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Rescue-ace is a pretty strong deck by itself, if it can get going. The problem is that it does absolutely nothing if its single choke point is interrupted, and once it does set up, it still requires a decent amount of player input into how to use those sets correctly. The deck before snake-eyes was very bricky and tended to either set up a full board or set and pass. Emergency was an amazing boost to the deck, but again, you have to get access to it before reaching your important play starters to benefit from dodging negates with it, so it's a bit of a catch-22.
Snake-eyes fixes two of its biggest weaknesses, since it lets you start the turn with the snake-eyes cards to bait out any hand traps and make sure your hydrant/turbulence resolve, while also giving you 10+ extra ways to reach hydrant, and diabellstar even gives you a way to get rid of any of the garnet s/t you wanted to place off turbulence instead of drawing
When I play pure rescue ace there is no "bait", you just play the cards you have in your hand. I think this is one of the reasons dual/tri engine decks are so popular, because even if one of those engines does not have a win-con it protects your actual win-con. Everyone and their mother is putting kashtira fenrir, unicorn and the field spell in their deck, or imsetty sarc and maybe a couple more horus lads. Whenever they see them they start with those and then they do what their deck is actually supposed to do. Its frustrating that this sort of "good stuff" approach is so effective but that's the situation.
I've been researching for some unknown technology to add some more starters to the deck but so far I haven't had much luck. Unfortunately I think I might have to put a snake eyes package in the deck just so that I don't feel like I am playing on challenge mode or something.
The modern game has a completely different resource and advantage system, where your biggest resources to manage are your normal summon and hopt effects. But then you also have less-significant-yet-still-important resources like extra deck space, card advantage, versatility, locks/restrictions, etc. So it does make sense that people fill in the gaps for anything that their deck doesn't make use of, to make sure they maximize their deck's potential. It's like how any deck that didn't care much about its normal summon played the adventure package, to get a free negate and board breaking potential going second. My personal problem with it comes when you have something strong enough to be its own competitive deck that is also capable of being a generically splashable engine
Of course it bricks more because you are running more spells and traps that do nothing on their own.
Snake-Eyes is not that necessary really, you are good with a small package that is poplar + spell and bonfire and you can add witch and wanted too but it is not mandatory. Additionally the banlist are different in TCG and OCG when it comes to R-ACE.
Still a great deck and still can do a lot of stuff specially with a Cyberse package but its like Labrynth. Right now I would say the best decks are Fire King, Anti-Meta and Horus Tearlament, not a bad meta but there are just too many Fire King players on ladder.
I feel like rescue ace desperately needs more starters, and snake-eyes provides that. Of course snake-eyes is not the only solution to this problem, but it is arguably one of the better solutions. The version of the deck I am playing currently (which like I said, is not in any way optimal cause I am missing a bunch of URs) honestly feels even weaker than my salamangreat deck, and that's saying something.
I unfortunately have not learned this deck yet so I can't really provide a lot of tips, but I know that R-ACE players have done things like summoning Spright Elf or SP Little Knight before getting Turbulence on field to protect vs Imperm or Veiler, which are pretty much the only HTs that stop Turbulence from doing his thing. An R-ACE player that's drawn decently can easily set up a few link plays like this, Apo, or other stuff like Auroradon in addition to the standard Turbulence set up. There's a LOT this deck can do, and it can get pretty complicated, but once you learn the lines you can play through a lot.
You usually want to try to get to Hydrant off Poplar (via Bonfire, you don't want to NS this guy if you can avoid it) or Diabelle since that preserves your normal for something like Air Lifter, which is imo the best normal summon in the deck as it can get you into EMERGENCY!, the field spell, or otherwise bait interactions.
Kirin is MP only, actually, so no they can't. I've had a few FK players throw by trying to use Kirin on my turn during my Main Phase and turning on Talents or other cards...
I think I have a basic understanding of the common plays rescue ace makes, but I question whether pure rescue ace can make them consistently. Like I talked about a little bit earlier in the thread one of the key problems of pure rescue ace is the lack of bait, the combo is basically normal air lifter search emergency, emergency into hydrant search turbulence, turbulence set 4. If any of these steps gets disrupted you can't get to the turbulence set 4 and that's most likely going to cost you the game. Of course depending on what you drew you might have some leeway, for example, if you already have emergency and air lifter you can afford to have it impermed, or in the best case if you hard drew turbulence your only concern is getting 2 bodies on the field to make SP to protect turbulence. The problem is, this scenario is kind of rare, in the average case you are lucky to draw one of your 10 starters, drawing 2 or 3 of the cards the combo searches is a rare luxury.
Yeah, I agree with your third paragraph, pretty much illustrates my point that Rescue ace really benefits from the flexibility of snake-eyes, to take weight off the normal summon and to have some bait.
Ok wow, my selective memory is really starting to piss me off, I could have sworn I have seen fire kings play in the end phase, but maybe I was conflating end of main with endphase (tbh, point still stands that being able to start playing in the end of main beats having to react to an effect on the field any day). I'm seeing that "Fire King Avatar Kirin" can be used in the end phase but I'm pretty sure the high avatar kirin is the one people actually play (which has the quick effect to pop), its possible I saw someone use the small kirin in the end phase and conflated that with the big kirin but Idk.
I do wonder about talent though, on one hand it can be quite devastating if you let your opponent activate it, but on the other hand what are you supposed to do then? Monsters have effects that they want to use, what are you not going to use them fearing the 3 of talent? Unless I have hand knowledge I always play into talent (unless its the first turn and the payoff to activating an effect is low), Imo its a stupid gamble to forgo ashing imsetty or something because there's a chance the opponent has talent.