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Topics - jacksmack

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16
General Discussion / Crumble
« on: August 16, 2015, 11:14:52 AM »
Am i the only 1 who is shocked to see crumble???

http://www.use.com/images/s_3/2015_07_28_1_308569c0885716eb12f3.jpg

Its target line says 'equipment' opposed to dissolve that targets 'mage'.
Unless im mistaking this means that this card is uncounterable (if we disregard a hidden armor ward and divine intervention.)

Both are range 0-1 so the only downside is that its a full cast.

On top of it you also get 2 mana :O

I havent played in a while so im a bit rusty, and i hope i missed something.

(bye bye hashforge plate.)

17
Especially with sleep this doesnt make much sense that a creature can get out of a stuck condition (pit trap / spider web etc.)

18
Rules Discussion / Timing on Hellfire Trap and Caltrops Mangler in same zone
« on: September 18, 2014, 09:00:05 AM »
Any specific order these 2 cards take effect?

edit:

Also does it matter if the caltrops mangler is 'friendly' to the target moving into the zone?

(i realize caltrops damages both friends and enemies - but im wondering if it has anything to say to the order of effects.)

19
Rules Discussion / War sledge sweeping attack with only 1 enemy in zone
« on: September 18, 2014, 08:45:31 AM »
Will the warlord be forced to attack himself or a friendly creature / conjuration if there is only 1 enemy creature in his zone - when he is declaring a full round sweep attack (war sledge)?
(the quick attack on this weapon does not daze, but the full action attack does.)

20
Rules Discussion / Akiros Favor VS Temple of the Dawnbreaker
« on: July 23, 2014, 10:03:20 AM »
Can somebody explain me how these 2 works together?

I believe there could be a difference on wether akiros is revealed or not depending on what the ruling is.



21
Rules Discussion / Johktari and her wounded prey
« on: July 13, 2014, 05:16:33 AM »
She can assign it once per round.

Can she assign it to a new creature if the creature she assigned to it to a previous round is still alive and wounded?
 in other words - the token has not been returned to johktari.


22
General Discussion / Amount of copies for different base game cards
« on: July 10, 2014, 05:23:54 AM »
So i just got my hands on FiF and im happy with the amount of copies for each spell.
I could argue that Conquer is slightly overrepresented with its 4 copies for a lvl 4 very situational Warlord only spell.
The number of copies since CoK FMvsWL seems solid to me for all the released cards since then.

However.... There is still some outstandings with the cards from the core set.

I have 2 x core games, spelltome 1 & 2 and 1 of each expansion.
Some of the absurd low number of copies considered the amount of products i own:
leather gloves (3) - Novice Spells with such low copy count? An auto include when using a battle forge.
leather boots (3) -  -------------------------||--------------------------------
Dragonscale hauberk (3) - Too many mages must include this.
Magebane (3) - A male warlock will almost always include 2+ of these in a book. This will leave little to non for the other dark mages who can make good use of this or even fellella nature mage or a wizard.
Barracks (1) - gotta be (2) not more though.

I have 6 Battle Forges but not enough gloves, boots, hauberks to support it.


Slightly too low count:
Acid Ball (6) - A must include in almost each and every spellbook that doesnt rely completely on direct damage.
Death Link (3) - 3 mages can take good use of this card, and the male warlock can easily use 2 in a book.
Enchanters ring (3) - so many builds/mages can make good use of this.
Supression cloak (2) - i am actually fine with this count for my sake, but if you only have 1 core then you only have 1 copy of this.
Bearskin (3) - If frost is released as anything nearly as strong / effective as fire then 3 copies is far too little spread out on currently 3 nature mages.
Hurl Boulder (4) - Just a tad low considered how good a finisher this is for many books.

I do realize i'm not suppost to have 10 different books created at the same time, and im not asking for that.

But currently i can only build 2 books without swapping cards.
- and franktly...  even 2 books can be a problem if i make a firewizard and a warlock book. Or just 2 different wizard books (got 2 cores), because of the lack of Dragon scale hauberks.


I feel like im lacking a total of 20-25 copies of some of the core set spells (+ acid ball from DvsN and Barracks from FMvsWL) which isnt all too bad.
My problem is there is no reasonable way of getting them.
I already own 2 cores, and i dont want to get 2 more and still be short of 1 barracks and a few acid balls.


EDIT:
I sorta forgot to round this up - thanks fas.

