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File: frenopolis apu2.png (1.53 MB, 777x777)
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https://www.youtube.com/watch?v=7M3uaz9zMP8
Frenopolis is a gamified tetragrammaton clothed in the memetic zeitgeist.

This thread is for discussion and development logging.

It's easiest to learn with YGO/MTG experience.

It's not for sale. You can request a free physical 2-player 90 card set by following the instructions in the description of this video:
https://youtu.be/oPoBUoagO_k
(No payment or identifying info required)

Tabletop Simulator Demo Implementation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3532880446

Physical Demo 1:
https://www.youtube.com/watch?v=KIGdAsFzgHI
Physical Demo 2:
https://www.youtube.com/watch?v=W4Q_JRqjd_Y

More Infos:
https://t.me/Frenopolis (set request instructions/game files here)
https://x.com/fren_anonymous/status/1969894911148482791

Previous Thread:
https://archive.4plebs.org/tg/thread/96660880/#96660880
>>
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>>96934766
Playmat:

Picrel is a starter playmat which has all the zones and basic rules/definition/mechanic reminders.

It is 30*22inches, 2 inches longer than MTG starter playmats which serve the same function.

Between this playmat, and the 1 page rules, you can play the game at an advanced level.

You can get this playmat printed/laminated locally. You can get the high resolution .pdf files from the Telegram:
https://t.me/Frenopolis/20

You can get it printed on Vinyl for around $7-21
Options:
- Custom 23*30 size + $7 (can choose default 2*3ft option instead, but will have whitespace on sides)
- HD printing + $8.50 (needed for starter playmat text)
- Get metal grommets in each corner
>>
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>>96934913
Rules:
Here is a quick reference sheet that covers the more advanced interactions. It is 8.5x11inches (single side).

Version 1.1.7 (10/1/25)

Between the starter playmat, and this quick reference page, you can play at an advanced level.
>>
I'll finish the game from the last thread.
>>96863997
>>96869002
>>
>>96934766

4chan really puts the "fren" in "frenulum play"
>>
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>>96936870
>>96869002
P2 then moves to combat, and Directly Influences with their 17-Meme P1's (Nullified) 2-Entity. They reduce their Meme by -3 to do -2 to P1's 2-Entity.

However, P1 responds by spending 3 Avatar Energy to Invoke their Avatar's Energy-to-Entity Transmutation effect, Projecting it onto their 2-Entity (Implicit Frenning).

*Avatar effects can be used on any player's turn. They are an "Influence" (unlike Projection). They can be used whenever you have Priority (on any player's turn), so long as you consume the requisite Avatar Energy.*
(This is notated in the quick reference page)

This creates a new card, which is Projected then Manifests, before P2's combat action resolves, so the combat action fizzles its target.

The resulting 14-Entity has Autism (because it was created through Frenning), so it can't be self-invoked or conduct combat for a full turn cycle.
>>
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>>96937224
>>96937762


When P1 fizzled the target of P2's Direct Influence via Transmutation + Implicit Frenning, they created a 14-Entity (has Autism for a full turn cycle), which now cannot be 1-shot by P2's 14-Meme (if they go -14, they will only do -13).

Additionally, P2's Avatar is no longer Nullified after P1's Transmutation, because the Nullification came from the effect of "Heavenly Hotline", which only persisted while "Heavenly Hotline" was Manifest (it specifically says so in the written text). Because it became a new card via Transmutation, the condition asserting the effect no longer was true.

P2 will needs to somehow reproject their 14-Meme (setting it back to 22+), or Project another Entity or Meme to overcome P1's 14-Entity, which now has 2 of P1's former Energies in it, multiple Energy transmutations, and an omni nullify. They could also Nullify it.

After Combat, P2 goes to Main Phase 2, and then taps a Violet Energy to +1 their Avatar.

Then P2 ends their turn.
>>
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P1 draws for turn.

