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Messages - Kharhaz

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46
Rules Discussion / Re: Goblin Legionnaire casting cost
« on: May 31, 2018, 05:17:52 PM »
So in contrast to the ring and cape, Gerard Matrangas gold can be used on the second and third Legionnaire even if the first one is played by the barracks? "Your Mage may spend Gold tokens as mana when they summon soldier or pirate creatures".

Which leads me to a follow up. Can his gold be used with Second Chance or reanimation (eternal servant, rise again, ziggurat of the undeath)? If I see it correctly the mage is the summoner in those cases.


The idea here is "Are you spending mana to summon a creature? Yes, then you can also spend gold instead"

Reanimate is a keyword. Here is the end of the effect
"Note that, unless it says otherwise, the Mage who controls the effect which grants Reanimation is the object summoning the creature into play."

So no problem there, you can spend gold anytime reanimation happens and you are the mage source.

Legionaires and resurrection and second chance are all viable targets for Gerards gold as long as they are being used to summon a soldier / pirate.

I think spawnpoints and the mage are the only two sources of creature summonings currently. So Gerard's gold is able to be spent as long as it isnt a spawnpoint.

47
@Zuberi
Here is the setup that was mentioned. Ignore my confusion on it above.

Wizard with magebane cast boulder.
Boulder kills warlock.
since you have to finish the wizard action before the game can end, the mage bane kills him.

@Arkdeniz
I quoted the FAQ segment on it and will re post it here for clarity

"Mage Death
Once a Mage dies, he cannot perform any further actions, pay mana costs, cast spells, make a counterstrike, etc. Any enchantments and equipment attached to himself are immediately destroyed. Other objects he controls in the game remain in play.

If a Mage dies, continue play until the end of that Phase (e.g. the Upkeep Phase, or the current creature's Action Phase.) If all remaining Mages die before the end of that Phase, the game is a draw.

Example: In a two-player game, a Wizard with 1 remaining health and enchanted with Magebane casts an attack spell on the enemy Warlock to kill him. The Warlock is killed and the Wizard will die from the Magebane, and the game will be a draw."

48
no counter strike if you're dead.
(but a damage barier would do it!)

Negative.

You are dead at the end of the creature activation, aka action phase, and have to proceed through all the steps are per normal.

You would indeed get a counterstrike even though you were "dead".





49
General Discussion / Re: It´s 2018 -- Any news?
« on: May 28, 2018, 07:25:05 PM »
Terrifying visage is effing nasty. That's gonna be broke as fuck if it doesnt have a hefty reveal or some kind of detriment.
I mean, now Alandell can smack zombie brutes for days without them hitting him back if you keep it on him.

It's never that easy..........

50
I mean, of all the rules that are convoluted and exist with too many exceptions, that is one I have the least issue with in any sense. Magebane doesn't hit until a spell is cast and/or resolved so the attack spell has to be cast in order to die from Magebane. If that so happens to kill the opponent, so be it.


I was thinking it was after cast and not at the end of resolve.

I will edit to make more sense, but it's still crazy that a mage can deal damage equal to the life of another mage, ie winning the game, and then its a draw because it doesnt end immediately, like all other instances of destruction in the game was my point.

Still punishes the winner either way you slice it.

51
this rules item seems a bit much of a tempest in a teapot. there are very few places the rules could be an issue. and those are mostly rare circumstances generally. so this is overblown imo. the rules are overwhelmingly solid.

The rules supplement is 46 pages and roughly 27,000 words when thrown into word by the way.

TL;DR If you need 8 examples and 700 words to describe something then the rules are not clear.

It's not about being "solid"; it's about density. The rules are to dense, there are literally thousands of unnecessary words to describe interactions in this game. That's not debatable by the way, it's one of the reason that the game is in the state it is in. Every expansion comes with ~60 cards and a few thousand new words to describe corner case interactions within it. The rules are drafted in such a way to make the game longer and less fun.

Some people don't mind all that and that's fine, but that is not a defense. Look at what I am talking about


"Mage Death
Once a Mage dies, he cannot perform any further actions, pay mana costs, cast spells, make a counterstrike, etc. Any enchantments and equipment attached to himself are immediately destroyed. Other objects he controls in the game remain in play.

If a Mage dies, continue play until the end of that Phase (e.g. the Upkeep Phase, or the current creature's Action Phase.) If all remaining Mages die before the end of that Phase, the game is a draw.

Example: In a two-player game, a Wizard with 1 remaining health and enchanted with Magebane casts an attack spell on the enemy Warlock to kill him. The Warlock is killed and the Wizard will die from the Magebane, and the game will be a draw."

1.) Overcomplicated rules for corner cases are not good and literally bogging down the game.

2.) That example allows for a complete attack sequence to continue when the mage is already "dead". This rule allows for the incredibly rare situation for a draw outcome when there does not need to be. I would argue that this situation is only a detriment to the game as the Warlock, if I were in that position, would be pissed his spell didn't actually kill you and you got to complete an entire attack sequence, even though you were dead and no other creature functions like that in the game, it's only mages for some allow the phase to continue instead of ending the game there.

52
I don't know where the ruling was or if it was just told to me during a game, but I know you can reveal during upkeep and force the 2 damage during the same upkeep phase. It's never made any sense to me.