My point is that there is inconsistency with amount of copies from base game for some cards in comparison to the cards released in COK and after.

I do realize that as more cards are released one will have to cut down on the current cards in order to stay within 120 spellpoints. But also more mages are released and it should be possible to build atleast some books simoultaniously without having to swap cards.

I have 2 suggestions:

1) If there is general consensus that the above cards i mentioned are released in too few copies for the hardcore gamers (im sure the casual players are fine, which is good) then a 3rd (and hopefully last) spelltome could be released.

2)
Stop releasing spellbooks, or hold back with it for an expansion or 2 and add in the missing copies from the base game.

cheers.

23
To my knowledge:
A revealed Magebane does one last damage when its dispelled.
Correct?


If a Priestess uses a purify to get rid of a poisened blood, will she get the divine reward hp or not (assuming its the first holy inc / ench she casts this round.) ?




24
General Discussion / How to handle the druid.
« on: January 27, 2014, 08:44:29 AM »
Based on a wellrounded spellbook that can put up a fight vs any mage - AKA not packed with 60 points of fire spells - What strategies do you apply vs the druid?

Mainly because of her tree bond and somewhat barkskin, she seem incredibly hard to focus down quick.
On the contrary trying to kill the tree seems almost impossible unless you are willing to spend 2 x 8 mana on fireballs and then you are not even garuanteed a kill on that tree.
Even if you do choose to spend the 16 mana and succed, you just took something down that costed the druid 9 mana and already repaid some of the cost due to 1 or 2 rounds of channeling and deploying.
This will set you back in terms of board control where as the druid will have a couple of raptor vines on your tail biting away for 10 dice a round.

How do you approach an enemy druid?

25
Spells / Wall of Thorns - not a vine?
« on: January 26, 2014, 12:08:25 PM »
shouldnt this be a vine?


26
Rules Discussion / Holy Avenger and Rouse beast
« on: January 24, 2014, 04:18:39 PM »
Question:

My priest gets attacked by a grizzly.
My priest summons a holy avenger Knight of Westlock.
QC Rouse Beast.
Do the HA buff kick in for the knight vs the grizzly in this round?

27
Rules Discussion / Selesius the east wind - sweeping
« on: January 22, 2014, 05:08:17 PM »
What rules apply for her ranged sweeping full round attack.

She is flying, but its a ranged attack.
Must she attack 2 or 0 flying? (like adramelach sweep)
Must they the targets be in same zone? (range 0-1)

28
With DvsN introducing a new class that specializes in non-living creatures plus being poisen immune himself other traits goes down in value.

Creatures like:
Stonegaze Basilisk
Screech Harpy
Giant Wolf Spider
Dire Wolf
Emerald Tegu
Goran Werewolf
Psylok

Most of these were close to being viable, but with DvsN release these actually got a tad worse.
All of them are cool and unique creatures that i WANT to play... but i want to win more than i want to play cool creatures, so i always go with other choices.

There are more creatures being unusable than these - like the 4 goblins - but they did not get a downgrade with the DvsN release OR they will get obvious fixes with new expansions (Makunda getting more cats)

How to get cool but unused creatures (back) in the game?

29
General Discussion / Spell list for DvsN
« on: December 26, 2013, 09:39:55 AM »
Has it been released??

i cant find it :(


edit:
thanks for the quick help.

30
Rules Discussion / Teleport Trap + Hindering
« on: December 19, 2013, 03:52:36 PM »
The board:
   A-B-C-D
1 Z-Z-Z-Z
2 Z-E-T-Z
3 Z-Z-Z-Z

E = Enemy Mage
T = Teleport Trap & Friendly creature

Enemy mage turns action marker and move from "B2" to "C2"
Teleport trap is revealed now that he entered the zone with the trap and Friendly creature.
Will this also hinder the Enemy Mage?
if no... then i wanna teleport him 2 zones away... if yes then i wanna teleport him 1 zone away so my creature can move 1 and attack.

The codex for hindering says this:
Hinder:
If a creature begins its Action Phase in a zone with any enemy creatures, it is hindered and may only move 1 zone during its Action Phase (even if it has the Fast trait). If it moves into a zone occupied by an enemy creature, it is hindered, and must stop and cannot take any more move actions this Action Phase. Incapacitated, Restrained, or Pest creatures cannot hinder movement. Flying creatures cannot hinder the movement of non-Flying creatures, and visa-versa. Elusive creatures cannot be hindered by other creatures.

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