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Messages - dilbert505

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1
General Discussion: Raw Deal / Re: Quick opinion poll
« on: July 20, 2018, 07:11:49 AM »
It absolutely is problematic. Not so big a deal if the card is exceptionally situational, but when you're talking something as mission-critical as Divine Intervention, you almost have to plunk down the cash. Optimally, prizes should be full art/alternate art of cards that already exist, or non-card prizes. If a developer wants to release unique cards as prizes, the only really safe way to do it is to release alternate art of cards that will be in the immediately upcoming set; that way, players who win get the advantage of playing with upcoming cards a couple months early, people who desperately want those cards can try to win or buy them, but everyone else need only wait a couple months before the cards see release, and the prices go down.

2
Deck Reviews - Classic / Re: TB Hulk Hogan
« on: July 15, 2018, 11:44:33 AM »
To clarify (since I'm not sure everyone noticed that this was posted in the Classic forum): In classic, this deck works just fine.

In Virtual Classic, the card in question is blank.

Enough Shenanigans!
Backstage Card
All players' Calling You Out, Inferno Match Stipulation, It's All About the Game, Piper's Pit, non-Throwback Premiere WWF Superstar, Premiere WWE Superstar, Run the Gauntlet, Yo! Kill da Beat!, Revolution Judgment Day cards are blank.
When he is Ken Kennedy or JBL, his Ability is blank.
When he is Rowdy Roddy Piper, his Ability reads "During your opponent's turns, when he plays a non-Superstar-specific card with 'reverse' in the text, he discards 1 card."
Unique     RMS logo

3
Rules Forum / Re: Clarification
« on: July 11, 2018, 12:00:43 PM »
The Lion's Den Match
Pre-match Stipulation
Cannot be blanked.
Non-Unique non-Superstar-specific non-maneuver cards and card effects from non-Unique non-Superstar-specific non-Stipulation cards (except Volley This!) cannot move cards from any Ringside.
When you successfully play a maneuver, shuffle up to 1 maneuver from Ringside into your Arsenal.
F: 0     D: 0     Unique     Permanent

Does this mean Unique Superstar specific OR Unique or superstar specific?

Example, can My Name Is... shuffle cards in because it's superstar specific? or not because it is non-unique.

Cards that are Unique, OR cards that are Superstar-Specific, OR cards that are maneuvers, may move cards from Ringside. (Also, card effects from Unique cards, Superstar-Specific cards, Stipulation cards, and Volley This may move cards from Ringside.)

An example for each category:

Here Comes the Cavalry: Unique. May move cards.
My Name Is: Superstar specific. May move cards.
Quick Snap Suplex: Maneuver. May move cards.
Not In Front Of the Kids: Not unique, not Superstar Specific, not a maneuver. May not move cards.

ACE on Proper Planning Prevents Piss Poor Performance: Effect from a unique card. May move cards.
ACE on Proper Planning Prevents Piss Poor Performance: Effect from a Superstar-specific card. May move cards.
ACE on Chicago Street Fight: Effect from a Stipulation. May move cards.
ACE on JR Style Clubberin: not unique, not superstar specific, not a Stipulation. May not move cards.

4
Did we scrap NXT for this worlds

Not so much "scrapped" as "it was never an official format for Worlds." There was discussion around the subject, but that was all unofficial stuff, and didn't amount to anything.

5
Rants Forum / Re: Enzo Amoré is Innocent!
« on: July 01, 2018, 07:30:26 PM »
So I fail to see how some "allegations" against Enzo disqualifies him from being part of Raw Deal?

The dev team has no interest in developing him. That's all the disqualification required.

6
Rules Forum / Re: "Successfully play"
« on: June 30, 2018, 06:13:01 PM »
Yes. The rulebook, as written, explains the most common scenario, but does not cover all contingencies. Exceptions to a rule do not unmake the rule; they provide exceptions.

The timing breakdown clarifies this.