Dayman is one of the more broken Orange cards because it can remove 2 Energies in a single turn: It can Conceal 1, and also Fren an Energy to an Avatar.

You can do a lot of interesting things Frenning cards to Avatars (occurs only via written effect - a Fire element effect).

Orange, being Fire (Avatars) and Water (Energies), is the only color in the game that can Fren Energies to Avatars. Other colors (with the Fire element) can Fren different card types to Avatars.

Like MTG, Energy removal is very strong, however not as strong as in MTG (because everything is cheaper in Frenopolis, any card can be used as an Energy, there are many cheap ways to counter it, and there is ubiquitous card draw on every Avatar).

Erring on the side of Projecting an Energy at every opportunity is generally a good move against decks that use the Water element, because the Water element controls Energies (so they will probably be messing with yours).
>>
bump
>>
Any tips on deck-building? Been reading the rules and watching the play demos this week, though I’m not clear on whether each deck as it comes is play ready (since not all contain avatars).

Also thanks for the box it’s fucking awesome
>>
>>96942145
>Any tips on deck-building
there are a few ways to do this.
via the elements:

because the color pie is strictly defined, and the interaction scope of every color is predetermined, you can construct decks based on elemental controls.

for example a mono-red (fire and earth) deck will have a gaping hole in the water (energy) and air (memes/narrative) elements. it won't have any ways to remove or interact with them. so you'd want to run a bi-color deck that has water and/or air coverage, preferably one that complements the zones red is already operating out of.

red (fire + earth) is interacting with entities (fire) and structures (earth) in the hand (fire) and archive (earth).

if you wanted to add synergistic air element (memes/narrative) coverage to this red deck, you'd want to do add in a color with air element (memes/narrative) and earth or fire element, because red already operates out of earth (archive/graveyard) and fire (hand) elements.

good options for this would be:
blue = air + earth
(this, when mixed with red, would give you earth based meme/narrative interaction, which would give you control over entities (fire), memes/narrative (air), and structures (earth), all from the earth element (meaning you remove and project them into/from earth element (archive/graveyard).

violet = air + fire
this would also extend red's control to memes (air), but instead of focusing on the archive like mixing with blue, it would focus more on operating out of the hand. hand control leads to a more control-based strategy, while archive (above mentioned blue mixture) control would lead to a more beat-down strategy.
>>
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>>96942145
>>96942898
For example, the way I made some optimized decks initially was to create a table notating the elemental coverage provided by the cards. so for example I had a few ways of fire -> earth, some earth -> fire, some earth -> earth, etc. some cards cover multiple elemental vectors.

this is good for creating a general outline of deck construction.

the next step would be to make a side deck that at least has several answers to your decks weak points (elements). in the previous example, the blue + red or blue + violet decks, would have a hole in the water element, and would be extremely vulnerable to any deck leaning into the water element (energies).

an alternative option to side decking responses to your weaknesses, would be to instead main deck card that allow you use the other's player's cards/effects. if their detrimental effects operate outside of your elements, you know via the color pie that if you get access to those effects, they will be critical against their origin, without the costs of having to dedicate a color to it.

a mimic deck is possible which basically just completely uses the other player's effects as much as possible.

This is made pretty easy if you have the card database, because you can just search cards by effects, and there is a serialized table of all effects for each color.

For example, you can create a table which lists the card number numbers (searchable via effect serial number) which fufill your elemental vectors, for example for entity removal, you would put the card number that has an effect that collects, banishes, or archives a manifest entity.
>>
>>96942145
>Been reading the rules and watching the play demos this week

make sure to check out the step-by-step turn diagrams from the demo game in the previous thread (also extending into this thread). also these threads have the most up to date and comprehensive rules explanations.
>>96826074

>though I’m not clear on whether each deck as it comes is play ready (since not all contain avatars).

see this post: >>96664185

yes, each deck (shrink wrapped 90 card sections from the box set, or 6-packs from the booster packs), is play ready. you only need 1 avatar to play. removing the excess avatars and then selecting one for each player is the only configuration that needs to be done with 90 card starter sets.

