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KiiT2

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  1. Antigoth said: aslum said: Antigoth said: 2.1.14 While a player has another version, indicated by the dots before and after a character’s name, of their character card in play, their character gains all the text the later played version has in its text box, as well as any resource symbols that the later version has that the original did not already have. The character retains all text and resource symbols on the original card as well. I said there was nothing in the AGR that dealt properly w/ extra characters already in the staging area (well unless you want to be able to Tekken Forces > No Chance >Wacky Character Stack). Section 9 refers to clearing the card pool if I'm not mistaken. According to a strict interpretation of rules 2.1.13 the cards would attach. Though, to be Frank (sorry Frank), 2.1.14 suggests that if you attach SCIII *Cassandra* to SCIV *Cassandra* you won't gain any benefit. Ultimately though, just a small errata on No Chance would fix this. Actually... There is a difference between SCIII and SCIV Characters... the dots are located under the character, therefore after. No dots before. They are different. I'll add clarification in the AGR, rather than issuing card errata. So what will happen to a character with a different name that gets added face down by {tekken forces/Ninja cannon: fury} then flipped up by quest of souls/no chance?
  2. 1. The Golden Rules 1.1 When a card’s text directly contradicts these rules, the card’s text takes precedence. (Unless specifically discussed within these rules.) 1.2 Play all cards according to the wording of their most recent English printing, or errata as outlined in the document found at: http://www.fantasyflightgames.com/ufs-support/errata.pdf 1.3 If a rule creates conflicting effects simultaneously, the player whose turn it is decides their order. 1.4 After searching any deck for any number of cards, the player owning the deck must reshuffle it. 1.5 Cards are never transferred to another player permanently as a result of card play. At the end of the game, the cards you began the game with are returned to you. 1.6 When one effect says something can happen and another one says that it can’t, the “can’t” effect wins. In other words, if there is an effect that says “Draw 1 card” and another effect that says “Players can’t draw cards”, the “can’t” effect will win out and the player won’t be able to draw cards. Can’t effects will not retroactively negate other effects.
  3. They should just do what Privateer press did a few weeks ago with their forums (I think they may do it yearly) and completely purge all the forums.
  4. dutpotd said: An 'easier' time is not comparable to the stale meta we had before. too bad your playstyle is stuck in that meta mode
  5. darklogos said: kiit said: darklogos said: Draw: She has access to some of the best draw cards across all symbols. The only reason her draw rating is an 8 and not a 10 is that she is a bit pushed to get those elements out and then stun out. Life is the only symbol in which she has draw issues. Yes you can run Frantic Search but it doesn’t net you positive amount of cards. Kick sophita: This idea is more focused on life. Using the right build of cheap kicks and Rising Hilt or Laws Somersault Kick for a finisher you can kill most players in the dut-zone. Not only that Searching for Family will allow you to draw pretty well without problems. Speed pump and then playful switch for the kill. This setup works well because you don’t need to use foundations to pass checks. Most of Mitsurigi support can be played in this deck and be used effectively. you seem to have contradicted yourself there... No I don't because you just can't play "life" you have to play "life kick" to get the draw advantage. If you try mix life kick with life weapon your draw becomes crap when you need it. I've tested this a lot. I had to pull 2 rising hilts from my deck because in key moments I couldn't draw into more cards. Her life draw sucks if you don't want to play "life kick" you are stuck playing Frantic search but in this game you need positive gain from draw and not equal or negative gain. That's why her rating is an 8 and not 9 or 10. Her one symbol that is pretty good has crappy draw options. I'm sorry researching the past/hunt for jin combo is pretty crappy draw. there are atleast a few other life draw but it requires you to either get hit for 4 or more, or have all {or path} and hit for 5 or more {at the cost of your foundation base}. or mist stance, form draw a card, give speed to your next attack {true it replaces itself 1 for 1 but it also gives your high attacks +2 damage and your next attack speed which could make up for the lack of outright gain} there is technically one other option I can think of but it would involve silly combo type things {and for best effect multiple resources}. path {to allow you to use the good form on scroll of the celestial dawn} scroll the the celestial dawn, and taki's terrain and a bunch of attacks {each time an attack deals damage each player adds the top card of their deck to their card pool face down, F commit discard 1 momentum, both players add all face down cards to their hands, then respond with unorthodox style {yoshi ultra action that pretends to be dark heart to keep their pool full} frantic search is more of a filter than a draw, if there was some sort of life based card pool clearing for actions, you could use it to filter for certain cards (like combo pieces)
  6. darklogos said: @dut I want control decks to show up. I don't want control decks to be able to control so much that they can sit back and build for a haymaker. I have a lot of people I talk to about the game. Tech wise one of the big issue I emphasised is that there isn't a way , i thought, that could lock a player out. In the end most people didn't believe me because card games always go that way. Well it seems I was wrong. Most of my testing with control pieces kept encountering setbacks. I could control or kill but not do both very effectively. Then comes along the claim that both can be done easily. Thing with Valued but Not trusted is that I didn't think about its limitation. It doesn't really have any besides being destroyed. G-corp leader fixes that hole. You can recycle it over and over again. You can name any card including actions and character cards. All you need is a bit of mind-reading tech in your deck. That's not hard to do. Oh look I just blanked your character now you can't do jack. The only way to stop valued but not trusted is to play dead for a thousand years but its reactionary so it could be shut down. Sorry I'm just not adding much to this. Here's hoping something comes out stop valued but not trusted. dead for 1000 years, devil gene, Taki, no forgiveness, sirens call, pommel smash, rashotep {if they only have one} JJ, paul phoenix memories of a nightmare, more circumstancal could include regretful existence, also atoning for his wicked deeds {if you have life or path} also valued but not trusted only hit 1 enhance phase, so if they have 1 out, try to bait them to use it then hit with a second attack.
