GTrogi 0 Posted July 22, 2009 Ok, Diz reads: (put into play effect): Place five counters on this card if "riku" is your player card. During each phase of your turn, you may remove one counter from this card to add +1 to your Player Card's Attack Value now the question is: is this effect permanant? is riku +5 (if it lasts two turns) for the rest of the game or just until you challange next? seems fun if it is for the whole game Quote Share this post Link to post Share on other sites
Trothael 1 Posted July 22, 2009 GTrogi said: Ok, Diz reads: (put into play effect): Place five counters on this card if "riku" is your player card. During each phase of your turn, you may remove one counter from this card to add +1 to your Player Card's Attack Value now the question is: is this effect permanant? is riku +5 (if it lasts two turns) for the rest of the game or just until you challange next? seems fun if it is for the whole game From what you've written for DiZ's effect, then yes, the increase to attack power is permanent. Quote Share this post Link to post Share on other sites
sungtrs 0 Posted July 22, 2009 muahahahaha Diz and riku combo rocks! Quote Share this post Link to post Share on other sites
Broadway_Punk 0 Posted July 23, 2009 Until they come up with a card that destroys counters... Quote Share this post Link to post Share on other sites
sungtrs 0 Posted July 23, 2009 True...but by that time...they should have something to prevent the destruction of those counters XD Quote Share this post Link to post Share on other sites
Sluppie 0 Posted July 23, 2009 Well I guess Riku Aggro is still viable. It seems to me like after playing DiZ a few times you could have like 20 something attack power just from Riku alone. Granted it will take you a while to get there, but it would be very difficult to win a challenge against a Riku who had time to build up to this. Scary... Quote Share this post Link to post Share on other sites
sungtrs 0 Posted July 23, 2009 True lol that's why I still rather like to play with Riku than Sora right now XD Quote Share this post Link to post Share on other sites
Choitz 0 Posted July 23, 2009 I believe this would be the case to start runnin a few Fairy Harps in a deck. 'RaWR!! I am a 20 attack, lvl 3 Riku!! 'N you, a lowly lvl 1 Sora!! Fear me!!' 'I play Fairy Harp.' '.....dag friggitz!!' Quote Share this post Link to post Share on other sites
Darkwing Duck2 0 Posted July 23, 2009 Choitz said: I believe this would be the case to start runnin a few Fairy Harps in a deck. 'RaWR!! I am a 20 attack, lvl 3 Riku!! 'N you, a lowly lvl 1 Sora!! Fear me!!' 'I play Fairy Harp.' '.....dag friggitz!!' *elbows Coitz in the shoulder* psssssst sounds like riku is the new WR staple. "i just lay waste to all your dark cards with my 9999999999 players attack value" diz text says add a counter during each "phase" and you get 4 phases each turn so you play diz add +1 for the action phase then +1 for the challenge phase then +1 for the discard phase end turn. you start again add +1 for the draw phase add +1 for the action phase oh look hes out of counters play next diz then lather rinse repeat. Riku JoaT will be amazing. MY BRAIN HURTS FROM DECK BUILDING!!!!! lmao Quote Share this post Link to post Share on other sites
sungtrs 0 Posted July 24, 2009 wow i thought it's effect was for like once turn per phase....but hey if fairy harps are gonna become popular because of sora....olympia!!! rofls I would consider olympia more than fairy harps since...well, you will mostly be forcing them to use any means necessary especially when fighting riku now XD muahaha sora and riku is uping an inch and this set4 revolutionized the kh tcg! sephiroth isnt AS valuable for aggro anymore(depending on deck build). Same for cloud on WR(Auron i would consider more than cloud now...I feel ashamed to say that lol...). All those techniques with Auron and Sora can pack a fist full of bloodshed for dark WR. It just discards the heartless when used right regardless of how strong it is. but then again darkness also has somethin up their sleeves and well...yeah >.> Quote Share this post Link to post Share on other sites
WayToTheDawn 0 Posted July 24, 2009 I don't know...as much as I want it to work like that...I'm not sure it's a permanent boost... Quote Share this post Link to post Share on other sites
Ecomics21 0 Posted July 24, 2009 Yeah, a permanent +5 boost seems kind of broken to me..and with equipment and such : Quote Share this post Link to post Share on other sites
WayToTheDawn 0 Posted July 24, 2009 Ecomics21 said: Yeah, a permanent +5 boost seems kind of broken to me..and with equipment and such : exactly...especially being able to do it three times? for a +15 permanent boost? add equipment on top of that as you mentioned...that's game breaking...so I think that's evidence enough that it's not permanent. Quote Share this post Link to post Share on other sites
