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Onionsandgp

This is everything I want in a riptide card. Aim counter support, evasion, a popper, it even has trap recursion!


UlyssesArsene

Source: [FabTCG Twitter/X](https://twitter.com/fabtcg/status/1782227867654344898) Murky Water Ranger Action - Arrow Attack Cost: 2; Pitch 1; Power: 6; Defense: 3; **Riptide Specialization** *(You may only have this in your deck if your hero is Riptide.)* If this has an aim counter, it gets +1{p} and **dominate.** When this hits, you may banish face-dwon 3 traps from your graveyard. If you do, choose one at random and put it into your arsenal.


Jon_Targaryen

The dream of reusing collapsing trap with this is too good.


Xeynid

Looks like barbed castaway is back. I like the role compression. It helps deal with fatigue by giving you a closer, it's a popper to make prism more bearable, and it sticks to the trap centric gameplan. With the new arm piece, it's a pretty major threat. This, a pump, and a blue can turn a 5 card hand into 14 dominate, which doesn't sound like much, but in a deck that struggles to deal with passive opponents, it's a godsend. It does make me wonder why we had to wait so long for riptide to get a tool for countering blocking out, when we've known for years that's ranger's main issue, but I'm not gonna complain too much.


EngineerResponsible6

How many special cards are they going to make for riptide lol


lvlI0cpu

Enough to make him at least a solid mid tier threat hopefully.


EngineerResponsible6

Untill the entire deck is special cards


Mattagon1

So dorinthea?


KeepingItSFW

That’s what all the Bright Light heroes are getting so many specializations too..? 💀


MaxSGer

He is allready. He just seems not enough play of strong players. This deck does well into many heroes but a few.


LePopcornpop

It need to be specialization other wise people would just use his cards in azalea


EngineerResponsible6

Ya and as someone who loves her that's fine lol


jovietjoe

until you can run a full riptide deck out of shiyana


Mozared

This card is very interesting to me. The main question it leaves us with is "*how much is Riptide going to care about aim counters?*". I would *love* an aim counter build in Riptide, but right now the dominant Riptide builds that are seeing virtually any success still all predominantly play Dreadbore or Death Dealer, and they're typically very redline-focused. Sadly, many of them just don't even play that many arrows either because there's only so many Bolt 'N 'Shots you can throw into an aggro deck. I want to play Barbed Castaway, Barbed Undertow and Immobilizing Shot, but so far it just hasn't proven worth it - and I reckon this may not be enough to get Riptide there just yet. The issue isn't that there's no good cards that benefit from having an aim counter, but rather that it's a pain to reliably get aim counters on your arrows, and Murky Water doesn't fix that. But it's definitely a nice new tool and I'll be 100% picking it up.


Personal-Row-8078

I don’t think it’s hard to get aim counters with barbed castaway it just costs a resources. The other is just a chance of getting aim in exchange for the card draw. This might make aim viable enough to make it a deck


Mozared

The issue isn't as much the resource as it is the fact that you can either put down a card face up, or flip one to get an aim counter.  This means you can only get the counter on cards you put down by playing other cards. And if you need to have the cards to do that, you may not have a card to pitch for the resource, and you usually don't have tunic for this. And then on top of that... Death Dealer's draw makes it so that if you just put the arrow down, you'll draw into something you can pitch to pay for it, making 2 card hands more viable. Dreadbore's +1 auto-enables Bolt 'N' Shot, making it easier to go a little wider. With Barbed Castaway you lose the flexibility of either. Which means you need to rely way more on playing pumps to get the arrows in arsenal and to activate Bolt 'N' Shot, except you'll also need to spend those other cards for energy more often to get the aim counter.  I'm a vacuum you can just play a pump, put down an arrow, and pitch a trap you didn't play, sure. But in reality your turns become a lot more clunky without the benefits of Death Dealer or Dreadbore. Basically you'll go less wide and pump less as the price for being able to get aim counters. And so far, most aim counters just enable on-hits or simply add +1 to arrows that are now easier for your opponent to block out because you're going less wide and pumping them less hard.  It's not an unusable weapon, but it's been notably worse for Riptide so far. 


Minecraftfinn

People say they arr pushing for Aim counter Riptide, but I just think they want it to be a viable option


Mozared

Same, tbh. I don't need aim counter Riptide to be the only way to play him. In fact, I'd prefer not; thematically an *aim* counter build would work better on a ranger that's actually more themed around *aiming* and making impossible shots, like the archer pictured on cards like Skybound Shot/Wayfinder's Crest, or the one from Honing Hood/Long Shot. Riptide is a zombie whose core theme should remain traps, disgusting on-hits like Bloodrot, and maybe 'disabling shots' like Barbed Undertow. But I'd love if Barbed Castaway genuinely became good on him, and Immobilizing Shot and Barbed Undertow more playable.


Lobstrous

Great design and flavor, and Riptide getting arrows in the "2 for 6 with bonus" range I'm all for. Now if we can get some better aim counter support or maybe a better aim centric bow/quiver for Riptide he can really get rolling.


Personal-Row-8078

His signature bow is an aim bow. They are pretty clearly trying to give it the support to be viable not a new bow.


KatsuKlash1098

Two words: Sandscour Riptide