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Fantasy Cards / 2 fantasy cards from 20 years of raw deal
« on: May 24, 2020, 09:57:00 PM »
Been playing the game since Premiere all the way to V9 and until work took most of my time away.
Nevertheless, just wanted to share 2 cards that I toyed around the idea with..

Before going into the cards, my personal opinion about the game today (other than the fact that it is still one of the best card games around) is that:
1. Deck maneuvers and styles are circled around themes "Bash/dynamic/heat/chain/b2b etc" , which is totally cool but frequently
"boxes" deck forming and playing to categories of styles.
2. Most of the decks I see today has the "standard" set of reversals, which tries to cover as much ground (yes I'm looking at Revo of the mind), that takes away from the strike/grapple/submission/high risk psychology.

With that, I prototyped 2 cards that i sadly had to play test only against myself.... but it was a ton of fun creating decks with "rarely used" maneuvers (knee bar??)


Old school offense
Cannot be blanked or prevented from being played.
Cannot be packed when packing other feuds, maneuvers with bash, dynamic, technical, precision, blindside, shoot in the title and/or non-superstar specific maneuvers that have “be reversed” in the text, are unique, multi, volley, chain and heat, raw, smackdown or foreign object.

When your fortitude is not greater, your first non-superstar specific maneuver played each turn can only be reversed from
hand or backlash deck by superstar specific reversals or reversals that only reverses that maneuver type (eg strike:strike), or from arsenal.

Card effects and superstar abilities can not modify your maneuver's fortitude and they are considered active.


Old school defense
Backstage card
This card is considered superstar specific.
Cannot be packed when packing "legendary defense", non-superstar specific reversals with “completely” in the text, or “a revolution of the mind”.
When your fortitude is not greater, your step aside, escape move and break the hold counts as 2 reversals and you may promo 2 when playing them.


Hope you enjoyed these ideas and maybe it will be considered one day!

Rules Forum / Re: Intensity of ten cities and no more shenanigans
« on: September 01, 2019, 07:25:03 PM »
Thanks Rachelmon, queensryche and big pimpin!

Technical bear hugs for u all  8)

Rules Forum / Intensity of ten cities and no more shenanigans
« on: August 29, 2019, 07:50:37 PM »
Sorry I don’t have the text of cards now- typing from mobile

No more shenanigans states “when opp activates IOTC, you may overturn 1 and remove it from game instead”.

Does home team still get to shuffle 10?

Virtual Raw Deal / kung fu naki
« on: August 19, 2019, 07:57:58 AM »

Kung Fu Naki
Backstage Card
When packing this card, you can pack Don't Try This at Home and Don't be a Douchebag!, and your cards with 'Funaki' in the title are Superstar-specific and can be packed as if they are not Face or Smackdown; but you cannot pack Corners.
Your opponent cannot reverse the effect of the first card you Activate each turn with 'Funaki' in the title.
When your maneuver or Funaki-specific action is unsuccessful and you have lower Fortitude, you may discard 1 reversal, and then he reveals his hand, choose 1 card, and he discards the chosen card.
Unique     RMS logo

Pre-match Event: Face

When this card is in your Ring area, during your turn you may put this card into your Ringside pile and then put 1 Face card and 1 Unique card from your Ringside pile and 1 of your cards that has been removed from the game into your hand.

¶ ¶ ¶ (Activated Card Effect Symbol)

Question: Is there a point to packing it in a heel or bash deck, when it can't be activated if you dont have a face card in your ringside pile? Just wondering if that's what it is intended for.. :o

Rules Forum / broken skull ranch
« on: August 04, 2019, 12:56:16 AM »
Austin 3:16
Backstage Card
Can only be packed by Stone Cold Steve Austin. Cannot be packed by Two-Man Power Trip or when packing Corners.
During each of your Draw Segments, draw up to 1 additional card.
During your turn, you may hide this card, put up to 3 of your Superstar-specific maneuvers removed from the game or in your Ringside under Bionic Kicking Machine, draw up to 1 card, shuffle up to 6 cards from your Ringside into your Arsenal, and when your next card played this turn is a Superstar-specific maneuver, you may ignore the "Can only be played..." text.
Unique     RMS logo

