Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Official Rules & Errata => Ruling Questions => Topic started by: Warrior_Monk on April 14, 2009, 04:15:01 PM
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how exactly do most combo decks do it? if you play Search x5, then Ship to Cyprus, then Visions of Iddo the Seer, do you get all the enhancements back?
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While I don't know "how most combo decks do it," Visions of Iddo the Seer returns all Heroes and all other good enhancements in battle back into hand.
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While I don't know "how most combo decks do it," Visions of Iddo the Seer returns all Heroes and all other good enhancements in battle back into hand.
oops... thought it just said hero.
then how do combo decks work (the ones where you draw your whole deck)? Trust?
Trust
Type: Hero Enh. • Brigade: Purple • Ability: None • Class: None • Special Ability: Hero may withdraw from battle unharmed. All good enhancements played this battle may return to owner's hand except this one.
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Band Maharai to Claudia to ET and play Words of Encouragement, Book of Hozai (sp?), and Reach of Desperation galore, and end by playing Trust to get it all back. - I think that's pretty much how it works.
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A side battle card is usually involved somewhere in the process also.
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can I: FSP + Search x5 + Ship to Cyprus + Joel + Trust and still have Joel in battle?
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Well, there aren't very many situations that you're going to maintain initiative with all those searches, but in the event that you do...
Visions says: Interrupt the battle and return all Heroes and good enhancements in battle to owner's hand except this one.
That would interrupt Ship to Cyrus, meaning Joel is still in your deck.
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That is not correct. Interrupt the battle does not interrupt your own instant abilities.
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can I: FSP + Search x5 + Ship to Cyprus + Joel + Trust and still have Joel in battle?
Yes. Joel stays in battle, as Trust requires the playing hero--in this case FSP--as well as all good enhancements played by the playing (hero except Trust) return to hand.. So you end up with
FSP + Searchx5 + Ship To Cyprus + Joel + Trust
==> Joel + Trust
If you want to come up with a recursion-combo you need to think about it this way...
Start with: X + Y Hero plus a recursion card.
Add (optional): <cards> Fun cards like Search x5
Add (required): X' + Y A new hero plus a recursion card
Subtract X + Y + <cards> Everything except the new hero and the recursion card.
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In Battle: X' + Y Hey, we're back where we started!!!
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What does EmJayBee83 know about combo decks? ;)
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Interrupt the battle does not interrupt your own instant abilities.
I'm going to have to start making posters to help me remember oft-used sections of the REG. I have cool math posters all over my classroom to remind my students about FOIL, the Quadratic Formula, and factoring. I should have posters in my house and at tournaments for Interrupt the Battle, Order of Special Ability Activation, Identifiers, and the Ten Commandments of Redemption. That way when questions arise I can just point.
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What does EmJayBee83 know about combo decks? ;)
He knows that they aren't consistent enough to win a big tournament. :'(
I have cool math posters all over my classroom to remind my students about FOIL, the Quadratic Formula, and factoring.
What about Great Chief SohCahToa of the Greco-Trigonometry tribe? :)