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Messages - MonkeyLord13

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Virtual Raw Deal / Re: Virtual 10: Breaking Ground
« on: November 03, 2019, 05:22:12 AM »
I think it's fair to assume that the design team realized that the Revival would be boosted by NXT support AND that they weren't receiving that set of cards. I think it's also fair to assume that design believed them to be well balanced without those cards, even if those cards would have helped them.

Classic Raw Deal / Re: Two Feuds
« on: October 23, 2019, 06:34:23 AM »
Yeah you could play 6 Diff Feuds w/ him as he doesn't get them as Pre-Match as he can't play Face up cards so you play up to 6 diff feuds face down and also on the flipping part when you get to Flip them Face Up their Text goes off correct like you get to Flip a Card over and for example it's Trash Talkin' Interview the Feud where you get to look at you opponents hand and make him shuffle that card in and then yours as any pre-match text goes off when play Correct.

I think you're misremembering how he works. Here's his superstar text:

The Second Coming
Starting Hand Size: 7     Superstar Value: 5
Legend Superstar Ability: You cannot flip cards face-up.  Once during each of your turns, you may play 1 face-down card as if from hand or Backlash.   
Your Feud cards are now Active Events and can be played during the Feud phase.
You may pack Unique Chris Jericho Arsenal and Mid-Match cards and I'm Better Than You.  You cannot pack Corners, Managers, Run-ins, First Of All, or Back to Basics.

He CAN play cards face-up, he cannot flip them face-up if they've been turned face-down (such as with Turning Everything Upside Down). So in the prematch, you can play feuds as following the rules for Active Events, face-up as per normal (meaning they are played as Prematch Events, take up pre-match slots as normal, they follow the rules for the Active keyword), and leave them face-up. In fact, as Active cards, you are not allowed to flip his feuds face-down (because you cannot flip Active cards face-down).

While his ability allows you to play face-down cards, I do not believe that you could play a face-down Pre-Match card with his ability because the "as if from hand or Backlash" indicates that the card you're playing has to be a legal play. Using your ability during your turn is not the pre-match phase, when it would be legal to play a pre-match card. (Ruling seems to be confirmed here:,15787.msg184748.html#msg184748).

Again, this is irrelevant for The Second Coming's feud cards, because, again, the Active keyword that they gain from his ability makes it illegal to turn them face-down.

While there are plenty of other examples, I'll use Breaking Ground as my focus:

Breaking Ground
Reversal: Special
Effects cannot prevent you from moving this card.
When your opponent successfully plays a 10D+ maneuver, or has 10+ greater Fortitude and he successfully plays a maneuver, you may put this card into your Ring from your Hand or Ringside. If you do, after damage is applied from that card, end his turn.
F: 0     D: 2     Unique     Permanent

If my opponent plays a maneuver that through whatever shenanigans cannot be responded to, may I still put Breaking Ground into my ring?

Virtual Raw Deal / Re: Virtual 10: Breaking Ground
« on: October 04, 2019, 08:11:04 AM »
We're slowly wrapping up everything for the set to release tomorrow. Here's the last spoiler until the full release.
Each Superstar will have an alternate art card at the tail end of the set. These are my 3 favourites.

Wow, those are gorgeous. I'm all about seeing more of these as Raw Deal proceeds.

Thank you for a phenomenal release, Eric and Design Team!

I would like to remind the reader that if you remove your Face/Heel card from the game, any lingering effects those cards have are taken away.[\quote]

Does that include the "discard your hand" effect of Deluding Yourself? I had no idea about RFG as a way to avoid those kinds of effects. (Makes me consider different uses for Backed By/Managed by Paul Heyman.)

Virtual Raw Deal / Re: Virtual 10: Breaking Ground
« on: September 30, 2019, 09:48:44 AM »
A couple of things I noticed on Ronda's cards (which may already be on your radar):

1) You made mention of Shoot Kicker Hold in conjunction with Multiple Combat Sport Champion. Does the RMS trait on SKH make any difference in terms of packing? I assume that when played, it would still be a Multi given that RMS would be in effect once the game has started. Kind of a silly question, but thought it might be good to air it before someone says "You can't remove the 'cannot be packed' text because of RMS".

2) On I Don't Give a Damn About My Reputation, the damage boost effect specifies "next maneuver this turn", but the Fortitude reduction effect (and its reversal restriction) only says "next maneuver", not limiting it to the same turn as IDGDAMR. Just wanted to double check whether this was intended to let you stack the effect for a next maneuver that happened to come on a subsequent turn, or if it was intended to only function if the next maneuver is played the same turn.