Bionic Kicking Machine
Pre-match Event
Can only be packed by Stone Cold Steve Austin.  Cannot be packed by Two-Man Power Trip.
Search your Arsenal for up to 3 Superstar-specific cards with the word "kick" in the title, reveal them, put them under this card, and shuffle your Arsenal. You may play those cards as if they were in your hand and they can only be reversed by Unique reversals; when successfully played, you may search your Arsenal for STUNNER!, reveal it, put it into your hand, and shuffle your Arsenal.
Replace the "Can only be" text with "Cannot be reversed when" on your STUNNER! cards.
F: 0     D: 0     Unique     Permanent     RMS logo

Can i hide Austin 3:16 to search for Non-kick ss maneuvers (eg austin elbow smash), and play them from under kicking machine?

Rules Forum / Re: Managed by Shane tb
« on: January 28, 2019, 10:23:57 PM »
Thank you all!

Rules Forum / Managed by Shane tb
« on: January 27, 2019, 11:04:03 PM »
If I have managed by Shane Tb in my ring, both players 0f.
I play superkick and it gets reversed by Elbow to the face.
I have less cards in hand.

Can I search for a unique card? If so, do I take damaged from elbow first or search first?

Sorry I’m typing from mobile phone it’s hard to copy the text.. will do it in the evening

Virtual Raw Deal / Re: 30 Days of Raw Deal Christmas
« on: December 17, 2018, 10:46:04 PM »
Does the discard in superhuman refer to discard from hand, mid match, or both?

Virtual Raw Deal / Re: 30 Days of Raw Deal Christmas
« on: December 07, 2018, 10:01:04 PM »
Could it be at Belgium?

Where Tomorrowland is?  ???

Virtual Raw Deal / Re: 30 Days of Raw Deal Christmas
« on: November 25, 2018, 11:35:47 PM »

Rules Forum / Re: OSWM TB
« on: November 10, 2018, 08:51:10 PM »
Thanks for the reply!

However OSWM has rms.
Isn’t that modfifying the overturn 6 ?

Rules Forum / OSWM TB
« on: November 10, 2018, 10:15:09 AM »
Old School Wrestling Match - Throwback
Pre-match Stipulation
If any player's turn ends without attempting to play a maneuver, he overturns 6 cards.  Turns cannot be skipped, and non-Superstar-specific cards cannot prevent an opponent from playing maneuvers.
When Back to Basics is in your Ring, your Pre-match Capacity is +3, and your opponent cannot play I'm Gonna Break You.
F: 0     D: 0     Unique     Permanent     RMS logo

This IS What We Came To See!
Pre-match Event
Cannot be packed by Babe of the Year, or when packing Interviewed by Mean Gene Okerlund.
Cannot be blanked and can be played during any phase. Your Pre-match Capacity is +1.
When you would overturn any number of cards for your opponent's non-damage card effects, you may instead remove the top card of your Arsenal from the game. His cards and effects cannot prevent you from playing Actions, and when his Fortitude Rating is 5+, he removes 3 additional cards from the game for his Volley This! cards.
F: 0     D: 0     Unique     Permanent

Can TIWWCTS make overturn 6 for OSWM become 1?

Fantasy Cards / Old school defense
« on: November 09, 2018, 06:34:43 AM »
As we're waiting for v9

One issue I have in raw deal is that long time ago the game started off with strike, grapple, submissions, (also high risks and tmf), but ever since v17 Unforgiven, because of "a revolution of the mind", i feel that one card almost single handedly changed the way players defend because of its efficiency, pack 3 ROTM instead of 6-9 step/escape/break. You even get 1F and draw 1 card! Granted, legendary defense came out but still it is used the same way: 1 card = 0f, reverse "all 3" types.

So here i present an alternative solution which hopefully one day might be considered by the committee...

Old School Defense
Pre-match event
Can be played from ringside, cannot be blanked, and your opponent cannot prevent you from playing this card.
Cannot be packed when packing legendary defense.
You cards titled Step Aside, Escape Move, and Break the Hold have the following added text:
"When played from your hand, you may promo:2 and put one card from your ringside to the bottom of your arsenal. When this card is in your ring area, your fortitude is +2. When this card is overturned for damage, you may remove this card from the game to completely reverse that maneuver, and you have lower fortitude, you may ignore all
 reversal restrictions from your opponents cards and reverse that maneuver."