Quote from: Timing Breakdown
6a) Some cards are put into the Ringside Pile or other area instead of going to the Ring Area (Iron Will etc.) The Timing Breakdown still continues as normal, these cards never enter the Ring Area.  They will resolve during the text resolution ( Step 8 ) at that time, and will still resolve to its destination even if blanked.

7
Rules Forum / Re: Here Comes the Calvary qns
« on: June 28, 2018, 03:36:52 PM »
That depends on whether or not they pack The Numbers Game. If they forgo Numbers Game, they may pack Cavalry. If they pack Numbers Game, they are a Stable, and cannot pack Cavalry.

8
General Chat / Re: The most heated debate ever
« on: June 27, 2018, 09:36:38 AM »
A hot dog is clearly a sausage inna bun.

(Now let's see how many Discworld fans we have here.)

9
Rules Forum / Re: Absolute Power Corruots Absolutely
« on: June 27, 2018, 07:15:15 AM »
All hail King Timing Breakdown I.

1 Play the card.  Until the card is moved to another area, it is not in any area while resolving the Timing Breakdown.
1a Reveal the card to all players and choose a target or targets for the card (if any.)

2a Determine the Fortitude cost for the card, including modifiers, the effects of the card’s player first, then his opponent’s effects. (Multiplication/division first, then addition/subtraction.) You may not play a card if you cannot meet the Fortitude cost, unless a ‘when played’ effect can lower the Fortitude cost; this effect can only be as a function of playing the card.
2b Determine that you can meet all of the 'must' requirements listed on the card.
2c Check that a Follow-up condition is met (if required), including any ‘ignore the text’ effects.
2d If any of these steps can not be satisfied, the sequence ends immediately and the card remains where it started. (It does not count as having been played.)
2e Apply any ‘when played’ effects from the card’s controller.
2f Apply any ‘when played’ effects from the opponent.

If you cannot pass the "Can only be played" effect by step 2B, the card leaves the timing breakdown in step 2D, before you get to apply the When Played effect in step 2E.

10
Fantasy Cards / Re: Fantasy support cards
« on: June 26, 2018, 10:01:01 AM »
Lol rusev day man thats way to good. No way that would pass playtesting.

What do you suggest should be done to make it less way to good?
Maybe they discard a card for a non-Chain maneuver instead of any maneuver.

It needs to be limited to a single use. If you can find a way to fit it, add the line "If this card is moved from your Ring by your effects or turned face up, put it in your Ring face down." That way, it can't come back into play.

The idea is it can come back into play. You're not going to be able to flip it back over until you get Turning Everything Upside Down into play. So you get the one shot and wait it until until you're F:6 and lower Fortitude, or as a reversal.

That idea is why it's way too good. Let's take all of Rusev's cards off the table except Bulgarian Brute and Happy Rusev Day (and Turning Everything Upside Down) for a second.


The Bulgarian Brute
Backstage Card
When you do not have 10+ greater Fortitude and your printed D: 5+ non-Multi maneuver is completely reversed from Arsenal during the first 3 cards while applying damage, before you would draw for Stun Value you may discard 2 cards; your maneuver is not reversed, he puts his reversal on the bottom of his Arsenal and continues to apply damage, he may reverse from Arsenal again as normal, and after all damage is applied end your turn.
Unique     RMS logo
VHS2

For the sake of argument, let's say Rusev is less than 10F ahead of his opponent. Rusev throws a Precision Kick, so hand only.

First, they attempt to reverse it from hand. That's one reversal gone.

Then, Happy Rusev Day. That's another card out of his hand.

Turning Everything Upside Down flips Happy Rusev Day.

Throw the Precision Kick again.

It gets reversed a second time.

Happy Rusev Day again, so now he's down 2 reversals and 2 other cards to your 1 Precision Kick, which of course you throw again.

Say it goes through on attempt 3.

Then they overturn a reversal in the top 3 cards.

Then you discard 2 to bottom his overturned reversal, and he keeps eating damage.

Then on your next turn, flip Happy Rusev Day up again, and we get to do that nonsense twice more with a new card.

