The Three Ways to Win in Flesh and Blood

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Rosebud FAB TCG

Rosebud FAB TCG

Күн бұрын

Пікірлер: 13
@mindgamesandmagic
@mindgamesandmagic 10 күн бұрын
This was an amazing video. Subscribed
@kpez3810
@kpez3810 7 күн бұрын
This is a fantastic video!! One of the highest quality FAB videos i’ve seen
@rosebud7
@rosebud7 7 күн бұрын
@@kpez3810 thank you!
@Novakane32
@Novakane32 14 күн бұрын
Great video. Resources like this help people get through the thought patterns that it takes to win in this game and it also helps in the enjoyment of the depth of strategy of the game as well.
@EloquentEulogy
@EloquentEulogy 9 күн бұрын
I really appreciate how you break down the complexity in flesh and blood into easy to understand concepts, love your work! Do you think alternative win conditions like regicide currently have a place in flesh and blood?
@rosebud7
@rosebud7 9 күн бұрын
@EloquentEulogy currently? No. But I would be interesting in alt win conditions entering the game. It would have to be something very interactable though.
@Leadsoup
@Leadsoup 16 күн бұрын
If I was smart and wanted to win I would listen to you
@Ozblock1
@Ozblock1 15 күн бұрын
Found this useful thank you. Evasion feels like a weird word to describe the concept. Need to watch again maybe haha 😊
@rosebud7
@rosebud7 15 күн бұрын
@@Ozblock1 yeah it mostly means that they stop your opponent from blocking
@colbyhoman7602
@colbyhoman7602 15 күн бұрын
I definitely feel like evasion is half-cooked, either in concept or description. "Card efficiency" should just be called fatigue. An analysis of pure fatigue (not attempting to do damage at all until your opponent runs out of cards) could show that these strategies are just attempting to do the same thing at different scales: elongating the game to the point of achieving a deterministic win via deck size. I'd like to advocate that "fatigue" be the word we stick with because it's unique to FAB and we should embrace that uniqueness. Finally, consider disruption as the third pillar. Disruption defined as "regularly playing effects that force your opponent into a lose lose scenario that prevents their game plan". In most cases that looks like forcing aggro (offensive overlap) decks from playing 4 and 5 card hands by either making their hands non-functional or simply removing the cards.
@rosebud7
@rosebud7 15 күн бұрын
@colbyhoman7602 the issue is that the card efficiency decks almost never actually win through fatigue. They almost always win because the opponent knows they can't afford to use their card in inefficient ways, take too much damage, and then die to efficient weapons or a small suite of reacts. Also, disruption is not a win condition. Every deck can play some amount of disruption. It's not a separate archetype of deck. The issue with the evasion archetype is that it actually used to be a much more significant part of the game but lss has learned that evasion decks aren't particularly fun to play against so it seems half baked because there are less of them. Think iyslander full frost hex combo, early dori, wtr rhinar.
@hanitschi
@hanitschi 15 күн бұрын
always wondered how 'evasion' ended up an offensively coded term, doesn't fit imo
@rosebud7
@rosebud7 15 күн бұрын
@@hanitschi it's a little weird
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