because the 90-card sets are mono color, two decks from this will have
1.) the most interaction in a shared element (small interaction scope)
2.) most similar effects

they are really good for getting the hang of game, and a really good starting point for making changes.
>>
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>>96942145
>>96942898

For example, the way I made some optimized decks initially was to create a table notating the elemental coverage provided by the cards. I had a few ways of fire -> earth, some earth -> fire, some earth -> earth, etc. some cards cover multiple elemental vectors.

this is good for creating a general outline of deck construction.

the next step would be to make a side deck that at least has several answers to your decks weak points (elements). in the previous example, the blue + red or blue + violet decks, would have a hole in the water element, and would be extremely vulnerable to any deck leaning into the water element (energies).

an alternative option to side decking responses to your weaknesses, would be to instead main deck cards that allow you use the other's player's cards/effects. if their detrimental effects operate outside of your elements, you know via the color pie that if you get access to those effects, they will be critical against their origin, without the costs of having to dedicate a color to it.

a mimic deck is possible which uses the other player's effects as much as possible.

This is made pretty easy if you have the card database, because you can just search cards by effects, and there is a serialized table of all effects for each color. For example you could cntrl-f to find the cards that are able to banish an entity, or project an entity from the void.

you can create a table which lists the card number numbers (searchable via effect serial number) which fulfill your elemental vectors/coverage. for example, for entity removal, you would put the card number that has an effect that collects, banishes, or archives a manifest entity. If that card has additional effects, you would list that card number again in the appropriate table entry.
>>
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>>96943112
thought i deleted this post to fix typos but apparently i didn't.
this one has less typos:
>>96943372

>>96938500
After upkeep, P1 Projects "Karmic Council" as an Energy from their Hand.

Both cards in P1's Hand cost 4: they cannot afford them until next turn.

Then P1 taps their 2 Orange Energies to add +2 Energy to their Avatar.
>>
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Here is the complete Violet deck used in all the demos. It's pretty good. Has a little room for further optimization. It has some hand traps, stories, and colorless cards that may no be in the Violet starter sets, but everything else is.
>>
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Here is the complete Orange deck used in all the demos. It's pretty good. Has a little room for further optimization. It has some hand traps, stories, and colorless cards that may no be in the Orange starter sets, but everything else is.
>>
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>>96943982
P1 now uses "Evocation's" effect to Invoke an Entity, targeting P1's 14-Entity "Heavenly Hotline".

They Invoke its Energy Transmutation effect, targeting P1's "Karmic Council", Transmuting it into an Entity.

The reason P1 is doing this is because P1's 14-Entity still has Autism (can't self invoke effects or conduct combat), so they are Invoking it by proxy, bypassing Autism. This is also a very cheap Energy Transmutation, much cheaper than using P1's Energy-Entity Transmutation effect (cost 3 Avatar Energy vs 1 Entity stat).

The reason P1 wants to get "Karmic Council" out is that it has an Avatar Nullification effect, and P1 wants to Nullify it before P2 starts their turn with Priority and is able to Nullify P1's 14-Entity.

Because P1 was able to conserve their Avatar Energy, they have multiple ways of protecting any of their cards if P1 is able to remove them.

Without omni-nullifcation, P2 is in a much harder position to recover from.
>>
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>>96944726
P1 then moves to combat, and Directly Influence P2's 4-Structure with their 4-Entity.
Entity v Structure combat:
Damage: (Equilibrium - Will + 1) = 4 - 4 + 1 = 1
Structure stat at end of Combat: 4 - 1 = 3

P1 then goes to Main Phase 2, and uses "Karmic Council's" effect to Nullify P2's Avatar, before they are able to get the 1 additional Energy needed to use its Nullification effect next turn.