--

tl;dr: I would ABSOLUTELY turtle with Rusev to get Turning Everything Upside Down into play, because once this thing gets to the lather, rinse, repeat stage, he's an NPE. (Just imagine how much worse this all would be before the Bulgarian Brute revision.)


---

Edit: If you're adamant about wanting this thing to be usable more than once, it has to have a more elaborate trigger than face down/face up. If it goes to the Backstage to take effect, and comes back to the Ring when you're #F behind your opponent, or something like that, I could see it being more balanced.

11
Fantasy Cards / Re: Fantasy support cards
« on: June 26, 2018, 06:24:17 AM »
Lol rusev day man thats way to good. No way that would pass playtesting.

What do you suggest should be done to make it less way to good?
Maybe they discard a card for a non-Chain maneuver instead of any maneuver.

It needs to be limited to a single use. If you can find a way to fit it, add the line "If this card is moved from your Ring by your effects or turned face up, put it in your Ring face down." That way, it can't come back into play.

12
Oh, thanks for the response. So just to make sure I got this right. If I was playing as Andre the Giant, I can only pack prematch and midmatch cards with the Andre logo correct? I wouldn't be able to pack Managed by Bobby the Brain Heenan with Andre, or does the "can only be packed by a legend" language allow this?

Correct. The game rule in question only applies to cards with a Superstar logo on them. Giant Eiffel Tower, The Heenan Family, The Heenan Family Enforcer, and Giant Choke Hold all have Andre's logo on them, and as a result, he may pack those specific cards.

(In Virtual All Axxess, he may also pack <R> The 8th Wonder of the World and <R> Obey, which also have his logo, and the <R> factions, which have superstar logos and specific text permitting any superstar to pack them.)

Managed by Bobby the Brain does not have a superstar logo printed on it, and as such, Andre's ability takes precedence, and he may not pack it.

8th Wonder may pack any Andre the Giant cards, except for We Face Each Other as God Intended, the Arsenal card titled The 8th Wonder of the World (as it is unique, and shares a card title with the superstar card), and any superstar-specifics that explicitly say "Can only be packed by Andre the Giant." As 8th Wonder does not have a general limitation on packing pre-match cards, he may pack Managed by Bobby the Brain.

13
The thing you are missing is a game rule that overrides Andre's ability.

Quote from: OmniFAQ
-A card with a Superstar logo can be packed and played by a Superstar that can legally pack it, regardless of restrictions from the Ability.

This text means that Andre may pack Giant Eiffel Tower and The Heenan Family, despite his ability saying that he otherwise can't. Also, since the Revolution Faction cards say "You may pack this card regardless of Superstar," those specific Pre-Match cards may be packed by Andre in any format in which they are legal.

The "Can only be packed by Andre the Giant" text on Heenan Family Enforcer forbids 8th Wonder from packing it; he would otherwise be permitted to do so by the Andre logo.

Giant Eiffel Tower does not permit 8th Wonder to pack We Face Each Other as God Intended. That effect can only be triggered against Andre the Giant, who, as I mentioned before, may pack G.E.T. because it is a Superstar-specfic card he is legally entitled to pack.

14
Rules Forum / Re: Ezekiel jackson
« on: June 12, 2018, 08:17:37 AM »
Rio's right. The Pre-Match goes, in order:

Allegiance
Venue
Feud
Stip
Manager
Everything Else
Draw Starting Hands
Resolve "At End of Pre-Match" effects

Then you get into the "after all pre-match phases" and "before the first draw segment" effects, but they're explicitly after the Pre-Match ends.

A common card that can serve as a good reminder of this:

Dynamically Inclined
Backstage Card
Cannot be packed by Doink.
Before starting hands are drawn, search your Arsenal and Ringside for 10 non-Trademark-Finisher maneuvers with "dynamic" in the title, put them under this card, and shuffle;  if you do not, hide this card.  At the end of the Pre-match Phase, choose 1 card under this card, put it into your hand, and shuffle the other cards into your Arsenal.
Your Pre-match Capacity is +1 for each The Luck of The Draw card in your Ring greater than 1.
Your non-Unique maneuvers with "dynamic" in the title are -3F and +2D.
When you have lower Fortitude, your opponent is considered to have double the number of reversals in his Ring for your effects with "dynamic" in the title or text.
Unique     RMS logo

This card would make no sense if starting hands were not drawn until the end of the Pre-Match Phase; the effects would trigger at the same time.