3) Just a little formatting thing that I'm sure you would have caught, but Rousey's Flurry of Punches reads "...discard 2 to to put this card back in hand..."

Both Ronda and Nia are looking great. Very excited for V10!

Virtual Raw Deal / Re: Virtual 10: Breaking Ground
« on: September 29, 2019, 09:25:51 AM »

2. He literally outclasses so many superstars before him with similar abilities. The most similar superstars I can think of that Gargano clearly outclass are The Showstopper and Gene Snitsky. Snitsky is literally outclassed in every way by Gargano - his ability is literally written in Gargano's current ability. As for Showstopper, he gets everything Showstopper can do, maybe a little less versatile BUT is also an NXT superstar and does not have the Legend drawback for Shoot Lock-Up so people that want to catch up might be completely out of luck here.

3. He gets tons of versatile recovery options that are versatile yet doesn't suffer drawback from his ability.

Starting Hand Size: 8     Superstar Value: 3
NXT Superstar Ability: Your cards with 'technical' in the title are not Set-ups. Once during your turn, you may discard 1 card and choose Chain, Heat or Volley: 4. Your maneuvers with 'technical' in the title are considered to have that trait until the start of your next turn. Do not remove Heat cards from the game for your Superstar-specific card effects.

Gene Snitsky
Starting Hand Size: 7     Superstar Value: 1
Superstar Ability: Your Heat cards are not removed from the game when you move a card from your Ringside pile.

Johnny only protects his Heat against Superstar Specific recursion effects, not against all recursion. Once he's activated his ability, which he can only do once a turn, and which comes at a cost, he can no longer avoid the Heat trait for any non-Superstar Specific effects. Snitsky pays no cost for his protection and it applies to non-Superstar Superstar specific effects, and since snitsky is not relying on his ability to give out the Heat trait, Snitsky's ability also allows Heat protection for out-of-turn recursion.

The Showstopper
Starting Hand Size: 8     Superstar Value: 6
Legend Superstar Ability:  Search your Arsenal for The Legend Lives On, put it into your Ring, and shuffle; that card is Permanent and cannot be blanked.
Your Heat cards are not removed from Ringside when you move cards from your Ringside with Superstar-specific cards.
You can pack non-Storyline non-Virtual Unique Shawn Michaels cards with no other logos.  You cannot pack Corners, Managers, Run-ins, Pre-match D: 1+ cards, Foreign Object maneuvers, or A Quick BASH-ing.

The Showstopper has the same level of protection as Gargano, but he also has Legend support, which is not insignificant. He is also paying no cost to hand out the Heat trait.

Both Snitsky and Showstopper also benefit from focus on Heat in areas such as maintaining Heat cards in their ringside during off turns, allowing use of Heat reversals. Gargano will actually have to pack printed Heat cards to have the same versatility as either Snitsky or Showstopper. Gargano is using a different maneuver base from either of the other Superstar, as his ability will only give the Heat trait to technical maneuvers (and dynamic if you play Rebel Heart, admittedly no reason not to do so).

In context, I disagree that either is fundamentally "outclassed" by Gargano. As I and others have already observed: Gargano has the strength of versatility, but Superstars like Snitsky and Showstopper have the strength of focus.

There are lots of different things you can do with Gargano, but try to do them all at your own peril.

Virtual Raw Deal / Re: Virtual 11 Superstar #8 Poll
« on: September 29, 2019, 08:56:54 AM »
Okay, with Roode being this far ahead in the poll (I'm an Ali man myself), can I request a Beer Money Easter egg on one of his cards? :)

Virtual Raw Deal / Re: Virtual 10: Breaking Ground
« on: September 28, 2019, 10:19:26 AM »
Johnny Wrestling looks dope. Like that the supports are making technical and dynamics more protected, and also making Johnny very versatile in his ability and card effects. Versatility is one core concept which makes RD much more fun. Playing restricted moves all day, for e.g. German Suplex TB, Shoot Lock Up, Claw, Precision Sleeper, is known to be the safe route for securing fortitude, but the joy of trying something different just fizzles when one is up against players who constantly play the same restricted moves.

Great Job in moving v10 so fast, which is scheduled very soon, not long after v9's release.
Appreciate the efforts! =)


I like the idea that Johnny is a jack of all trades, but master of none.

I'm looking forward to trying him out, and I'm looking forward to his DIY partner! (and all of the new blood)

Great job so far, design team!

