May 02, 2024, 07:49:13 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Beldin

Pages: 1 ... 21 22 [23]
331
Rules Discussion / Re: Casting cost of Purify?
« on: October 11, 2015, 04:53:54 AM »
I was about to post this. I didn't have the card in front of me when I posted before. I thought I knew the text.

332
Rules Discussion / Re: All kinds of maximum-rules
« on: October 09, 2015, 06:24:18 PM »

Generally speaking, if in a 1v1 game players end up with more actions, mana, life or channeling than they can keep track of on the status tracker or with the action markers that come with the core set, both players are probably turtling WAY too much. Don't forget that the objective in the base game is to kill the enemy mage.

I disagree here, a mage who is attacking each turn and has permanent sources of damage on the board, will start to rack up mana quite quickly. I have played with a Beastmaster book that had ~40 mana on his status board. I used a mana token on the 35 to signify that I had looped the track once.

333
Rules Discussion / Re: Casting cost of Purify?
« on: October 09, 2015, 06:19:08 PM »
Can we keep this on target please.

My two cents on this.

1) Purify is declared, it chooses a target and it checks it is a valid target within range.
2) It targets a number of enchantments, and or markers and creates an integer for each.
3) Pay costs, each integer is multiplied by its respective cost and summed to create a total cost. Upon this total cost being zero then the casting cost is also zero. Due to the variable nature of the cost of this card, a casting cost of X is used.
4) Resolve the effects of purify, following each line and apply in order.
5) Check for trigger effects, such as Priestess life gain.
6) End activation.

334
Rules Discussion / Re: Poisoned Blood and Barksin
« on: October 09, 2015, 06:02:18 PM »
Hi guys, I am a CCG game player of a number of years and have been a combo expert that relies on the wordings of cards to be precise and changing entire combos and overturning my opponents game by reading text and spotting things that normally would get overlooked.

I have put together how I see an event to work, and it as follows:

Quote
EVENT

An event is a free action that can only happen between the following:

1) The phases of a turn, (Eg. between Channeling and Upkeep).
2) The 8 phases of combat. (Eg. between roll damage and resolve damage).
3) The 3 major phases of spell casting. (Eg. between Cast Magic and Counter Spell Step).
4) Before or after an activation of an action counter.
5) Before or after the use of a ready marker.

An event cannot interrupt something that has already started to resolve, eg a movement action, dice rolls, etc.

Once an event is in progress it is counted as a resolving action and thus cannot be interrupted.

Each event follows the following resolution:

1) Reveal Event.
2) Pay cost.
3) Resolve any modification caused by the event.

Please feel free to modify and rip apart. It is just how I personally saw this working, as this needs to be sorted out as this can win and lose matches.

335
Custom Cards / Re: Sanguimancer
« on: October 05, 2015, 07:00:25 PM »
Personally I would say that the channeling is far too low. I would increase it to 8. This is the lowest in the game and gives you strategic choice to use the blood letting ability or not.

Mainly due to the fact that this deck should be able to compete in a 10+ channeling arena. to do this you are taking 5 damage a turn and unless you can stabilise this quickly then you will be out maneuvered by someone who deal out 15 damage in the opening few turns and then leave you making hard choices between living and having mana to cast your spells.

336
I like this build an it has opened my eyes a tiny bit, as I had always underrated Jinx.

One thing that doesn't sit right in my thinking is the invisible fist. It is a 4D attack spell with Etheral, which is the same as an arcane zap with hawkeye. I may be missing something here, but to me it seems a waste of spell points.

337
Custom Cards / Re: Mind Assault (Arcane Attack Spell)
« on: August 15, 2015, 04:59:13 AM »
Sorry yes. Same as burn tokens, on the roll of blank, the condition is removed. Removal cost: 2

338
Custom Cards / Mind Assault (Arcane Attack Spell)
« on: August 09, 2015, 02:30:21 PM »
Mind Assault    Arcane 3
Attack             7 to cast

Ranged symbol  Mana symbol  2 Dice  6+ 1 Mana Burn  12+ 2 Mana Burn


Mana Burn (Condition)
Can only affect objects that have a channelling attribute. During upkeep roll a dice and remove that much mana from the object. For each point that exceeds an objects total mana deal a point of damage.

339
League / Tournament Play / Re: UK Players
« on: January 09, 2015, 08:37:32 PM »
Hi I am looking for players in the East Midlands area of the UK  (I live in Leicester) to meet on a regular basis

List of UK players :

Tanhauser - Leicester
RWould - Nottingham
Preacher - Winchester
Sausageman - Bedfordshire
Myrddin - London
Shapeshifter - Cambridge
Cinder - Bristol
Rhiojin - London
Scarob - Hampshire
Reef3 - Chepstow
paulgrogan - South Devon
Fentum - Herts. / Essex / Cambs
Nostromo - Bristol
Wyrmslayer - Nottingham
London_Dave - London
Trotsky - East Yorkshire

Beldin - Kent

340
Spells / Re: Mohktari, Great Tree of Life
« on: September 16, 2014, 01:29:25 PM »
Any ability that has a number and not a +x does not stack. Therefore you gain nothing for having multiples of this card in a zone, except the ability to choose which of the regenerates you use. This is probably the reason AW decided not to put zone Exclusive on this card.

Pages: 1 ... 21 22 [23]