I noticed something while looking through the first match. I think there might have been a misplay at the end of the first match with dimension shift. The card states to banish 10 spell cards but followers and amulets were also banished to pay for the cost.
I noticed something, in the japanese format, the person who wins the dice roll gets to CHOOSE to go first or second. Also on 13:30, wind blast does not have quick, you can't use wind blast so nightmare won. on 24:00 where erasmus use earthrite, he can't use it because there is no followers to target. In SVE, it's not like VG where you do as much as possible, if you can't proceed with the preceeding condition , you can't pay the cost. (Check QNA Leonidas). so nightmare should win that one too. haven't watched the third game but yeah, misplays all around.
Thank you so much! We are still fresh in the game so things like that with effects we couldn’t have know And of course Reading is hard is unfortunately a normal thing here lol But we welcome people correcting us cause thats the only way we will learn the game faster
Also, i'm pretty sure the play at 13:28 doesn't work because there is no "reaction" or "chain effects". So alucard would attack first THEN would take 4 damage, but runecraft would have lost. All effects and attacks on the opponents must resolve first, then quick play spells
maan sometimes i dont feel like running lord anatomy, at times its either i get the spell that summon 4 ghost but no anatomy in hand or anatomy in hand but no spell, and when i do get both it just gets destroyed anyways :l
why do you do quick spells like insight on your opponent's turn and not on your own? it seems like there is no difference except for mind games, but also drawing on your turn can be better because you get more options (if you have remaining pp)
@nino9607 it's more of keeping pp available on the off chance there may be a different spell to play to counter board state, it's a game mechanic similar to playing instants in mtg, you hold up pp during the opponents turn for optimization
What is “[Crimson]”? Is it active during your turn when you have taken damage that turn? Or when your HP is below a certain threshold? Or..? 16:08 : why does Will go to 16 health instead of 19? Was this an error? Or, what caused the other 3 damage? Edit2: ah, this gets remedied in that the next time his leader takes damage, it was 3 damage, and his remained at 16
Translated it was Crimson But the official English name for it is Sanguine “Sanguine is considered active if your leader's defense has decreased during a turn. Even if your leader's defense increases afterwards, Sanguine is still considered active for that turn.”
Each turn you get green +1, and replenish blue to same as the green. Green indicates max play point you have, the blue one to indicates how much the rest after pay cost.
I noticed something while looking through the first match. I think there might have been a misplay at the end of the first match with dimension shift. The card states to banish 10 spell cards but followers and amulets were also banished to pay for the cost.
#ReadingIsHard
Noted for next time thank you!
Can't wait to play D Shift rune 🤤🤤🤤
The difference between Rune trial deck and Rune properly built
I noticed something, in the japanese format, the person who wins the dice roll gets to CHOOSE to go first or second.
Also on 13:30, wind blast does not have quick, you can't use wind blast so nightmare won.
on 24:00 where erasmus use earthrite, he can't use it because there is no followers to target.
In SVE, it's not like VG where you do as much as possible, if you can't proceed with the preceeding condition , you can't pay the cost. (Check QNA Leonidas).
so nightmare should win that one too.
haven't watched the third game but yeah, misplays all around.
Thank you so much!
We are still fresh in the game so things like that with effects we couldn’t have know
And of course Reading is hard is unfortunately a normal thing here lol
But we welcome people correcting us cause thats the only way we will learn the game faster
Also, i'm pretty sure the play at 13:28 doesn't work because there is no "reaction" or "chain effects". So alucard would attack first THEN would take 4 damage, but runecraft would have lost. All effects and attacks on the opponents must resolve first, then quick play spells
You are correct
maan sometimes i dont feel like running lord anatomy, at times its either i get the spell that summon 4 ghost but no anatomy in hand or anatomy in hand but no spell, and when i do get both it just gets destroyed anyways :l
3:25, couldnt you have attacked to the opponent's leader and deal 4 damage before summoning lord atomy? Because ghosts have storm
Oh wait nvm, the ghosts have to be standing
I wish it worked that way lol
Where you guys get the those counter mini playmats
tinyshoptcg.com
However i don’t think they are selling them anymore
Any decklistsss?
why do you do quick spells like insight on your opponent's turn and not on your own? it seems like there is no difference except for mind games, but also drawing on your turn can be better because you get more options (if you have remaining pp)
Like you said it doesn’t really matter so much in the first few turns its flavor preference
Angelic snipe and barrage are 1 drop quick spells, is game tempo mechanic to keep your opponent on their toes
@@jodymayle7868 I'm aware of that, I was asking about the benefits of using Insight on your opponents instead of your own.
@nino9607 it's more of keeping pp available on the off chance there may be a different spell to play to counter board state, it's a game mechanic similar to playing instants in mtg, you hold up pp during the opponents turn for optimization
Other than that there's no real benefit
can you plz put the link for the play points mini mats
tinyshoptcg.com/
We got them here but they do not sell them anymore I believe
@@TopDeckHeroes darn thanks anyways. Put in a good word and get them to do a second run lol.
What is “[Crimson]”? Is it active during your turn when you have taken damage that turn? Or when your HP is below a certain threshold? Or..?
16:08 : why does Will go to 16 health instead of 19? Was this an error? Or, what caused the other 3 damage?
Edit2: ah, this gets remedied in that the next time his leader takes damage, it was 3 damage, and his remained at 16
Translated it was Crimson
But the official English name for it is
Sanguine
“Sanguine is considered active if your leader's defense has decreased during a turn. Even if your leader's defense increases afterwards, Sanguine is still considered active for that turn.”
@@TopDeckHeroes Thanks!
As for the 16 not 19
A layer got mixed up so the 16 showed up 2 turns sooner
What are those play point gauges and how did you get them?
Each turn you get green +1, and replenish blue to same as the green. Green indicates max play point you have, the blue one to indicates how much the rest after pay cost.
bro ,in game 2 the first 2 round ,on turn 2 i think you should put skeleton fighter and wraith together to get Skeleton sanguine effect
Love this content. little more than a week until its release in EU
In the game 1 runecraft lost with attack Alucard, the wind blash not is quick 😢
Wooo niice, cant eaif for heavent craft deck
Abysscraft Lets Gooooooooo
Ey buddy can you Show your DeckList ?
🤔 nice game
new game same misplays.... gg tho g1 wouldve just lasted longer