Hopefully this brings some alternative options for players and also brings back the good old days of choosing between Strike, grapple or submission !
Even if this doesn't happen, i hope you enjoy the idea :)

Any hints of next update?

I know it will be ready when it is ready... at the same time I’ve been refreshing this daily.
Really don’t mean to rush/offend anyone!

Just kind of excited  ;D

Regarding ascensions ability: Is overturning for card effect same as overturning for damage?

Virtual Raw Deal / Re: History of game changing cards
« on: July 01, 2018, 09:25:30 AM »
Thanks for all the inputs!

5. Mania (added)
Iron will- one of the few counters to the infamous clutch apply combo, coupled with the fact the it allows recovery of any 2 cards without losing hand count, and is re-usable, almost every deck ran his multiple copies of this card (2)

Sustained damage- Regardless of the match, that few sustained damage could make a difference between being pinned or making a comeback. This card has also sustained its spot in many backlash decks for over 16 years . However , it was not ground breaking at that time , but More of an added defense, in my opinion (2)

6. Summer-slam
Jr style clubbering- as Daeva mentioned, before Dttah was this unstoppable recovery with nerve holds, rakes, backslides etc saw decks turn into the early version crippler (2)

 Simply the best- one of the few ways to rid of ur style snobberknoxer to play your key game ending actions, this card can be devastating when used timely (2)

Enter the stratusphere- a long forgotten cArd that dawn a lot of play back in the day. Without dttah, and fewer defenses against actions, this allowed many stall decks a reliable weapon to slowly mill an opponent to his doom (2)

Atomic back body drop - one of the early hard to reverse maneuvers. With business is about to pick up, it was not hard to find the much needed Irish whip (1)

7. Ruthless aggression

8. Velocity
My sacrifice - during a time where you only hadn’t 4 pre match Slots, as shelan mentioned that extra slot might be the extra edge needed to gain the upper hand, especially used by higher ssv because of the drawback (2)

Get the f out: multi cards and unique maneuvers were mostly made up of ss specifics Andrew were not as prevalent as today’s game. But based on the increased relevancy over the generations  , I would rate it a pretty solid reversal at 4f and great against key cards (3)

Hold the phone -reverses a whole bunch of stuff and made hybrid tmfs a lot easier to defend against at a low fortitude cost and also packable by face decks (contrast to Manager interferes) (2)

Shoot headlock- velocity saw the introduction of shoots to the game. Unreversable by oversell and break the hold, and being able to re attempt by dropping 2, this became one of the key backup ways of initial fortitude building. Personally I have seen some creative use of this card in the later parts of the game (rules were meant, x2 with destiny) (1)

Diving takedown- long before the days of vickie, those who played in 2002 will know the pain of diving takedowns, along with premiere smack, roll out of the ring, the end is near (and later laying the smacketh down), the draw 2 and discard 1 loop never seemed to end until 1 player hadn’t no cards and the other had like 10. Oh cow on ice... where the hell were you!

9. Issurextion
The end is near: in the era of strong actions, no volley this, cage match, shoot counter, or unscrupulous Sob, like it’s name, this is often used to pick up the few key cards (tmf, key action, targeted reversals) (2)

Beating the odds: as mentioned by hogtrail, your chance to deter any reversal restriction cards. (1)

Man of 1000 holds- never seen this used to win a tourney at that time due to the high pre match slots needed, but combined with the 3 psychologies (especially arm) , this was a pretty solid lockdown card for certain decks *hint* BFM. Ran by 2005 champ Frankie in a local tourney. As the Game progressed it became prone to abuse so it was nerfed in 2017 (1)

Till next time.. feel free to keep ideas/inputs coming!

Virtual Raw Deal / Re: History of game changing cards
« on: June 29, 2018, 10:16:29 PM »
Wow, real cool to see this discussion :D

Thanks VC  and Maskedllama
@CreedP totally agreed on those cards but i was going by editions (Premiere to Mania, Summerslam to ARUS... all the way to VSH3)

haha everyone jump the gunned with great mentions.. definitely revo of the mind etc are great cards.

