Arcane Wonders Forum
Mage Wars => Spells => Topic started by: rtgwork on April 22, 2013, 03:59:34 AM
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Will the caltrops attack creatures that were summoned in the same zone? How about creatures that were banished and then came back into a zone with a caltrops?
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Welcome to the Forums rtgwork!!
As for banish, the rules say that teleporting,push/pull, is entering in a zone. So I would say yes.
Pg.24 Traps side bar-An enemy creature might enter the zone by taking
a move action, or it might get Pushed or Teleported
As for summoned, this is being worked out right now, and we do not have an official answer. Im sorry for the inconvenience. My group plays with the assumption that summoning is in fact entering a zone. It would be the ONLY thing in the game to not be considered entering, and in other games we play, when something is summoned it is entering the square or zone or board, what have you.
This is from the FAQ:
The Mangler Caltrops only attacks creatures that enter into the zone. This is by any means -Pushing, teleporting, or just walking right in.
It does not attack creatures who are in the zone when it is cast, or who remain in the zone. It does not attack creatures when they exit the zone. If they leave the zone and come back in, it will attack them when they enter the zone again.
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Welcome to the Forums rtgwork!!
As for banish, the rules say that teleporting,push/pull, is entering in a zone. So I would say yes.
Pg.24 Traps side bar-An enemy creature might enter the zone by taking
a move action, or it might get Pushed or Teleported
As for summoned, this is being worked out right now, and we do not have an official answer. Im sorry for the inconvenience. My group plays with the assumption that summoning is in fact entering a zone. It would be the ONLY thing in the game to not be considered entering, and in other games we play, when something is summoned it is entering the square or zone or board, what have you.
This is from the FAQ:
The Mangler Caltrops only attacks creatures that enter into the zone. This is by any means -Pushing, teleporting, or just walking right in.
It does not attack creatures who are in the zone when it is cast, or who remain in the zone. It does not attack creatures when they exit the zone. If they leave the zone and come back in, it will attack them when they enter the zone again.
The reason for this is technically a summoned creature does enter the zone but for balance issue we have been looking at summoning not triggering cards like the caltrops.
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But it is so fun to place caltrops in a zone with a spawnpoint!!! come on!
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Okay.. This might sound stupid.. But the text on the card does not denote if it only attacks enemy creatures or if the "EACH NON FLYING CREATURES" means your friendly forces as well??
If it attacks both Friend and Foe, what is the use of this card??
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Yes it attacks all non flying creatures, regardless of friendly or not.
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Okay.. This might sound stupid.. But the text on the card does not denote if it only attacks enemy creatures or if the "EACH NON FLYING CREATURES" means your friendly forces as well??
If it attacks both Friend and Foe, what is the use of this card??
Correct... the it attacks all non flying creatures when they enter the zone.
In addition to the spawnpoint issue, note that this technically also means that a flying creature can enter the zone and then go on guard (losing flying) and be immune to the caltrops.
The use is the same as if it didn’t attack your own creatures... except that you need to ensure that it s presence will impact you opponent more than it does you. Either you use it in specific situations (maybe you anticipate a zombie frenzy, for example), or you run sturdier and or fewer creatures than your opponent.
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If it attacks both Friend and Foe, what is the use of this card??
The big thing this card is good against is swarm melee strategies. The card does not see a lot of play. I think there is a place for this card in ranged focused warlords. It's a decent combo with steep hill. Also the Siren or Fm could probably get some mileage out of it.
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ironically druids probably get the most out of this card. Problem is its 3 sp, and usually not worth the cost for the amount of dice it throws. There's a place for it somewhere, but it's hard to justify the action.
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ironically druids probably get the most out of this card. Problem is its 3 sp, and usually not worth the cost for the amount of dice it throws. There's a place for it somewhere, but it's hard to justify the action.
The Druid, Siren or Forcemaster might get the most out of this card, but the Necromancer is enjoying this thread bump.
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