FABrain | Block Theory in Flesh and Blood TCG

It is not an overstatement if we say “A master of blocking rules the game” in Flesh and Blood TCG. Blocking is a crucial skill for FAB. If FAB has a “divine move” (as in Shogi/Go/Chess-like games), it must exist only for those who understands block strategy, properly decides block tactics for each inning and executes blocks at maximum efficiency. Today we are taking a deep dive into “block theory” in the game of Flesh and Blood TCG.

Japanese audio with English subtitle.

Efficient Block

Whenever making a decision to block or not, you need to evaluate its efficiency. You want to block efficiently and avoid inefficient blocks. Efficient blocks are blocks where there is more value than what’s indicated on defense value on the card. Such block happens when blocking on-hit effect attack that has a value.

Efficient block happens when blocking on-hit effect attack that a value.

On-hit effect is the effect where a certain effect triggers only if the attack inflicts damage to a target. The value of on-hit effect is situational. So ability to calculate on-hit effect’s expressed value is an essential skill to determine block efficiency.

Let’s take a look at some examples.

The first example is the one Michael Hamilton mentioned on his podcast episode. Does drawing card always have a high value?

If the drawn card can be set to arsenal or be played during the same turn, the value of on-hit effect is equal to the expressed value of the drawn card itself. But you wouldn’t know the card until you actually draw one; hence, we use an average expressed value of a card, which is 3 according to Michael Hamilton. Therefore, the on-hit effect value is 3 in this situation.

In contrast, if Arsenal is occupied and there is no way of getting additional action point this turn, the drawn card is just drawing one card early from the end phase draw. So in this situation, the on-hit effect has no value.

Next, let’s take a look at Command & Conquer’s arsenal destruction on-hit effect. If the arsenal is empty, the effect has no value. If there is a card in the arsenal, the value is the expressed value of the card in the arsenal. For instance, if Lava burst is in the arsenal, it has a potential of 5 to 6 expressed value.

Let’s compare Snatch red and Wounding Blow in empty arsenal situation. Both cards have the same depicted expressed value of 4 when played. The difference is red Snatch has on-hit effect. With the drawn card set in the arsenal, the player can use it later turns. This provide higher chance of getting the tempo during the turn. The red snatch has 7 expressed value equivalent when it hits if the drawn card can be played later.

Imagine blocking each card using a red Sink below. The inning expressed value would be the same as a blocker. However, if you hadn’t blocked the Red Snatch, additional average +3 expressed value would be added to later turn. When assessing for efficient block, it is important to evaluate cumulative expressed value rather than individual card block value.

The efficient block is a block where you block a card with on-hit effect that has a value in cumulative expressed value. The efficient block has an influence on the overall game’s tempo. This is why the efficient block has more value the defense number depicted on the card.

Equipment Block

What’s the most important card type in FAB? My answer is a equipment card type. They are not influenced by the luck of card draw. So they can be viewed as the most consistent cards in the game. They often define deck’s playstyle and form sideboard planning. In addition to the strategical importance, many have average 1-2 defense values.

One can view the hero’s true starting life is hero’s life + sum of all equipment defense values. Arcane damage is exception. The expressed value by using equipment for defense is the same as that of the card i.e. just defense value depicted on the card.

They are always available from the start of the game. So player can use it at their own timing. This means they have more opportunity to use them efficiently. Additionally, several equipments have passive effect or activated ability. Some may even be crucial to the deck’s strategy/playstyle. So equipment cards should almost solely be used for efficient block.

For instance, they are frequently used to block a breakpoint attack with on-hit effect. Along with a 3 defense card, an equipment block can provide full 4 point block. While preventing on-hit effect, this type of block saves a card in your hand. The saved card can be used in the subsequent attack turn. Hence, it’s a very efficient block.

Let’s take a look at Tiger Stripe Shuko as an example. When the condition is met, its passive ability adds 1 expressed value during the player’s offensive turn. Normally, a player can trigger 2 to 3 times during the entire game. So it has average 2-3 expressed value from the effect.

This means if you were to use Shuko for block in early game, you are losing its block value (2) as well as text effect value that you’d have gained in remaining game (2-3). So early game block with Shuko needs to consider you are spending 5 expressed value worth of a card. If the attack is less than this expressed value, you may not be losing a value on your equipment.

In contrast, if you use Shuko towards the end of the game, the text effect has no value as there is no practical chance to trigger it again or add any value in the remaining game. In this situation, saving a card in hand for attack turn have higher value. It allows you to gain initiative and contribute to winning the game.

Therefore, when considering to block with equipment, make sure to evaluate the potential value of the card if it were to stay in play for the remainder of the game and always try blocking efficiently with equipment.

Block Style

There are various types of archetype/playstyle in TCG including aggro, control, midrange and combo. In FAB, all players alternate offensive and interactive defensive turns independent of their deck’s strategy or playstyle. The game’s design of drawing cards at the end of one’s offensive turn make defensive turn strategically crucial.

In order to carry out the deck’s strategy during offensive turns, players need to save cards during defensive turn. This is equivalent of saying to the part of the deck strategy is the block strategy.

For instance, a classic aggro deck, Fai has the fundamental strategy as “attack first”. This translates into the fundamental block strategy of “no block” and save cards for attacks.

The cards stats supports this with many cards having below rate, 2 blocks. When compared to attacking with these cards, you will lose expressed value if they were used to block.

At the opposite spectrum from the Fai, the control archetype fatigue type decks like Guardian class have primary strategy of preventing opponent from gaining tempo. After the prolonged match, opponent will lose the firepower (red cards) and stamina (deck size). When the opponent is fatigued, they switch to offensive role. These deck are designed to use 1 to 2 cards during offensive turns while fatiguing opponent. So blocking with 2-3 cards during defensive turn is the block strategy.

Not understanding one’s block strategy means unable to carry your deck’s play style or strategy. For instance, if fatigue deck plays offensively without blocking from the start when played against Fai, both heroes will lose their life quickly. But having higher average offensive expressed value per turn, Fai will outpace guardian. So Guardian will reach their critical life point first.

If Fai player use some of cards to block each turn from the beginning when played against Guardian deck, Fai will not be able to inflict enough damage to the Guardian. Gradually, Fai will start to lose more health than Guardian due to its inefficient block.

Therefore, it is crucial to understand one’s deck’s block strategy.

Who’s the beat down?

Executing the block strategy needs properly deciding block tactics each turn based on the situation. This is where the classic TCG article from Magic the Gathering, “Who’s the beat down?” becomes relevant in FAB.

For example, if both players use a aggro deck and attempt to execute “attack first/no block” strategy, the deck or draws with higher early firepower wins. This is only true if the player with lower firepower in early game made a misjudgment. If the player realizes that they need to take a ‘controller’ role during this particular game, the winner of the game would no longer be predictable.

As a FAB player, we need to make this decision on every defensive turns. Experienced payers can determine their role based on their own hand, opponent’s play based on educated guess and board situation. They know when to take the beatdown role.

Summary

In conclusion, four key tips for blocking in the FAB are

  1. Block efficiently.
  2. Take equipment card’s effect expressed value into consideration when blocking with equipment.
  3. Know your deck’s block strategy
  4. Do not misjudge your block tactics.

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