The reason P1 conducts combat first is that the Nullification effect costs 1 stat (notated by the triangle next to the effect), which would reduce it from 4 to 3 Will. An Entity with 3 Will cannot sustain any damage to a 4 Structure.

You only need a Structure with 1 greater stat (Equilibrium) than the other player's Entity's Will to prevent them from doing any damage. A 5-Structure can stop an unlimited number of 4-Entities via combat.

This ordering of operations provides a slight stat advantage to P1.

There are 4 main advantages one might want to keep in mind:

1.) Hand Advantage
2.) Manifest Card Advantage
3.) Stat Advantage
4.) Elemental Advantage

[For example in YGO, pure card advantage is one of the best indicators of game advatage (because there is hardly a card costing system)]

From playtesting experience, you sort of start out tracking one of them, and after awhile it becomes automatic, and you can work on considering the next advantage into your play.

P1, with nothing else to do, ends their turn.
>>
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P2 draws/untaps
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P2 taps 4 Energies to Project the Story "Passing The Torch" from their Hand.

This is the first time in this game a Story has been Projected. This starts the Narrative, which is like a contested field spell zone which transfer control to the person who Manifested the last Story.

This Story in particular can Transmute Entities into Stories, and then Fren those Stories (Narrative Elements) onto an Avatar. It can even Fren itself (since it's a Story) onto an Avatar, essentially creating a non-contestable secondary Narrative hidden on an Avatar - it can even drain the actual Narrative zone of its Narrative Elements into this Avatar based defacto Narrative. The one downside to this is that each card Frenned to an Avatar produced Autism (turn cycle effect/combat cooldown).
>>
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>>96946028
After P2 Manifests the Narrative (P1 does not contest) they immediately Invoke the Narrative to Transmute a Manifest Entity into a Story (into the Narrative).

Because it is P1's card, control of the Narrative would Transfer to P1 from P2, however it would have Autism because a composite card was Transmuted into it. Whoever controls the card going into the Narrative gets control over it.
(both of these rules are on the playmat or single page advanced interactions)

The reason P1 first responds by Invoking their own card, is because they are going to respond again with the original effect (too messy to display in 1 image). The net effect will be P1 Transmuting out 2 of P2's Energies into Entities.

The reason P2 is doing this is because they need to bait out P1's interrupts.

Also, unknown to P1, P2 can Project their Story "Nothing Ever Happens" during their next turn, capturing the entire Narrative again (and all the cards in it).

Because P1 is weak to the Air element (P2 has been operating mostly in the Air element (memes/stories) the entire game (they have no Air element contingency), and P1 has several responses, they are going to use their effects to fizzle P2's Entity-Narrative capture.

This serves P2 because it either baits out P1's limited responses, or gives them P1's 14-Entity with very strong effects.
>>
bump
>>
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>>96946519
Continuing with P1's responses to P2's attempt at Entity-Story Transmutation:

P1 directly Invokes the Energy-Entity Transmutation effect of their 14-Entity, targeting P2's other Violet Energy.

P1 is Transmuting out P2's Energies because they are setting up a similar move to >>96841046 from earlier in the game where P1 forced out P2's Energyto remove.

Then P1 Invokes their "Karmic Council" to Invoke an Avatar, targeting the Energy-Entity Transmutation effect of their Avatar "Yakub", Transmute/Implicitly Fren their Energy "Juggalo Initiation" onto P1's 14-Entity, so as to fizzle P2's effect.

P1 has expended 3 Energy Transmutations in a single turn. P1's 14-Entity (now an 18-Entity) is safe, but now has Autism again for a turn cycle, buying P2 some time.
>>
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>>96951378
After P2 sees that his Entity-Story Xmute has been fizzled, they now choose to Fren "Passing The Torch" to their own Avatar.

Then, P1 Invokes "Karmic Council" to Conceal the 8-Entity P1 created out of 2 of P2's Violet Energies.

Removing 2 Energies in a single turn is a significant setback. Additionally, all of their colored Energies were removed. P2's options are dwindling.