@Hurricane I'm calling you out for that great mention! (well it did get blanked with shenanigans later exactly because of it's disruption)

@keith yeah, it kinda got lost along the way later on with road to victory etc. and other must packs, but back in that era it was indeed a must pack

.. i also realized i missed out on:

Fully loaded:
Jr Style slobbernocker: To me this was one of the most underrated tech cards in the game. It balanced and slowed the game in such a unique way, where you couldnt see diversions and no mercys and fortitude plunging actions when you were up. You could also abuse it with stall/recovery decks. If my memory serves me correctly, this was one of the key cards in one of the earliest world championships (ran by the rock.. who also won it overall).

Over sell maneuver: another card people kind of forgot after the birth of Revolution of the mind. but back then (and today with legendary defense) it was one of those stops to getting beat up too quickly (2)

Hell in a cell, which i think deserves a "level 3" kind of recognition for how it destroyed recovery, made some playing styles formidable and also kinda screwed your opponents over in certain match ups. (3)

.. do feel free to add the comments! in fact, it will be really great to hear inputs for the next 5 sets before my next post!! (@hogtrail great mentions man)

Virtual Raw Deal / History of game changing cards
« on: June 28, 2018, 07:58:26 PM »
While lurking around the forum, I realized most of my posts are about rules.
It’s time for a little change... so, just some background of myself
Started raw deal when I was in primary 5 in Singapore (11 years old.. oh my), fully loaded expansion back in 2001. Some breaks in the game here and there. Played all the way till v7 (little bit of v8/VHS2) and thanks to real life I had to cut back on playing. Still have 40 odd physical decks sitting around (Thanks to the tb/proxies, no i don’t have 40 OG restricted use... most of the $ was spent on card sleeves! )

Anyways, basically there has been some cards that came came out during each era that were groundbreaking and influenced it’s own era of game tech, and here is my list over the last 17 odd years. This post is Just for a little nolstalgia, a little reflection of the game’s history, hopefully relatable to you so enjoy and do feel free to add ;). I’ll do 5 sets a post.

*some groundbreaking cards refer to the impact made at that period of time. Some cards were later “nerfed”, while some continued to impact play up to today.

Also I’ll grade the cards in brackets below:
level 1 (noticeable card)
Level 2 (something players took advantage of/ had to look out for)
Level 3 (disrupted / huge impact on the game)

As the first set, there is no legacy to change but elbow to the face actually survived almost 18 years (still counting lol). One of the best defenses early game and players will always try to get rid/avoid this smack in the face (3)

Manager interferes - another one that survived all the generations. A must pack for every heel deck (2)

Fully loaded:
Turn the tide: down 30 f? No problem. With no beating the odds/sidewalk slam tb etc, the game could completely flip with ttt + tmf. Brought back to life in v4 with mean gene , and then back into the old shoebox with the revision lol (2)

JBI: back then, action reversals were pretty limited. Also made players think twice before playing that second action. Ego boost + Commissioner rules? Just bring it. (2)

Backlash: Personally I think this card changed the pace and to some degree the level of aggression in the field forever. Players would always think twice before hitting that unprotected, non high risk second move when they are up, fearing that big slap. Also, it’s a 0f backlash reversal... I would say it is pretty reliable lol (3)

Old school wrestling match: admit it, To a small degree this made the order of playing your pre match a little more conscious one ;) (2)

Clutch onto opponent + apply illegal leverage: ahh, one of the earliest combos in the game. Face it, you ever considered packing clean break just to see the look of your opponent’s face if u actually reversed the move. Also i believe cards were created later on to slightly break this combination (2)

Fans love an underdog : * cough cough * Eddie Guerrero . This card actually got banned for a while. What more can I say? (2)

Nothing really

Mania: play this card you win the game via count out?? At that time it was a pretty cool card to use. Till today, it’s still a plan B to skirt the wrestlemanias and stall decks (1)

Fortitude surge:
Back in the day fortitudes plunging was an effective way to beat down an opponent, with cards like get crowd support, bait opponent, even throw into the corner turnbuckles. My personal guess is this card was made to directly counter fans love an underdog. And it still saved you from getting beat turn 1 (2)

Pump kick: With taunt the fans, My personal favorite pretty safe way to get 4F. (1)

It’s showtime: gave lower sv stars to get turn 1 (1)

That’s all for the first post ! Hope you enjoyed :)

Rules Forum / Re: Sexy beast and major announcement
« on: May 03, 2018, 08:36:35 AM »
If Sexy beast wanted to shuffle his arsenal, he could have used either ACE effect.
According to the text, it states the end result as "shuffle", not "put any number of cards back into arsenal", or "search for xxxxx card".


