Arcane Wonders Forum

Mage Wars => Rules Discussion => Topic started by: rowdyt2002 on April 02, 2013, 03:40:53 AM

Title: Countering spell/attack by changing location/range
Post by: rowdyt2002 on April 02, 2013, 03:40:53 AM
In the FAQ release it talks about countering spells and attacks if the caster or target change position, such as with Devine Intervention. It also mentions teleport and push as possible counters. How would this work since they aren't hidden? I understand how Devine Intervention counter, but it was precast.   How else could a change in position occur?  Thanks for the answer in advance.
Title: Re: Countering spell/attack by changing location/range
Post by: DarthDadaD20 on April 02, 2013, 04:08:31 AM
Welcome to the forums rowdyt2002!
For position, I cannot think of any but Divine Intervention.
There are a few that can change the target to a non-legal target.
Such as maim wings being revealed and making a flying creature non-flying and out of LoS.(That is kind of a change in position...)
Or using Finite life after your opponent has cast a healing spell.
It would have to revolve around an enchantment. I dont think there is many examples as of right now of real "Countering".
Im sure there will be in the future.
Title: Re: Countering spell/attack by changing location/range
Post by: rowdyt2002 on April 02, 2013, 04:22:30 AM
That's what I thought, so I was confused when it mentioned teleport and push in that section. Thought I was missing something. Maybe new spells are coming that do this?
Title: Re: Countering spell/attack by changing location/range
Post by: baronzaltor on April 02, 2013, 05:12:30 AM
If a Whirling Spirit was on guard, and got double or triple struck... its counter attack could technically push the attacker out of the zone before his second and/or third attack could happen.

But by in large I think they are just clearing the air for potential future cards with push and teleportation effects.
Title: Re: Countering spell/attack by changing location/range
Post by: Arcanus on April 02, 2013, 09:51:06 AM
Thanks guys!  Yes, Divine Intervention created a world of anomalies for us, but by making the rules function correctly for it, we have other opportunities we can add in the near future.  

The Whirling Spirit was a great example.

We are working on a Blink spell for the Wizard, which enables him to temporarily teleport out of the arena, and then reappear back again a moment later.  This will enable him to escape attacks or spells, and will be one of his most useful signature spells.
Title: Re: Countering spell/attack by changing location/range
Post by: Tacullu64 on April 02, 2013, 10:01:58 AM
Quote from: "Arcanus" post=10274
Thanks guys!  Yes, Divine Intervention created a world of anomalies for us, but by making the rules function correctly for it, we have other opportunities we can add in the near future.  

The Whirling Spirit was a great example.

We are working on a Blink spell for the Wizard, which enables him to temporarily teleport out of the arena, and then reappear back again a moment later.  This will enable him to escape attacks or spells, and will be one of his most useful signature spells.


Oh yeah, I can't wait to get my hands on this spell.
Title: Re: Countering spell/attack by changing location/range
Post by: rowdyt2002 on April 02, 2013, 01:00:50 PM
I was thinking the Force Mages ability to pull an opponent closer was a possible defense but since it only cost a mana point, I didn't think that would be fair.  Powerful but not fair to the enemy.