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1
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

2
Regarding ascensions ability: Is overturning for card effect same as overturning for damage?

3
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!

4
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).


Backlash:
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)

Mania:
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)




5
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)

Premiere:
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:
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)

IAATG:
Nothing really

Mania:
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 :)

6
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".

 :laugh:


7
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.
V1



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
Permanent
F: 0      D: 0

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

8
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  >:(

9
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?

10
Deck Reviews - Virtual / 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  ;)

11
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
VHS3


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?

12
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)

13
Rules Forum / Re: Team X-treme ability
« on: September 13, 2017, 09:03:42 AM »
bump>?
(sorry i think this might have been missed)

14
Rules Forum / Team X-treme ability
« on: September 11, 2017, 06:22:30 AM »
Team X-Treme
Starting Hand Size: 7     Superstar Value: 3
Throwback Superstar Ability: Once during each of your turns, when you successfully play a High Risk, you may discard 1 card and then put up to 2 non-hybrid cards from your Ringside into your hand.
Your opponent can ignore 'cannot be reversed' effects on your maneuvers.
You can pack High-Flying Style, X-Treme Thong and Hardy Boyz, Matt Hardy, Jeff Hardy, and/or Lita maneuvers; your Spin Cycle and Poetry In Motion are blank. You cannot pack Corners or There is No Escape.
You are a Stable and a Tag Team.
V8



Ladder Match Innovators
Pre-match Event
Cannot be blanked. This card and High-Flying Style do not take up Pre-match slots in your Ring.
When you successfully play a maneuver, search your Arsenal and Ringside for 1 non-Unique non-Throwback Ladder In The Ring card, put it in your Ring, and shuffle.
Once during each of your turns, when you Activate your non-Throwback Ladder In The Ring, it cannot be reversed. When you play your first maneuver each turn that is modified by that card, it cannot be reversed from Backlash.
F: 0     D: 0     Unique     Permanent
V8

Qn 1) For Team xtreme's ability: Cannot be reversed comes from the card itself only, or also applies to cards that had been modified? (Eg. Diverson)

Qn2 ) Does e.g. "cannot be reversed by... xxxxx" apply too, ie. cannot be reversed from backlash?

15
Rules Forum / considered played after
« on: September 04, 2017, 08:22:09 AM »
Irish Whip - Throwback
Mid-match Action
Your Lock, Stock, and Barrel maneuvers are blank.
During your turn when this card is in your Backlash, you may put it into your Ring.
During your turn when this card is in your Ringside, you may discard 2 cards and then put this card into your Backlash.
ACE: Once during each of your turns, you may discard 2 cards and then your next card played this turn is considered to be played after Irish Whip and after a Set-up card.
F: 0     D: 0     Unique

If my opponent uses shoot punch (RMS card), can it be "considered to be played" after irish whip?
Not sure if this is considered modifying ?
 

16
Rules Forum / Re: old school cage match
« on: June 09, 2017, 08:29:32 AM »
okay thanks!

Seems like kidney punch cannot be moved from Ringside by Heidenrich now, because there is "printed" text.  :(

17
Rules Forum / old school cage match
« on: June 08, 2017, 07:16:20 PM »
Can I pop ready to fight to take back 0 maneuvers if I have old sch cage match in ring?

Sorry posting with my mobile I'll copy and paste text later

18
Rules Forum / Re: World wrestling federation heavyweight title belt
« on: April 22, 2017, 01:54:18 AM »
If i may add another question:
Do you need back to basics in ring to get the protection in bold above?


19
Quote
The Million Dollar Corporation     (Million Dollar Man Ted DiBiase, IRS, Bam Bam Bigelow, Sid, Nikolai Volkoff logos)
Pre-match Faction
You can pack this card regardless of Superstar.
You are now a Million Dollar Corporation Member.
When you have 10 or more cards removed from the game, your maneuvers without 'reverse' in the text are -2F and +1D, and your non-Superstar-specific actions are -2F.
When your logo is printed on this card, your maneuvers are -2F and +1D for every non-Heat Backlash card removed from the game.
F: 0     D: 0     Unique     Permanent

This is the little baby that turns M$M into a monster... assuming Brahma Bull isn't sitting in the opposite ring. I ran M$M at the last Gencon Worlds tourney I could play in. I threw all manner of annoying unique maneuvers at 0F. Chaos and Pandemonium, Classic Claw, etc. Oh, and I'd recycle them back into my deck and throw them multiple times. He was a beeeast.


Weren't you the one who was throwing like 8D <R> Transition Hold each turn?

May I know where to find <r> transition hold text?
Was searching vr1-5 but can't seem to find it.


20
Rules Forum / Re: Mr wrestlemnia
« on: February 27, 2017, 11:27:56 PM »
cheers for the clear answer  :)

21
Rules Forum / Mr wrestlemnia
« on: February 27, 2017, 12:18:19 PM »
Mr. Wrestlemania
Backstage Card
At the end of the Pre-match phase, you may put Wrestlemania from your Backlash into your Ring.
When you Activate Wrestlemania, it cannot be reversed; you may remove it from the game instead, and you may shuffle up to 5 non-reversal cards removed from the game into your Arsenal.


May I know if I choose the "remove from game instead", is the shuffle 5 non reversal cards in addition to the shuffle 2x superstar value from wrestlemania?

If it is in addition, can I shuffle cards that were removed from game due to "shuffling back from wrestlemania itself, thus removing heat cards"" ?

22
Fantasy Cards / Re: The Perfect 10, Tye Dillinger
« on: February 18, 2017, 08:50:55 PM »
I dont have much to add,

but I must say, Love the concept!

23
Rules Forum / Re: The Cape Town Werewolf
« on: February 18, 2017, 12:58:42 AM »
Aha.. got it

cheers Daeva and Creed!

24
Rules Forum / Re: The Cape Town Werewolf
« on: February 17, 2017, 09:41:26 PM »
From timing breakdown:

7a Effects you control (other than this card's text taking place when played or when successful played) that trigger on a Successfully Played card take place.

So a card is considered "unsuccessful" at the same point as it would have been deemed successful had it not been reversed?

(ps. took me a while to structure the sentence  ;D)

25
Rules Forum / The Cape Town Werewolf
« on: February 17, 2017, 06:46:32 PM »
The Cape Town Werewolf
Mid-match Action
When you have lower Fortitude and your maneuver is unsuccessful, you may put this card from any area into your Ring.
When this card is in your Ring, your first High Risk maneuver played each turn can only be reversed by Unique reversals.
ACE: Once during each of your turns, you may discard 2 cards and put 1 non-Unique non-hybrid maneuver from your Ringside into your hand. When this effect is reversed, put up to 2 cards from your Ringside into your hand.
F: 0     D: 0     Unique
V7

If it is the first turn of the game and i play a maneuver, (Both players 0f), he uses elbow to the face (2d).

Can I place this card in my ring?


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