15
Fantasy Cards / Re: Botchamania themed cards
« on: June 04, 2018, 09:54:17 AM »
You Want To Play 21?
Action
Your opponent overturns cards from top card of his arsenal one at a time until the combined D or F of his cards is 21+ (whichever happens first).
When played by Jake The Snake Robers, the cards are removed from the game instead.
Unique
F: 21 D: 0

Should be F:22. (That, or make a reversal titled "I've Got 22" that stops actions and does something nasty to this card.)

16
Rules Forum / Re: Old School Cage Match + Kidney Punch
« on: June 04, 2018, 09:49:49 AM »
When Old School Cage Match is in play, you cannot move Kidney Punch to your hand (unless you are Heidenreich, who specifically cannot be prevented from moving Kidney Punch by his opponent.) OSCM reduces the movement of cards from any Ringside by 1: in this case, both the "remove 4 cards" and "put this card into your hand" would be reduced by 1. Since you cannot complete the effect, the effect fizzles.

You also cannot choose to remove Kidney Punch to its own effect and then put it into your hand, because the effect on Kidney Punch states "when this card is in your Ringside pile." If you remove it from your Ringside, it is no longer there to be put into your hand, so you cannot complete the effect, and it fizzles.

Note that if you cannot complete the effect, you cannot start the effect in this case; you may not remove 3 cards to Kidney Punch's effect, since 3 cards is insufficient to pay the cost.

I think you may have forgot about his pre-match that will allow this interaction.

I think you may not have read my post fully.

17
Rules Forum / Re: Old School Cage Match + Kidney Punch
« on: June 04, 2018, 08:03:52 AM »
When Old School Cage Match is in play, you cannot move Kidney Punch to your hand (unless you are Heidenreich, who specifically cannot be prevented from moving Kidney Punch by his opponent.) OSCM reduces the movement of cards from any Ringside by 1: in this case, both the "remove 4 cards" and "put this card into your hand" would be reduced by 1. Since you cannot complete the effect, the effect fizzles.

You also cannot choose to remove Kidney Punch to its own effect and then put it into your hand, because the effect on Kidney Punch states "when this card is in your Ringside pile." If you remove it from your Ringside, it is no longer there to be put into your hand, so you cannot complete the effect, and it fizzles.

Note that if you cannot complete the effect, you cannot start the effect in this case; you may not remove 3 cards to Kidney Punch's effect, since 3 cards is insufficient to pay the cost.

18
Rules Forum / Re: Touch of Darkness question
« on: May 31, 2018, 04:48:04 AM »
You cannot reduce the damage of an RMS maneuver. Since the second clause leads off with "if you do," and you do not because you cannot, it can never be triggered by an RMS card.

19
Rants Forum / Re: SquareEnix's Tournament Rules Are Stupid
« on: May 28, 2018, 01:36:17 PM »
Quote from: BigPimpin
I'll counter the "most damage" timeout condition by saying that you know there's decks that play from behind on purpose, and that's a BIG blow to them, especially if the opponent stalls on purpose to delay the comeback.  I don't feel like that's a fair solution either.

Is it so much worse for those decks than a double loss? They lose either way. There is no solution that benefits everyone. Either you give an advantage to aggro decks by making most damage the first tiebreaker, you give an advantage to slow decks by making most cards left the first tiebreaker, or you give an advantage to anyone not in the matchup that goes to time by enforcing the double loss.

20
Rules Forum / Re: Blank hybrid
« on: May 28, 2018, 12:17:04 PM »
Yes. A card is not hybrid based on its card text, but on the existence of multiple modes on the card. There are 28 cards in Raw Deal that, as printed, are hybrid cards with blank text; 27 are Revolution cards, one is People's Team's Electro-matic.

