be running a lot of 10 supports, as they hinder your progress of playing the game and unless they provide some kind of advantage, isn't useful at all in the long run.
    For most cards, I would try and max out as many copies of that card so you can play multiple copies to make it easier to level-up those units with Sanaki / draw into them more.
    Don't play more then 50-51 cards - You literally lose if you don't draw into your Sanaki promotion, and 58 cards makes it harder to do so.

    Nephenee and Edward aren't much good targets with Sanaki because all they do is become big beatsticks to attack with, which doesn't help in general really - plus the fact of being 10 support hinders you more than it hinders the opponent.

    Ike is good, but Kurthnaga does basically the same thing but better, a whole field wipe - and has a lower deployment cost.
    Haar's Cost 1 is great because he can growth himself (for free basically) and he is also a flier at the same time, which is win-win when you want to maximise the amount of 30 supports in your deck.

    If you have any more questions I'll feel free to answer, but I could whip up a Sanaki deck later.

  6. If you want to build Ike, I would suggest having a build similar to... 

    58bee2feeec45_ScreenShot2017-03-08at3_28_55am.png.ca747f68421041252cc2f0e6b680c54c.png

    This of some sorts. Nice and simple. Depends if you wanted mono or dual colour.

    Micaiah (Cost 2 PR), Elincia (Cost 5) and Elincia (Cost 1) are definite must haves for Ike.
    Micaiah for late-game drawing (for free), Elincia to help growth Ike, the higher cost one to promote him later down the line... it's really nice to have.

    If you have any questions I'll respond when I can.

  7. Control can go as cheap as playing around with Marth ST to going fullblown all the way with something else, I suppose Ike could fall under control as blowing up units too.

    I suppose you could pick a Main Character you wanna try with control as a mindset and go from there.

    I would say Ike as you can build him fairly cheap.

    EDIT: Building from a Singles Site would be much safer over buying random booster boxes for sure. Even buying a trial deck would be safer. Well I guess it would depend on what you want to do.

  8. There's no restrictions on how you can class change - you can go straight from 1st to 3rd tier as long as you have fulfilled the requirements (have enough bonds) to do so.

    You can even slap a card with a promotion cost on top of an already promoted card if you wanted to (e.g - Priestess of Hope, Micaiah -> Maiden of Dawn, Micaiah or even Priestess back into Priestess).

  9. 27 minutes ago, Lushen said:

    Some people always get upset when a mobile version of a popular game series comes out.  I think its best not to judge mobile apps too harshly.

    Especially if you compare it to an actual Fire Emblem game (which honestly we shouldn't be doing that, it's like comparing Super Mario Run to an actual Mario game).

    It's supposed to be a light-harded mobile ver of a FE game, with mostly gacha mechanics implemented, where you only get good scores in the Arena with a decent team. The Arena is basically designed so that people who spent a fair bit of money can get the most feathers, which makes it very difficult to obtain them.
    There isn't much nowadays after you've beaten the story, other than complete Quests and Train all day (which gets old quick, but the stamina meter stops you I suppose).

    The game is a bit meh overall, but I still enjoy playing it honestly... and that's fine by me.

  10. 40 minutes ago, Dylan Corona said:

    There is an online one? How and where do I play it haha? 

    Hmm, I'm not sure. Is 50 dollars too cheap? I wouldn't mind trying to build my own deck, but I'm normally bad at it and since this is a new game, I wouldn't mind the help, thanks haha. 

    https://serenesforest.net/forums/index.php?/topic/55508-playing-cipher-online-using-lackeyccg/

    Using Lackey is one of the few ways to play online, can be complicated to use to begin with, but once you get used to it, it's simple.

    50 dollars will net you a Starter Deck and like... 3-4 Lyns, depending on where you get them from.

  11. Just now, SalShich10N said:

    Well if you pull him on your first hand along with a 3(2) version of your main character, you can promote and put him in on the second turn.  Turn 2 and you have a promoted MC, a 70 attack glorified baseball bat and your enemy can't move or crit your lord. Sounds pretty powerful, if a bit situational, IMO.

    The thing is you have to draw into both Fred and your promotion - And if you want to maximise efficiency you'll have to run multiple copies of Frederick. If you're running a Main Character whose cards all have 10 supports, and four more Fredericks who also have 10 support, oh boy you'll be in a lot of pain. 

    The thing is that he is just a beatstick in the end - A glorified one that just prevents your enemy from moving you, not like they would want to or anything. They just have to get past Frederick which isn't too much of a deal.

    I wouldn't consider running four 10 supports in my deck just for a glorified beatstick, it simply isn't worth it. I'm sure people in Japan would feel the same. If this card actually had a shred of playability it would be in an aggressive type of deck, and I would hate to see the day that they promote that. Because they already did with Female Corrin.

  12. 9 hours ago, dynstykrnboi said:

    Frederick is broken! Especially if you can use his first ability in non-blue decks too.

    Not exaaactly

    You have to consider numerous factors - like one, how it only works on class change, which means if your deck doesn't class change much or at all, the only time you'll get to do it is when you class change the main character, which is only on turn 2 or 3 depending on what deck you're playing.

    Even then, all he turns out to be is just another unit to beat them down with. Class changing is already practically slow and unreliable - on top of the fact that he is 10 support, which means you have more of the chance to support him rather than draw into him.

    It's practically whatever in my opinion.

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