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What We're Playing: Talon's Riptide

10 months ago

2:40

By: Talon Stradley

Tagged: Riptide

Between all the well-articulated and carefully considered articles our writers craft, we're also playing decks we haven't figured out yet or simply enjoy without much reflection. This series simply shares what we've been shuffling up for our local events - and why these decks have endeared themselves to us.

This week's Heavy Hitters edition takes into consideration the early meta we're all experiencing - and either looks to harness this new talent or exploit the unrefined field.

Our final feature comes from Talon Stradley.

Back in November, I wrote about my fatigue Riptide list and — surprise, surprise— I’m still playing fatigue Riptide! Of course, there have been some updates as we refine the list and adapt to new metas.

The biggest changes have been to make the deck more consistent, especially against Guardian or other decks that can block out and swing with their weapon to fatigue us faster than we can fatigue them. In order to compensate, we want to:

  • Prioritize consistent recursion and

  • Swing with as many 7-power attacks as we can to either chip damage or strip 3 cards on block.

Card image of Enlightened Strike (Red)
Card image of Fyendal's Fighting Spirit (Red)

On the recursion side, I’ve actually cut Salvage Shots since they are easily blocked out, but cards like Give & Take offer more complicated decisions for your opponent and can lead to infinite loops if you can get them low enough. I’ve also added three copies of Remembrance to really help shore up our Guardian gameplan.

Card image of Give and Take (Red)
Card image of Remembrance (Yellow)

For 7 power attacks, we already run E-Strike and Battering Bolt (which pumps up to 7 when loaded with Dreadbore). The other exciting addition is Head Shot, which also pumps up to 7 with Dreadbore. All the arrows also deny defense reactions due to Dreadbore, making sure you demand extra resources.

Card image of Battering Bolt (Red)
Card image of Head Shot (Red)

But now for the real spice: to help fuel both sides of this, I’ve added Warmonger’s Recital. If you can pull it off, all those 7 attacks now come in for a new breakpoint at 10; and if they hit, you’ll get to come in for 7 again later. Playing Recital on a Give & Take means you are most definitely getting a card back into your deck, whether your opponent blocks or not.

Card image of Warmonger's Recital (Red)

As far as new Heavy Hitters tech, Balance of Justice is a stand out. Not only does it help defend against the Art of War or Bloodrush Bellow-fueled power turns, but you can also theoretically trigger it against any deck with a lucky Collapsing Trap.

Card image of Balance of Justice
Card image of Standing Order (Red)

Standing Order is another card worth keeping an eye on for Riptide. Losing only one card from your deck to cover 5 damage or a cheap 4-6 damage are both great options late game. I don’t have the space for it in my current lists, but it’s worth keeping an eye out for.

But now we come to the question I'm sure you've all been asking: what about Reel In? I speculated wildly about this card before, but so far I have been severely underwhelmed. Even with 20+ traps, the math is rarely worth it and 99% of the time I’d wish it was just about any other card.

Card image of Reel In (Blue)

This list is by no means final. I’m still in the process of fine tuning for the Road to Nationals season, Calling: Los Angeles, and the AGE March open.

If you want to learn more about the AGE tournament series, check out my interview with the tournament organizer - they just announced a partnership with LSS where the winner of the championship gets a PTI and a Gold Foil!)

Overall, fatigue Riptide is in a solid spot for those willing to put in the work to learn it. We still need a few pieces to really shine, but until then, I’ve landed on something I’m quite fond of.

Discussion (2)

Reader

saint-cyr

9 months ago
Thanks so much for your help. Riptide is the only reason i play this TCG, and you help me soooooo much.I have one question about a card: Virulent touch. Ok, is'nt not an arrow, and you can't play it from hand ( not really a problem for Riptide). I love this car that really helpfull. I think it's hard for us to deal damage "when we want". Our arrow can easily be block ( even with Dreadbore). We have no dominate, no "infinite go again", no attack that strike for +15 damage etc...ok, we have to go to fatigue....but other hero strike really hard, and when we defend: we lose card. At the end virulent touch cost 0. Evenif i defend with all card other than Virulent touch, i can put it in arsenal with Riptide capa then attack on my turn for 4 damage. And it"s a win/win attack. 4 damage if oponent take all, or 1 damage + 1 card lost ( block with one card) + 2 damages/pitch to avoid. And last but not least, psychological effect. Generally, this card always make damage from 1 to 4. Combine with damage from trap, oponent life slowly go down. Generally, they realize that they're going to a breaking point only when it's to late, Try Virulent touch, and let's have a discussion about it :)
Reader

Dler

9 months ago
Hi, thanks for this article, Im also playing with a fatigue riptide and several matchups are a huuuuge pain, so guys, what are you doing witg fatigue Katsu? His kodachi-kodachi+4/5 damage each turn when he can block to 6-8-12 damage from our attack... I just don't have an idea what could we set against it. Do you maybe have any ideas? Also have some struggles against runeblades, it looks like they could deal much more than we could block.

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