Firing form the hip but revealing an enchantment can only be done after phases, not in them unless an event that has steps like an attack gives you that option.


I don't want to derail the this post, was just curious to reread some of the older posts

53

What if we came up with a system in which initiative didn't pass automatically?


That's an interesting idea, having events unfold based on spell level.


Spell level one effects happen first, then resolve 2nd level, etc....

54

Enchantments may not be revealed during upkeep. (EXCEPTION: if an attack occurs during the upkeep then only enchantments that affect that particular attack sequence may be revealed)

This causes fundamental issues in the way some cards are designed.

It is important to note that the Upkeep phase has no steps. It's a book keeping phase. There should be no discussion on what to do, you follow the cards and effects active; choosing the order of events effecting your things as needed. (Design Goal)

The arguement that "initative timing can be stupid" is valid sometimes, but you should not attempt a fix that prevents a multitude of interatctions from taking place that is rendering cards temporarily ineffective (enchantment transfusion or healing charm, etc.)

You really should note make Upkeep contain a separate set of rules. If Upkeep and dissipate are a problem then it's something that can be tweaked with dissipate.

@DevilsVendetta can you link the ruling on ghoul rot so I can read that again by chance?

To answer the topic at hand:  FAQ sup has 46 pages; There is a rule clarity issue.

55
So its just been first Saturday of the month = Mage Wars game day in Copenhagen.  ;D

"If the Challenged enemy attacks any other object, gain 1 Valor"

Is it enough that the Challenged enemy declares an attack or does dice need to be rolled?

Defenses, Block, Fumble etc.

At the end of Step 1: Declare Attack

"If you change your mind, or find you cannot make the attack,
you may cancel the attack action and choose a different
action instead. However, after this Step the attack action is
committed to, and if it is later canceled for any reason, you will
lose the action."

Once the attack sequence is past step 1 it is considered an attack



56
Rules Discussion / Re: Goblin Legionnaire casting cost
« on: April 26, 2018, 11:36:49 AM »
From the codex

"Summon
When a creature comes into play and is placed in the arena it is Summoned.
Usually this occurs when a creature spell has been cast and successfully resolves."

Usually occurs when a creature spell is cast and resolved; so there is a clear distinction that summoning is not casting.

57
Rules Discussion / Re: Eye for an Eye and damage type
« on: April 23, 2018, 12:27:47 PM »
This is clearly covered in the Official Rules and Codex Supplement, if people want to give it a read. Zot is correct, the damage is untyped.

Ahh good deal, glad that intent was placed somewhere.

58
Rules Discussion / Re: Eye for an Eye and damage type
« on: April 22, 2018, 01:25:01 PM »
Zot's right. Eye for an Eye is a nasty little surprise and awesome for killing resilient and Incorporeal creatures.

I 100% know the intent of the card was to have the attacker "receive what you receive".

Final print copy? I'm not so sure.

Eye for an Eye effect happens in the "Damage and Effects" step.

"The attacker suffers the same damage and effect as the defender", including normal damage (with a type) , critical damage (with a type), and effects.

All it says is suffers the same damage. I know we specifically talked about it needing to get around armor but the final printed version doesnt really show a clarity or support for resilient or immunities.

zombie brute attacks Asyrna Defender. Defender reveals Eye, brute rolls 4 normal damage and brute and defender take 4 normal damage; and resilient protects the brute...

The hellion could recieve 1 critical fire damage and 3 normal fire damage and a burn....

Devouring Jelly can't hurt himself with eye for an eye, nor recieve corrodes effect due to his immunity.

So once again, the Intent? Eye bypasses ; in reality ? The card doesnt say that.

So thinking on it a bit more I wanted to throw up what is happening

Attacker rolls 4 normal and 1 critical. The normal "hits" are added up and subtracted by the armor and that much normal damage is applied to both creatures. the critcal "hit" is added and converted to damage and applied to both tatgets. Effect is rolled, if applicable, and applied to both creatures.


59
You have a double restriction.
1) You cannot attack anything but a guard.
2) You cannot attack a higher level creature.

Therefore you are out of targets you can attack and can do something else assuming you have no other restrictions, but the one thing you cannot do is attack a target in this zone :)

To clarify, there are no legal targets in the OP example.

I think you may be thinking of mandatory actions where, if more than one apply, you can choose which one to perform; a ranged attack or move toward Thorg for example.

Remember, target legality is only checked during the declare step of the attack. So if you divine intervention a creature with a guard marker after the attack is declared, the creature can ignore that guard for that sequence.

Also while on the subject of the cowardice "fear" effect, the entire ability is similarly checked during the declare attack step, so you cannot enchantment transfusion it after the attack has been declared and make the target illegal.

60
@Zuberi, 100% right on this one. Page 2 is the bit about the magic rule for those interested.

However, fun Devil's advocate time

page 23,
During step 4 :

"Important: The defender must decide whether to use a Defense (see “Defenses” page 24) before the attacker proceeds to the next step and rolls the dice. "

That line requires me the attacker to ask if the defender plans to use a defense. If you refuse then one could make the argument that you have forfeited the opportunity to use a defense for the sequence???

Also the "counts as a defense" bit is very important regarding the "can only use one defense per attack" rule. So you can't roll a defense, not succeed and then sym orb as insurance.

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