21
Rules Forum / Re: Just Call Me Dave vs Brahma Bull
« on: May 15, 2018, 06:19:29 AM »
The other two cards in the equation:

162/172 (ULTRA RARE - FOIL - Batista)
Unleashed Bomb
Grapple + Grapple
When your Fortitude Rating is 0 and your opponent's Fortitude Rating is 10 or more, this card is -6F and can only be reversed from his Arsenal.
When successfully played, shuffle up to 4 cards from your Ringside pile into your Arsenal.
Unique
Multi
SV: 2
F: 6      D: 9

178/198 (PREMIUM RARE - no logo)
Restricted Use in This Area
Mid-match Reversal: Special
Can only be played after your opponent plays a card that he has modified by other cards.
Disregard all modifications made to that card by other cards until the end of the turn.
You may still play Reversal cards to that card.
¶ (Restricted Modification Symbol)
Unique
F: 0      D: 0

Restricted Use won't help you much. It requires a modification by that player to his cards (in this case, 'cannot be blanked'), but the second sentence isn't limited to his own modifications. It blows away "Cannot be blanked," but it also blows away Brahma Bull's blanking in the first place, and the remaining relevant text is on Unleashed Bomb. It won't lose that text, so you'll be left with the Unleashed Bomb at 0F as printed.

22
Rules Forum / Re: Miz and his prematches
« on: May 11, 2018, 08:28:03 PM »
I Came To Play checks for the 10-character sequence - trash talk - anywhere in the title or text of the card. As long as those 10 characters appear consecutively in that order, and the card is not RMS, those cards are free. That includes his pre-match specifics.

23
When I put together my cube, I needed somewhere in the vicinity of 5-600 card backs. I did almost all of it with Step/Escape/Break/Elbow/Irish Whip/Throw/Gut Wrench/Jockeying for Position, and I still have at least 10-20 left of each of those cards not in use.

24
This one's been alluded to before. http://teamcanadaonline.net///index.php/topic,13825.msg163934.html#msg163934
Quote from: Daeva
Quote
    Secondly,

    Throw Into the Corner Turnbuckle - 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 Throw Into the Corner Turnbuckle and after a Set-up card.
    F: 0     D: 0     Unique

    Now, when you activate the effect of this card, are you able to play cards that can only be played after a successfully played card? E.g. precision sleeper, apply legal leverage etc.

No. Throw into the Corner Turnbuckle and Irish Whip TB only let you get past play requirements of their own titles and "after a Set-up card". Shane O'Mac can't use the ACE to throw any High Risk.

For the same reason, the ACE on Irish Whip TB doesn't work entirely the way you want. To play the Elevator Lift, you either need to successfully play Irish Whip (original or TB), or successfully play any Action. You can then activate the ACE, if you need the -25F, and if that's also successful, you can throw the Elevator Lift, but the ACE by itself is not a "successfully played Action card."

25
Rules Forum / Re: The Shield
« on: May 04, 2018, 06:11:27 PM »
The Shield
Starting Hand Size: 3     Superstar Value: 3
Stable Superstar Ability: When you reverse your opponent's maneuver, and it is the first reversal played this turn, you may draw up to 3 cards and then put 2 cards from hand on the bottom of your Arsenal.
Your Total Teamwork cards are F: 0 and non-Unique. You cannot pack Corners or First of All. You are a Tag Team.
V7

The second reversal to a Multi is not the first reversal played this turn.

You draw and bottom after you play the first reversal of the turn, provided it actually completely reverses a maneuver. Note that this does not say "completely reverse," so if you throw a reversal to a Multi, you would draw and bottom as part of the reversal card's Timing Breakdown, then you return to the Multi maneuver's Timing Breakdown and have an opportunity to play additional reversals to finish reversing the maneuver. After that, this part of the ability does not come into play again until their next turn.

Edit: OK, someone apparently gave me bad information a while back. Disregard the stricken part of this mess.

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