  7. Antigoth said: Guys... you're hurting my brain. The minimum 1 on Not Human is referring to the damage of the attack, not the value of the modifier. Yes, you could use Silent Xia Sheng Stance to create a bunch of negative block modifiers, and then use not human to add damage to the attack. Lets get the hell away from trying to apply 2.13.8 to a sitatuion where X is not being chosen, but is already defined. 2.13.8 states: When a player has the option to choose a number for X, X must be a positive number. quick conformation on two things, a negative speed attack will go back to 0 before a player attempts to block correct? secondly, not human won't give damage pump if the total of all the block mod's are negative correct* ? *hadn't it been previously ruled that cage arena would not pump damage if the attacks speed was negative?
  8. dutpotd said: kiit said: If you think defensive play was what caused rotation you are seriously simplifying the situation. What caused the rotation was a stale meta, too many overpowered defensive cards, in essence giving the decks that do what you apparantly hate but want to do (a control deck does this) too easy of a time. This doesn't exist today. {unless your playing fire Hilde} You think it is easy, build it and play it. When you get killed turn 2 by Hata/Heiachi/King tell me that the 'easy' time of 'defense then attack' exists. And, Good and Order do just as well. Your point isn't even applicable granted I have never run less than 12 attacks in a Hilde deck and don't intend to. True post is true, if you can continue fixing my oversights in the future I'd greatly appreciate it. - dut Eh who said anything about your decks. also the reason I wont play Hilde is still the same reason that I gave Seb back when he called to find out what my response to the early rotation was. either way fire has an easier time then any other resource right now to hole up and wait to draw into it's key attacks, many of the larger damage reduction cards have both the damage reduction and damage pump, stand off, the ultimate team, it has the draw to pull in more foundations and cards in hand to defend with {fuel to stand off's commit 2 and the ultimate teams commit 1 costs, as well as the discard {pretty much the best option} a foundation for pump/reduction, making the "bad" block mod foundations worth keeping in hand. toss in speed control {paid to protect, and to a lesser extent sisters of battle}.
  9. Valued but not trusted destroys itself and only stops things for one attack, also something to consider might be devil gene.