Rules Forum / Sexy beast and major announcement
« on: May 03, 2018, 07:05:25 AM »
The Sexy Beast
Starting Hand Size: 6     Superstar Value: 5
Huge Rock Star Ability: You may pack I Have a Major Announcement in your Backstage Area, it is not Fan Favorite, and it cannot be blanked; at the end of the Pre-match phase, put that card in your Ring, ignore the 'You cannot play...' text, and the number of cards discarded to shuffle is reduced to 0.
Your opponent resolves first at the end of the Pre-match phase, regardless of Superstar Value.
You may pack Chris Jericho cards.

I Have A Major Announcement
Pre-match Feud
You cannot play non-Superstar-specific maneuvers not listed on this card.
Once during each of your turns you may discard 1 card and then shuffle 2 cards listed on this card from your Ringside pile into your Arsenal.
Once during each of your turns you may discard 1 card and then search your Arsenal for 1 card titled Superplex, Wheelbarrow Slam, Neck Breaker, Arm Breaker, Waist Lock, Flying Head Scissors, Leg Drop, Splash, Moonsault, Whirling Backhand, European Uppercut, Rib Breaker, Back Breaker, Double Leg Takedown, Fireman's Carry, Brainbuster, Airplane Spin, Chin Lock, Chicken Wing, Abdominal Stretch, STF, or Figure Four Leg Lock, reveal it to your opponent, put it into your hand, and shuffle your Arsenal.
� � � (Activated Card Effect Symbol)
Fan Favorite Logo
F: 0      D: 0

Does Sexy beast need to discard to search for the listed maneuvers?
(At the end, it states shuffle your arsenal)

Rules Forum / Re: The Sleeper Match of the Year
« on: May 03, 2018, 06:03:35 AM »
Got it, cheers!

What a bummer though now I got to decide to play it early or late  >:(

Rules Forum / The Sleeper Match of the Year
« on: May 01, 2018, 06:37:55 PM »
The Sleeper Match of the Year!
Mid-match Action
Cannot be reversed when played by Rowdy Roddy Piper or when played after a card with 'sleeper' in the title.
Whenever you successfully play a maneuver with 'sleeper' in the title, your opponent discards 1 card and you draw up to 1 card.
When you have 7 or more cards with 'sleeper' in the title in your Ring, you have at least 10 greater Fortitude, and you have more cards in hand, you win the game via Pinfall Victory.
F: 9     D: 0     Unique

Must a player satisfy the condition when it is successfully played to win, or is this one of the “when this card is in your ring “ effect?

Virtual Deck Reviews / Re: Road Dogg - Virtual Classic. Mad tech...?
« on: April 02, 2018, 12:05:36 AM »
Lucky you have no dq match

Douchebag is unique and you packed 2.

Jokes aside, you might want to replace that with a out of nowhere, because Carlitos says that’s not cool  ;)

Rules Forum / It's clobberin' time
« on: March 13, 2018, 07:03:13 AM »
It's Clobberin' Time!
Backstage Card
When packing this card, you can pack Backed by Paul Heyman.
When you have lower Fortitude and play a maneuver without 'reversed' in the text from hand or Ringside as a Counter, your Fortitude Rating is considered +3.
Your opponent is considered to have +2 Old School Psychology cards in his Ring for your Luck is for Losers.
Once during each of your turns you may discard 1 card and then shuffle up to 2 non-reversal maneuvers from your Ringside into your Arsenal.
Unique     RMS logo

Qn: If i reverse punch with step aside, and opponent has 5F, I have 0F. Can I play russian leg sweep (2F 4D grapple, no text) as a counter?

Rules Forum / Re: The man beast of NXT question
« on: November 06, 2017, 11:44:44 PM »
To add on;

Can rhyno pack struck by kendo stick tb? (3f foreign object)

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