Virtual Raw Deal / Re: Introducing Virtual 10: Breaking Ground
« on: September 16, 2019, 07:11:49 PM »
So can we get the spoiler reveal of the two surprise characters? I am already hyped for the set I just want to see who the two other superstars are going to be.

You can get a peek at one of them here:

Virtual Raw Deal / Re: Introducing Virtual 10: Breaking Ground
« on: August 10, 2019, 05:32:58 PM »
I am suspecting that Undisputed Era, and Ricochet are going to be the surprise superstars.

Given the new tag team faction for the bludgeon brothers, I wouldn't be surprised to see no UE Stable card yet, though I'm excited for the idea of Roderick Strong making it into raw deal (the other guys are great, too, I'm just a Strong mark). Though he's been less present recently than Ricochet, I'd consider Aleister Black a strong choice considering his tenure in NXT and the heat behind his immediate arrival on the main roster.

does anybody have, some original starter deck cards lists? i can help with that if you give me some decklists

I actually do have a lot of these (from a failed attempt to get some friends into the game by gradually introducing them to the expansions). If there's interest, I'd be happy to share. If there's enough interest in the community, I'd be willing to go ahead and post them to the forum, otherwise (like Keith), I can make a link available for a gdrive download.

so... i've actually came up with this awhile back. basically they are empty deck lists of about 20 backlash and 50 arsenal cards without superstars for different traits. Players can choose what superstars they want and fit them into the empty deck and do some modifications. Not sure if this is helpful, but each deck will only teach 1 trait so new players can familiarize with that trait after playing that deck a few times. You can find the deck list in excel at this link.

The link also includes all the rules and FAQ for reference.

Thank you for sharing these!

Virtual Deck Reviews / Re: Asuka: The Empress of Tomorrow
« on: July 31, 2019, 08:01:55 AM »
While it would involve flipping from Face to Hell, have you considered running this with Brass Nuks Shot?

Brass "Nuks" Shot
Strike: Foreign Object / Reversal: High Risk / Heel
If played by William Regal, this card is -3F.
As a reversal, reverse any High Risk maneuver and end your opponent's turn.
When this card is in your Ring area, your cards with the word "punch" in the title, as well as your cards titled Haymaker and European Uppercut, are +2D and cannot be reversed from your opponent's Arsenal.
F: 3   D: 5
"He's got the power of the punch, J.R.!" - Jerry "The King" Lawler

You can use No DQ Match to make it -3F, or, since you're Asuka and can search for those 0F Forearm Uppercuts, Spinning Backfists, and Whirling Backhands, you shouldn't have too much trouble getting to 3F. In addition, Brass Nuks interacts with Haymaker, another card on Asuka's Aggression. The downside to this is:

This Is Going To Be an Old School Brawl!
Mid-match Reversal: Special
Can only be played when your opponent plays a maneuver with a reversal restriction from his card that is not his first maneuver with a reversal restriction from his card this turn. Blank that maneuver's text and damage, he discards 2 random cards, and end his turn.
When this card is in your Ring and he plays a non-Superstar-specific maneuver with a reversal restriction from his card that is not his first maneuver this turn with a reversal restriction from his card, he overturns 2 cards.
F: 0     D: 2     Unique     RMS logo

Still, if you get your opponent to the point where they don't have any reversal options except to hope to overturn one, and your Brass Nuks is preventing Arsenal reversals, and you have a Cross Punch in hand, it's easily worth overturning 2 cards for a second, third, etc. Cross Punch that you know is going through to the tune of 6+ damage.

Virtual Deck Reviews / Re: Becky Lynch: The Coronation of the Man
« on: July 31, 2019, 07:45:35 AM »
Make sure that amongst your Backstage stack is The Breakout NXT Star. If nothing else, it protects you from Armageddon is Upon Us, but the draw ability is obviously very useful. Similarly, you should look at some of the other NXT Prematch cards like NXT Arrival (for some Fortitude discounts on Counters, as well as some recursion) and Corey Graves: Savior of the Masses (for making NXT Arrival not take a prematch slot, protecting The NXT Generation, and granting a bit more recursion).

In your midmatch, you might want to find room for a copy or two of My Name is Matt Striker ... and I Am Your Teacher. This one is not Virtual, so you may not have access to it, but if you do, bear in mind that its interactions with Dynamic maneuvers combined with Becky (via her Goggles) treating her Precision maneuvers as Dynamic, lets it serve as Precision support in this deck, and potentially gives you free Fortitude if you're really falling behind.

