Flesh and Blood TCG | Go Again! Ep157 - The Runeblade Advantage

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  • Опубліковано 1 сер 2024
  • Andrew makes the case as to why the Runeblade faction, as it exists today, will always carry an inherent advantage over many of other classes in flesh and blood.
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КОМЕНТАРІ • 22

  • @joeldixon2283
    @joeldixon2283 2 роки тому +4

    Great points
    The inherent disadvantage to the Runeblade class which I feel is overlooked in most opinions is the deckbuilding limitations that the Non-Attack + Attack hoop poses. Having to balance the quantity of each really funnels the player into more limited game plans, not only posing a risk for unbalanced hand draws, but also means there is less scope for creativity. This translates to the opponent having a good idea of what they are up against before the match begins.
    Viserai for example, gets the additional value from generic Non-Attack actions compared to the other classes as mentioned, but on the flip-side, is discouraged from utilising any generic attack actions (due to not syncing with his ability and the disruption they cause on the runechant stores when played).
    In Viserai's case, even the inclusion of generic Non-Attack actions is in effect also limited. Although he gets that extra ability activation from them when played as first card in a turn, if he includes too many then he is not making best use of his ability, as if he draws more than one in any given hand he can't translate them into runechants (they are not runeblade cards).
    What I'm trying to say is that in practice, Viserai can realistically only include a hand full of generic Non-Attack actions and very little or no generic Attack actions. Therefore his card pool is effectively smaller than other heroes. I think that is the downside. I think that this in built disadvantage will become more apparent as time goes on and more generics are printed.

    • @DiceCommando
      @DiceCommando  2 роки тому +2

      Completely agree that the "card intensivity" (that's what I call it at least) of RB is their balancing mechanic.

    • @UltimatePokemonFan75
      @UltimatePokemonFan75 2 роки тому +1

      Runeblades are also prone to devastating bricks when they do brick because of this. Many are forced to play suboptimal things in the deck to try to edge these bets but sometimes it doesn't work out. Every RB player has an all Non-attack action story they can give you.

  • @bblappalappa3598
    @bblappalappa3598 2 роки тому

    Andrew, your Go Again videos, filled with your thoughtful analysis, are my favorite pieces of content. Great job!

  • @Kolat_Informant
    @Kolat_Informant 2 роки тому +1

    I’ve been trying to put that into words for quite a while. A simple design philosophy change to runeblade would probably correct the power level issues that they have had.

  • @jamesarmstrong7297
    @jamesarmstrong7297 2 роки тому +1

    I think you make a lot of good points
    The down side of Viserai (the original RB) was that, because he wanted a mix of AA &NAA cards, although he could swing big, he could also miss entirely. With a hand of 4 NAA cards, the best you can’t do is bank a runechant.
    Now the new RB get round this by having cards they can play from banish, or ability to make embodiment tokens.
    I think that inherent variability is the RB main weakness.

    • @DiceCommando
      @DiceCommando  2 роки тому +1

      Also great points! The card intensively statements (as a balance) definitely includes drawing poorly. I have massive respect for folks, like Simon, who have managed to get their Runeblade decks 'ratioed' perfectly so that they can avoid these. Even when stealing his lists, though, I still somehow end up with a hand full of NAs... haha.

  • @andrewostman3135
    @andrewostman3135 2 роки тому +2

    I tend to think the inherent efficiency in non attack attack actions was initially balanced by having the attacks cost a bit more with runechants reducing cost and also the paucity of go again in arcane rising. Viserai is my main and favorite (not an awesome player mind you, but I was actually think about this same topic on my morning run the other day)

  • @MrCrateraider3
    @MrCrateraider3 2 роки тому +4

    I am still a strong believer that ranger has a natural disadvantage that isn't made up in the cost curve. Arrows should have been buffs to the bow attack. If you load a buff ( an arrow) in to your arsenal gain the bow affect when you attack your bow attack is overwritten by the buff. Otherwise attack with a 3 for 1 attack with go again (but still uses our bow activation).

