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  • manutero#7lw* commented on the card Sword Of Virtue:

    Nov 12, 2018 PST

    Isn’t this card OP? Compared with other ways to deal direct damage in the game I feel this one is extremely cheap:

    [[side]] [[natural]] = 1 Damage
    Frost Bite -> [[main]] [[basic]] = 1 damage (if focused)
    Molten Gold -> [[main]] [[natural]] [[natural]] = 3 damage
    Freezing Bast -> [[main]] [[natural:class]] [[natural:class]] = 2 damage

    [[main]] [[basic]] [[basic]] = 9999 damage

  • Stefanos.Argyriou#6vu4 published a deck!

    Nov 12, 2018 PST

    Horde mode

  • N3tz4h#09tm commented on the post First round 2-focused Rhino:

    Nov 11, 2018 PST

    Thank you all for your feedback.

    I understood from the beginning Iron Rhino would not be the best creature printed ever. My purpose was rather in discussing the interest of having a first round double focused ready spell and Summon Iron Rhino came to my mind, then (I also thought to Summon Dread Wraith but, as suggested, Summon Silver Snake seems a much better alternative)

    I also saw here an opportunity to get two Rhinos on the first round (in a perfect world, of course), and even five on the second round, which is quite a challenge:

  • storage123#68pr published a deck!

    Nov 11, 2018 PST

    Drawing coal

  • jbriere2#0f4q commented on the deck Back to the basics:

    Nov 10, 2018 PST

    You cannot place an Iron Rhino, costs a leaf

  • Cronos Genesis#9i6t commented on the card Polarity Mage:

    Nov 10, 2018 PST

    and to remove negative alterations from your units and just keeping them.
    They can not be returned with respark if the Mage dies as they need to be in play for that, which face down cards are not.

  • Cronos Genesis#9i6t published a deck!

    Nov 10, 2018 PST

    Jericho - 2 Rounds play all

  • Cronos Genesis#9i6t commented on the post First round 2-focused Rhino:

    Nov 10, 2018 PST

    I think of Iron Rhino as a introductory card. Every card game has those. They look good but they are not as strong as most of the other cards.
    They serve as a teaching tool for beginners in that they illustrate that the thing that makes them flashy is not as important.
    Having unlimited 5/4 Rhinos is a really good effect. But the way to get there is expensive and slow - too much so in competitive play.

    For competitive play the meta would need to be super slow while also no one played mill type decks. You would need to be able to play the summons over multiple turns and end up in the super late game with the ability to just out muscle your opponent.

    In Casual play you sometimes you just get to the super late game because the decks do not have that much momentum. There the card is actually needed just as a game ender so that new players do not play for 10 hours.

    I dont think the role of that card will change too dramatically with any expansion.

  • Cronos Genesis#9i6t commented on the post Law of Domination Vs Holy Knight:

    Nov 10, 2018 PST

    We already have a similar situation with bring forth and to shadows. Guilt Link and Holy Knight also have a similar targeting issue.

    I don't think there was a rule for this, but we play it such that if you use to shadows on a unit with bring forth, because the to shadows part was applied later, it now has illusion again. If you really wanted to, you could even apply a second bring forth. So it is similar to magic i guess.

    Also on Boardgamegeek the consensus back then namine was new was that if you get dealt damage with guilt link you can decide to remove your holy knight from play to prevent the damage. No official rulings though.

    Also the FAQ explicitly says
    Affect: [...] A card does not affect
    another card if an effect chooses it, or if it targets another card
    with an attack.

    If you say 'targeting' is a special case of 'chosing' it says Holy Knight is a legal target.
    I think that is pretty much the intention.

  • Skaak#1st! commented on the post First round 2-focused Rhino:

    Nov 09, 2018 PST

    Iron Rhino's problem is the same as ever. In short:

    • You have spent 3 of your 5 opening cards (4 if you use Magic Purity) and spent 10 dice (9, if Magic Purity) for a single copy of Iron Rhino. As a result, you probably can't afford your 4th or 5th card unless it costs 1 die and your opponent is either not playing [[illusion]], or is super nice/naive.
    • Your one Iron Rhino can deal 5 damage to a single target. Meanwhile, your opponent has likely got 2-4 units on the board. They can chump block your Rhino with 2 cost units for 5 rounds before they start to spend more dice than it took you to play it. And since most 2 cost units do 2 damage, your Rhino was dead when they invested half of your payment due to countering damage.
    • Chump blockers (like Butterfly Monk, Shadow Spirit, Gilder, or even Mist Spirit) effectively negate your Rhinos completely.
    • You are in serious trouble if your opponent is packing Fear, Kneel, every card that works to counter Elephant Rider, or any the cards that don't work to counter Elephant Rider because they exhaust things.

    What you have going for you: you might be able to get 3 Iron Rhinos by turn 2, although even then 5 dice for 5 damage to a single source is not a very good return, particularly since your Iron Rhinos have no built-in recover value.

    Depending on your meta, you might be able to make Iron Rhinos somewhat work by investing in heavy dice recursion and similar. But you've got to be super dedicated to the idea, and your meta has tend to play decks that are not very dice efficient.

    First turn double focused Summon Silver Snake, though? That's totally going to be a thing. :-D