Sluppie 0 Posted July 24, 2009 Yup, it's really OP. But then there's also the OP Kingdom Key vs. Ansem thing.... Also, judging by other cards in this set, it kinda seems like the makers of the cards wanted to make all the new cards in this set to be totally OP so as to make the older sets obsolete. We really need some rulings on these things right away. Quote Share this post Link to post Share on other sites
WayToTheDawn 0 Posted July 25, 2009 Sluppie said: Yup, it's really OP. But then there's also the OP Kingdom Key vs. Ansem thing.... Also, judging by other cards in this set, it kinda seems like the makers of the cards wanted to make all the new cards in this set to be totally OP so as to make the older sets obsolete. We really need some rulings on these things right away. I'll send off an email to Jaffer first thing Monday (as he's not in on the weekends)...should have an answer come Monday afternoon. The DiZ boost is worse than Ansem/Kingdom Key though just because Big Riku boost could take apart any deck, whereas Kingdom Key only takes apart one card (Ansem)...but I do see your point. Quote Share this post Link to post Share on other sites
Roxas2 0 Posted July 25, 2009 True, but Valor Form would still have a shot at him as Diz would take time to get all 3 and get going, It's much like a stronger version of the Dark Decks where the longer the duel goes the more the game tips in the other person's favor. Quote Share this post Link to post Share on other sites
GTrogi 0 Posted July 25, 2009 I hope they rule it so its not permanant, thats a whole nother number to keep track of :S I am not a fan of more book-keeping Quote Share this post Link to post Share on other sites
Roxas2 0 Posted July 25, 2009 GTrogi said: I hope they rule it so its not permanant, thats a whole nother number to keep track of :S I am not a fan of more book-keeping buy some dice. it's really easy. Quote Share this post Link to post Share on other sites
Sluppie 0 Posted July 25, 2009 Roxas said: GTrogi said: I hope they rule it so its not permanant, thats a whole nother number to keep track of :S I am not a fan of more book-keeping buy some dice. it's really easy. QFT I already use a 20 sided dice to keep track of my HP. Quote Share this post Link to post Share on other sites
Broadway_Punk 0 Posted July 25, 2009 Sluppie said: Roxas said: GTrogi said: I hope they rule it so its not permanant, thats a whole nother number to keep track of :S I am not a fan of more book-keeping buy some dice. it's really easy. QFT I already use a 20 sided dice to keep track of my HP. Tinkerbell Overkill My Aggro deck hates players like you. Quote Share this post Link to post Share on other sites
Sluppie 0 Posted July 25, 2009 Haha, if I was gonna WR+Cure spam a 20 sided dice wouldn't even be enough. But that's not as effective of a tactic as some people seem to believe... Although, I have to admit I've never tried Tinkerbell spam. But it doesn't seem like it'd keep up with the new Valor Form, Kingdom Key, etc. Tinker bell's +2 HP, minus the 2 HP damage you'll do with Valor Form = Gratz. You stalled it for one turn. Looks like they finally gave Cure-spamming all the nerfs it really needed. Unless there's something I'm missing. I just picked a 20 sided die because the HP track on the play mat goes up to 20. Quote Share this post Link to post Share on other sites
WayToTheDawn 0 Posted July 25, 2009 And as you all know I'm glad to see Tink spamming leave. Also, The Way to the Dawn Keyblade equipment will completely put the last nail in the coffin as it's text says something like: "You may discard a card from your hand to negate and discard one HP Gain card played by your opponent." Quote Share this post Link to post Share on other sites
Sluppie 0 Posted July 25, 2009 Haha, I'm sure you are. Yes, I used it for like... 3 decks out of the 10 or so that I've made. I have no idea how I got a reputation as a "WR player" when over half my decks have been Aggro. Quote Share this post Link to post Share on other sites
Raikiribokken 0 Posted July 27, 2009 well, IMO the ruling will either make DIZ THE chase card for this set, or just another crappy SR... I would be happy even if it just lasted like 3 turns or something (would be sweet if it was something like "Remove all boosts from riku when u win 2 challenges" or something to that extent Quote Share this post Link to post Share on other sites
sungtrs 0 Posted July 28, 2009 Well, I think it's just gonna be permanent >:{ lol (has nothing to back it up #_#; Quote Share this post Link to post Share on other sites