    • @DiceCommando
      @DiceCommando  2 роки тому +4

      1) I can't believe I never thought of that. It's essentially using a "charge card" for lack of a better term. I kind of love this. It would also make a solid argument for not all arrows being 1 or zero... could in theory have a 2 drop, etc. Wow, this is really insightful.
      2) I dunno if you saw my Ranger cost curve video from back during the summer, but yeah... they used to have one of the best in the game, which in theory was balanced out by the difficulty of loading. But now 1/5 is pretty common. Poor Ranger.
      3) Thanks for continuing to be here and comment/contribute! Hopefully your holidays were great!!! Be well.

    • @MrCrateraider3
      @MrCrateraider3 2 роки тому

      ​@@DiceCommando I can't believe I never thought about this really sucks it can't be implemented due the design of ranger but it would give ranger the ability to attack when they have no arrows but doesn't make it two over powered. It does have go again so you could see a play style of attacking with bow then using a reload card to get an arrow into your arsenal so more consistent two attack turns. It would be interested if the bow counted as an arrow attack so take aim and other ranger cards would buff it, kind of like warrior buffing weapon, and arrow cards add hit effects and replace damage and cost of the bow attack.

    • @MrCrateraider3
      @MrCrateraider3 2 роки тому +1

      Actually you could design a bow that does this. The bow should have had a base arrow attack of 3 for 1 with go again. This attack is an activation so the bow would read chose on place an arrow into your arsenal if you do so gain X, or attack for 3 at a cost of 1 once per turn action. This base attack would be considered an arrow so you could buff it with ranger cards. You could have a bow that has a twice per turn activation with no bonus for placing an arrow into the arsenal.

    • @DiceCommando
      @DiceCommando  2 роки тому

      @@MrCrateraider3 Yeah man, I actually really like the concept a lot. As you said, ship has sailed on ranger at this point but perhaps the mechanic could be applied to something else in the future. I think there's a really solid thought there.
      Maybe in practicality it's a 1-for-2, and then gets buffed by the card. I think that puts it more on par with some of the other 'bigger weapons' like kodachix2 + hand attack, coming for 4+.
      But yeah, this is a really solid idea. Like, REALLY solid. LSS, I know you're reading these comments... obviously... make it happen!!!

    • @kaibe5241
      @kaibe5241 2 роки тому

      @@MrCrateraider3 I'm waiting on a quiver piece of equipment.

  • @SSDsmiley
    @SSDsmiley 2 роки тому +1

    I was starting to suspect this as the reason a week or so ago. Though my thoughts were a bit less developed.

  • @kaibe5241
    @kaibe5241 2 роки тому

    Awesome video.

  • @retrofraction
    @retrofraction 2 роки тому

    I think LSS has their work cut out for them to bring up the efficiency of other classes to Runeblade.
    It seems like Azalea should counter but perhaps in play testing it was so oppressive they tweaked arrows damage too much.
    Plus I want to pummel an arrow ;)

  • @brandon6896
    @brandon6896 2 роки тому

    I think viserai has the highest skill ceiling, and as the game gets older his kit will always remain a strong choice in any meta. He's just hard to play properly. I hope they elevate all the other classes and bring in strong new ones, so the game is truly an open game so each person can play someone they personally enjoy despite the meta.

  • @superfunforce8052
    @superfunforce8052 2 роки тому

    👍🏻👍🏻

  • @Lootaful
    @Lootaful 2 роки тому +1

    I do believe that the change in equipment isn't valued enough by people. By sitting down at the table without any Arcane Barrier vs a Runeblade you are already saying that you are betting you will win before arcane damage plays a factor. Already the Runeblade player is at an advantage since they can switch to a heavier arcane damage play style, not many decks in this game can do that. Plus Nullrune is awful equipment, it does nothing for you. Many aggro decks needed all their equipment slots and not being able to have arcane barrier vs Runeblades put them at a big disadvantage.
    One hill I will die on is that Runeblade weapons are too strong, second to Guardian weapons.

    • @DiceCommando
      @DiceCommando  2 роки тому

      Definitely a major factor, I agree wholeheartedly. One has to change for Wizard as well, but you lose a lot less than vs. Runeblade who still has on-hit physical effects. Very dangerous class!