  10. dutpotd said: darklogos said: What was the gripe before forced rotation? It was people would hide behind a wall of gray and then one shot with one attack. It was a series of control/anti-control pieces. So now that a person with credibility as a player (Otaku) states he has done the thing that caused block rotation that seems to be okay. I would have left it alone as a joke if he didn't say he only lost twice with the deck and he wouldn't post the deck list. Does it look for whining? Yes it does because I'm the only one that sees this as a red flag. What was the purpose of early rotation if not to stop this situation. Here's the thing, we are dealing with extremes here. It wasn't a joke, there have been 4 attack Fury of the Ancient decks being built since day one in this block - if you consider that a waving flag then so be it. If you think defensive play was what caused rotation you are seriously simplifying the situation. What caused the rotation was a stale meta, too many overpowered defensive cards, in essence giving the decks that do what you apparantly hate but want to do (a control deck does this) too easy of a time. This doesn't exist today. {unless your playing fire Hilde} Losing twice in a single meta can mean a variety of things, in fact it probably means it wouldn't win a major tourney yet, it just means it is viable under the right circumstances. We haven't got enough information to determine if what he is playing with is any better than 4ThrowKing, which is pretty viable in it's own right, - we don't have the number of games hes played, who they were against, etc. etc. Long story short, just because a control deck can win doesn't mean to raise the red flag, it means the game in the current block is finally getting a bit more diverse. If anything, people should see this as a positive thing because there are increasing style options to win games with, it is only natural that this happens as more and more cards enter the standard block. Some people like control, some people like agro. I could have equally said that because Hata/Heiachi only lost twice that agro is being played too much and I happen to like control. Meta is stale, a bunch of random attacks being thrown = win, therefore I don't like the game. It's really quite silly this whole discussion, the game isn't killed when something is id'd as strong, there is always a better and there always will be, the fun is in finding it. - dut
  11. darklogos said: Draw: She has access to some of the best draw cards across all symbols. The only reason her draw rating is an 8 and not a 10 is that she is a bit pushed to get those elements out and then stun out. Life is the only symbol in which she has draw issues. Yes you can run Frantic Search but it doesn’t net you positive amount of cards. Kick sophita: This idea is more focused on life. Using the right build of cheap kicks and Rising Hilt or Laws Somersault Kick for a finisher you can kill most players in the dut-zone. Not only that Searching for Family will allow you to draw pretty well without problems. Speed pump and then playful switch for the kill. This setup works well because you don’t need to use foundations to pass checks. Most of Mitsurigi support can be played in this deck and be used effectively. you seem to have contradicted yourself there...
  12. dutpotd said: Financial Troubles is so bad I have taken it out of my competitive decks, it is 'only' useful if you have 2 or 3 out in our playgroup (which with games going turn 3-6 we don't see often enough to matter) - are you guys all running 6hs without draw or something and leaving your opponent alive with little life on failed kill turns??? Standoff is next, it just keeps failing me, I need damage, don't have enough to stun 6 to get my enhance through, well ain't that lovely, standoff does jack. Path of the Master is nigh worthless now that 'Defeated the Rifle' is out. Uh, every turn with one of these if you can deal 1 damage you destory an asset for a commit? If your opponent doesn't have an asset you get speed and damage? Uh... yeah, Path is officially an afterthought and really only valuable if you don't need it to kill, some decks use it almost religiously to obtain enough damage to kill. Our Hata with Defeated the Rifle is deadly sick, speed and zone change to deal damage, well he just doesn't worry about assets any more. - dut Why do I not believe those comments... oh wait because you got into a 3 page troll/counter troll fest with polio when about them, and after saying you would never run them, you run them like they were a religious icon...
  13. Antigoth one of our players wanted me to ask in his "you should know when to post something that I say I'm going to post but am too lazy to post but that I'll complain if you don't figure out that I expect you to post it for me post." would be valid for your event character: Adon {promo} assets/actions: none attacks: 30 Clones foundations: 30 Clones sideboard: 8 Clones
  14. KiiT2

    Xianghua

    dutpotd said: Wafflecopter said: Don't get mad get glad. Good advice. I thought I'd have to respond granted I was mentioned and so was a slew of Fire symbol backlash. Evans, I like the idea of the deck, it makes sense that X's form will help pull off the Samba loop because you can grab one from the discard pile. I also like the idea of Amaryllis spin with multiple attacks played therafter, i.e. increasing the difficulty to block across a multitude of pokes. I'm not sold on the viability of the deck, and it isn't because Fire has good damage redux... Moreso, it will be damned hard to pass consistent 6s or have anywhere near enough build by turn 4 or less to pass enough 6s to kill even with foundation help. I understand you are going to genius the flower spin, and that makes sense, but for the Samba combo to work you will still need to pass 6s, and you can't really genius any of the loop cards because they leave the card pool and therefore the enhance reference on genius as part of the combo. I know you are happy to get it out of your system by posting it here and I wish you all the best in coming up with that perfect deck for this Saturday and our store tourney at Myths. - dut Ive needed to check constant 6's in 1 game, I was generally needing either a 4 or lower {spin>playful slice {1 or 2} remove them from progressive> kick kick kick til they die and build as you go}
  15. CultKiller said: Does anyone know if they'll be releasing Kamikirimusi, Shura and the others at anytime? pretty much never. They don't have the licence for those characters, when I was at the path of the master event, I had asked Hata if they were going to release Kamikurimusi {and by extention the other bonus characters} I was told he had created the standard 18 card support for Kamikirimusi and Namco told him he couldn't use it, her or the others because they don't have the licence for those characters.
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