I also want to echo the utility of Precision Kick. Having the reversal restriction printed on it makes it a great maneuver. Playing it for 0F as an opening maneuver (when your opponent may only have cards from the prematch in this ringside) makes it a great maneuver. Getting to choose a number less than 5 when played as a counter because of NXT Arrival and The Era of the Superstar, makes it a great maneuver. And once you have 10F and can choose 0, letting your opponent recur 0 cards, and still playing a 6D Strike that cannot be reversed from hand, it remains a great maneuver.

I also often have a gut reaction to Precision cards based on my worst case scenario (paying the maximum precision effect for maximum Fortitude discount), but it's important to remember that the maximum is not going to be necessary every time. For cards like Precision Kick, especially in Becky, it may only be necessary once, and if so, possibly at a time when it makes no difference to your opponent anyway.

The weakness of DA, I've always found, is top-decking: Your opponent gets the right reversal at the right time because you forced them to draw it. It's the sort of problem that statistically shouldn't worry you, but always seems to happen. So my DA decks have tried to focus more on forcing discards than on forcing draws. The idea was always that my opponent would choose to play their own draw effects (that I would generally also benefit from), because I was trying to keep their hand low. Generally, I find that giving my opponent more cards to play is... Dangerous. *rim shot*

This is a deck I've been actively working on for a while now, and if I come up with a list that I think is worthwhile, I'll be sure to share it here.

I also think a couple of cards that are worth mentioning for DA include:
Flurry of Finishers - Throwback
Mid-match Action
Cannot be packed by The Home Team or The Heat Seekers.
During your turn when you are a Stable and have not played or Activated any cards this turn, you may put this card from your Backlash into your Ring.  When the next card you play this turn is a Trademark Finisher, you may play up to 1 additional Trademark Finisher from hand, Backlash, or Ringside (as if from hand or Backlash) with it, and you may ignore the 'Can only be played...' text on 1 of those cards.  Unless both maneuvers are reversed when played, both are considered successfully played; after damage is resolved, your turn ends.
F: 0     D: 0     Unique     Permanent

With The Numbers Game, you get to play this bad boy, and, as pointed out, they come with some pretty solid TMF's. If you're built Chain or BASH, you have midmatch TMF options to pair with whatever you may be playing from hand. This may be assumed, but just in case someone comes here searching for "Dangerous Alliance" and finds this post in isolation, let that be a good reminder for them.


Spinning Arm Lock
Submission + Hold: Mean
You may search for this card as if it was non-Unique.
Draw up to 1 card.
When you have a Revolution card in your Ring, F: 0 Mid-match reversals to this card are +4F, and when you successfully play this card, you may search your opponent's Arsenal for 1 non-reversal card, put it in his Ringside, and he shuffles his Arsenal.
F: 10     D: 10     Unique     Multi     arm

This card is mostly chosen because of how well it pairs with I'll Make You Tap. Of course, if you end up going Chain, you're probably better off with a Fujiwara Armbar, and if you're Heat, probably either an Asphyxiator or Neck Torque. But if you don't go either of those routes, a 10/10 multi without RMS is nothing to sneeze at.

Superstar Strategy Session / Re: Superstar Strategy Session #13: Tazz
« on: July 04, 2019, 11:21:18 AM »
Good write up, but there are a few things I think is worth considering. One could argue that the problem with a character like Tazz can be one dimensional, so mixing up the moves may not be a bad idea. One possible idea is to keep throwing suplexes at your opponent to try to get a rhythm going. Then, at a certain fortitude threshold, you can try to switch gears on them and then hit your opponent with hard to reverse submissions. Hopefully, you can catch them off-guard, and it also gives you another reason beyond Tazzmission to pack Maintain Holds.

This is how I used to run Tazz.

I'm also a fan of the Rake reversals in Tazz, since the suplexes you can play at 0F net you 7+ Fortitude. When "cannot be reversed" still meant something, a Rake as a reversal, into another Rake as a Maneuvers into an irreversible Indian Deathlock won me more than one game with Tazz.

While I might change up the order a bit, I think DallasStar's original post presents a significant number of the people I would like to see brought to Raw Deal. There are so many exciting new faces in the product with NXT and 205 Live giving them an opportunity that never could have existed in just the Raw/Smackdown era of the company. While I understand completely that as the internet brings us more access to other promotions (I myself posted a link for folks to watch the most recent AEW show), there doesn't seem to be any reason to try and branch the game into other promotions. There's just so much great talent in the current product that has not yet had its opportunity in Raw Deal.