Also, P1 has "Dayman" in their Hand, in addition to the 3 Avatar Energy necessary to Transmute it out directly from the Energy zone without paying for it. This has the potential to remove P2's last 2 Energies.
>>
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>>96952095
P2 then moves to combat, and Directly Influences P1's "Karmic Council" with their 14-Meme, Archiving it.

The reason P2 chose to remove "Karmic Council" (there were 2 1-stat Entities to choose from), is to prevent P1 from continuing the Energy-Entity removal channel they exploited this turn. Additionally "Karmic Council" was Nullifying P2's Avatar while it was Manifest, so it is the clear removal choice.

P2 is down 2 Energies.

P2's Story Frenned to their Avatar will be active during their next turn (When Autism resolves)
>>
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P1 untaps/ draws for turn
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>>96952248
P1, in Main Phase 1:

Projects "Dayman" as an Energy from their Hand.

Then they tap the Orange Energy (Dayman), to Energize their Avatar +1.

After this, they spend 3 Avatar Energy to Invoke its effect and Transmute an Energy into an Entity, targeting "Dayman".

Spending an Energy before you Transmute it out is the most efficient use of the card.
>>
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>>96952768
When P1 Transmutes "Day Man" into an Entity, its effect is triggered upon Manifestation (after it resolves on the Thread).

P1 targets P2's Energy "Katamari Ball" and Frens it to P1's Avatar. This causes P2's Avatar to have Autism.

P1 has now removed 3 of P2's Energies and now has both stat, effect (elemental), and time advantage. They are tied for energy advantage.
>>
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>>96952882
P1 moves to combat.

They Directly Influence P2's 3-Structure with P1's 4-Entity and 1-Entity, reducing its Equilibrium to 0 and Archiving it.

Entity vs Structure combat reminder:
Will - Equilibrium + 1 = damage done
(this method is better for optimizing combat sequences)
or
2*Equilibrium - Will - 1 = net Structure Equilibrium after combat
>>
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>>96953010
After Comat, in Main Phase 2, P1 Invokes "Dayman's" effect to Conceal a Manifest Energy, targeting P2's last remaining Energy.

P2 has no Energies left.
>>
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>>96953029
Still in Main Phase 2, P1 Frens their 18-Entity and 3-Entity into a 22-Meme.

The reason P1 does this is that P2 would actually be able to recover from this situation (losing all their Energies), by using "Passing The Torch". P1 is moving their cards out of the Fire element (Entites) into the Air element (Meme) so it can't be targeted by "Passing The Torch".

Next turn P1 will be able to do 21 direct damage via Meme combat.
>>
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P2 draws for turn. They have no Energies to untap
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>>96953208
Main Phase 1:

P2 Invokes both the effects of "Passing The Torch" Frenned to their Avatar (it's Autism expired this turn).

First, they Transmute P1's "Evocation" into a Story. This gives control of the Narrative to P1, but it doesn't matter because they are immediately going to Fren it to their Avatar. P1 is unable to use its effects before this happens because there are no valid targets

P2 is using the method described here:
>>96946028

Important Note:
When cards are Frenned to Avatars, they contribute their stat as Avatar Time (while they are Frenned). The two cards Frenned to P2's Avatar contribute 8 extra Time. To use tap (-1 stat) effects of cards Frenned to an Avatar, you reduce the Time by 1.

P2 would loose next turn if this wasn't the case, because the 2 uses of "Passing The Torch" costs 2 Time, reducing it down to 20, which P1 can 1 shot next turn. But because of 2 extra Frenned cards, it has an extra 8 Time. These 2 effect usages his reduce P2's Avatar down to 28 (with 8 being added from the 2 Frenned cards).

This rule is notated in the "Advanced Interactions" page.
>>
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>>96953269
P2 moves to combat.

P2 Directly Influences P1's 22-Meme with their 14-Meme.

Meme Combat reminder:
-X+1 to do X damage.

