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does the extra turn means we get to stand our rear guardS? and draw also?
Quote from: Ibuki Kouji "Я" on October 31, 2014, 05:49:24 AMdoes the extra turn means we get to stand our rear guardS? and draw also?it means you can skip your opponents turn and start a new turn with stand Phase, draw Phase and etc.
Spike Brothers literally can't get a card like this, it isn't within their power.The extra turn is a form of time control. It either advances time to your next turn and erases the next turn of your opponent or it rewinds time back to the beginning of your Ride Phase. You do everything you'd normally do on your turn, but now you have more cards to play and they have less to work with. In addition to that, you can Stride again, you can triple drive again, and let your rearguards rampage again. Since Mystery Flare is so chancey, the opponent probably wouldn't care all too much about guarding. But they will have an extremely hard time keeping up with your generated advantage when they don't get an extra turn. If Mystery Flare gets off, you're likely getting around 4-6 cards total (six from triple drives, two from normal draws, but some discarding to stride again) and you'll have two very monstrous vanguard swings. If they took the hit, they'll guard normally with dropping a sentinel and the like, but the sheer hand power you're getting off of it will make their minuses hurt a lot.It's funny because the only way you'd be able to keep up with it is Striding yourself and/or ripping draw triggers like a madman. Or you stop it by dropping a Sentinel or at least 3 10k shields every single time they Stride Mystery Flare to stop it from ever going off.This is some King Crimson tier design Bushi.
Quote from: Cherry on October 31, 2014, 06:54:33 AMSpike Brothers literally can't get a card like this, it isn't within their power.The extra turn is a form of time control. It either advances time to your next turn and erases the next turn of your opponent or it rewinds time back to the beginning of your Ride Phase. You do everything you'd normally do on your turn, but now you have more cards to play and they have less to work with. In addition to that, you can Stride again, you can triple drive again, and let your rearguards rampage again. Since Mystery Flare is so chancey, the opponent probably wouldn't care all too much about guarding. But they will have an extremely hard time keeping up with your generated advantage when they don't get an extra turn. If Mystery Flare gets off, you're likely getting around 4-6 cards total (six from triple drives, two from normal draws, but some discarding to stride again) and you'll have two very monstrous vanguard swings. If they took the hit, they'll guard normally with dropping a sentinel and the like, but the sheer hand power you're getting off of it will make their minuses hurt a lot.It's funny because the only way you'd be able to keep up with it is Striding yourself and/or ripping draw triggers like a madman. Or you stop it by dropping a Sentinel or at least 3 10k shields every single time they Stride Mystery Flare to stop it from ever going off.This is some King Crimson tier design Bushi.I erased your turn, what you see now is my future turn!
...Or they stopped time and set up another attack before the opponent could make a moveReversing time wouldn't work though, since the opponent's damage stays where it is, sorry killer queen.
Say I was woundering; when you use generation break does the stride cards get turn back unflipped?
Damn shame Mecha Battlers aren't a Ride Chain.