In terms of Superstar Support, I think the objectives should be: 1) balancing existing superstars who have "fallen by the wayside", and 2) opening those superstars up to players with limited libraries of printed product. From what I've seen, number 1 has been consistently a goal of the design team, and I issue kudos for it, and ask that it remain a priority. For number 2, it feels like a lot of older superstars (or superstars who received non-unique superstar specific support in the printed product) can feel like they're gated off because I can't afford to buy three Patented Austin Kick to the Guts, etc. So maybe consider when designing support cards, looking at those out-of-print superstars and asking whether they need new cards to remain competitive, or if, instead, they need something to help open them up as a deck choice.

I know this is far from a universal concern, but I own zero cards with the word "sledgehammer" in the title, so when I see a Triple H support card for sledgehammers (and to a lesser but still relevant extent, even just to support his superstar specific maneuvers), it does nothing to draw my attention to the deck. Again, I know full well that there are a huge number of other Superstars that have been well-designed and balanced, and I do not need to play Triple H to fully enjoy this game, nor am I asking you to give me all the cards I am missing from Raw Deal. But since part of the conversation is whether to cut off support for existing superstars, that's my suggestion: we do not necessarily need to cut off support for very, very well supported superstars, but new support should be properly directed.

Thanks for welcoming the conversation, and I'm excited to see what comes next.

Virtual Raw Deal / Re: Time for a Change
« on: July 02, 2019, 10:38:13 AM »
Thank you, Creed, for all you've contributed to the game. Your efforts have been indispensible to keeping this game going, and it has been inspiring to watch the way you have continued to expand and innovate on what I still consider to be one of the best card games ever released. I hope that you find your drive for the game again (because all of your hard work demonstrates how deeply you've felt it in the past), and thank you for leaving us in such good state, and in such good hands going forward.

Super fun show, good diversity of matches, and an excellent reminder that there are more kinds of wrestling than what we see on WWE. I laughed, I cringed, would watch again.

If I heard correctly, I believe Fight for the Fallen will also be free on bleacher report. Fingers crossed.


Event begins at 830 edt, preshow at 730. This is a legit stream, no piracy. If you know another service that is legally streaming it, feel free to share!

Rules Forum / Re: The french phenom
« on: June 22, 2019, 07:27:13 AM »
Per Daeva’s post above, you do NOT move the card under Phenom when taking damage. The card under Phenom is not in your Arsenal. Rather, that card is specifically considered when an effect targets the top card of your arsenal. Damage is “overturning” cards from your Arsenal to your Ringside. Because the card under Phenom is not in the Arsenal, it cannot be overturned.

But a card like Kick (“When successfully played, you must take the top card of your Arsenal and put it into your Ringside pile.”), WOULD hit the card under Phenom.

Rules Forum / Re: Stardust and Cartwheel
« on: May 23, 2019, 08:54:22 PM »
Starting Hand Size: 6     Superstar Value: 3
Superstar Ability: Once during each of your turns, you may force your opponent to reveal the top 4 cards of his Arsenal. He chooses 1 revealed card, puts it in his hand when it is a reversal, and then shuffles.
You can pack non-Foreign Object non-Trademark Finisher Cody Rhodes maneuvers, but you cannot pack Corners. Your Cartwheel is Unique.

Your Cartwheel is Unique. You may only pack one.

Fantasy Cards / Re: A Few Non Specifics
« on: May 21, 2019, 12:51:47 PM »
For the Briefcase, what are your thoughts on adding a line "You may ignore the "Can only be played if..." text on your Title Belt Clubberin'."? My reasoning is that it's not uncommon to see the briefcase holder use it for a foreign object style attack, which I think fits well with Title Belt Clubberin, but I don't necessarily see a need to make a "Briefcase Clubberin" card.

Rules Forum / Re: Iron Sheik Ability
« on: May 20, 2019, 12:39:34 PM »
I don't think that's right, you discard two to reverse from hand or overturn two to reverse from ringside.  Reversing on overturn is neither of these, it's reversing from Arsenal.  So I don't think you have to do anything to reverse on overturn, the played maneuver is still considered successful and goes into the ring, the overturned reversal just stops the damage and ends the turn.

The first part of the Shiek's ability asks where your maneuver is being played from AND where your opponent is trying to reverse from. The second part only asks where your maneuver is being played from and does not care where your opponent's reversal is coming from. It's a more encompassing ability than the first part.

Very cool. I loved the idea of Rhyno when he was released and built a moderately successful Heat deck for him, but didn't really like putting quite so many cards in my ringside for his ability. Haven't really returned to him in Virtual, but this Bear Hug/Maintain combo is exactly the sort of tech that is making me reconsider.

Thanks for the cool write-up!

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