P2 is reducing their Meme all the way down to 1 to reduce the amount of damage P1 can do next turn. P1 can choose to a big chunk of Time to P2's Avatar, or pick off their 1-Meme instead.

P2 is hoping to buy another turn since they have some options given the defacto Narrative they've made on their Avatar. They need an Entity.
>>
Great, it's another "schizo retard spends all day replying to himself for a week straight" episode
>>
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>>96954236
i was wondering where the haters went
>>
>>96957713
You spam the same stuff so we ran out of things to comment on.
>>
>>96957713
Thank you for murdering a general, a bait thread, or a goon thread. Keep up the good work.

Based on the tracking# you provided me, my friends and I should receive our sets this week!
>>
>>96960234
ty fren. please don't hesitate to contact me with any questions or if you want anything explained. I need some people to try learning the game on their own so I can make better starting instructions.

i was thinking of making separate instructions for people with MTG and YGO experience, and just explain it in those terms.
>>
>>96954236
It's some serious dedication to be honest. I also have to assume he's selling his ass to a janny to keep these fucking threads up.
>>
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>>96961431
Then P1 spends 2 Avatar Energy to Invoke "Yakub's" card draw effect.

Reminder:
The card draw effect does not specify it has to be the top card. You could pick any card, you just can't look at them beforehand. This technicality can be useful with cards that Reveal cards in your Soul (Deck) (turning them face up so you can tutor them into your Hand.)

But in this case, we're just going to draw the top card.
>>
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>>96961511
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>>96961572
P1 Projects the "Human Transmutation" they just drew as an Energy.

Then they tap 1 Orange 2 Any (Colorless in this case) to Project "Atem" from their Hand for cost.

P1 was only able to do this because they had used the effect of "Dayman" to Fren one of P2's Energies to P1's Avatar, which P1 can use as a normal Energy.
(this is notated in the advanced interactions)

Frenning cards to the Avatar essentially trades those cards exposure to combat (both offensive and defensive) for unimpeded effect output.

Cards Frenned to the Avatar are not Manifest or Projected cards. So Energies Frenned to cards are not exposed to direct Energy removal. Cards and their effects can be hidden on the Avatar via Frenning.
>>
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>>96961617
P1 then Invokes their 10-Meme's Energy-Entity Transmutation, targeting P1's "Human Transmutation", Projecting it into the Entity zone. This effect costs 1 stat from the 10-Meme.

Then P1 Invokes "Human Transmutation's" effect to Reveal a card from a Soul (deck) and then Project a Revealed card in a Soul. This is a really good effect. It basically allows you to tutor any Entity from any players deck, at the expense of paying its CMC as Time (life).

P1 Reveals "Carl Jung" from their Soul (deck), and then Projects it using "Human Transmutation's" effect.

The reason why P1 selected "Carl Jung" is that he has a similar effect to "Human Transmutation" (Soul/Deck Entity tutoring). P1 is extending the tutor chain by 1. P1 is trying to get as many entities on the board as possible to reach the 26 Time which is P2's life.
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>>96961671
P1 basically repeats this process.

First P1 Transmutes their Energy "Katamari Ball" into an Entity (using a different Energy-Entity Transmutation effect) on their 9-Meme.

Then they use "Carl Jung's" Entity tutoring effect to Project another Entity from their Soul, "Alex Jones".

Note:
"Carl Jung's" bottom effect:
"Identify a Soul: Reveal an Entity from it. (You) may Transmute it."

has two uses:
1.) it can set up a card in a Soul to be Projected out, which is exactly its other effect.

2.) it can be used to Reveal a card in another person's Soul, and then Transmute it into an Energy (face up and vertically inverted, like Energies played on the board), just in their deck. If the player draws that card, it will still be an Energy. You can use this to "brick" problematic cards while they are still in the other player's deck if you have enough game knowledge. The ~7 Handtraps, or 2-3 best hand traps would be an easy place to start.



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