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Strategy and Tactics / Re: Primer For Convention Competitive Play.
« on: May 10, 2017, 01:29:06 AM »Getting back on topic, how do those of you who enjoy competiting in big events prepare?
6 hours straight of Survivor - Eye of the Tiger
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Getting back on topic, how do those of you who enjoy competiting in big events prepare?
One of my sparring buddies from STL is going as well. we are going to be car pooling together.
Maybe more will join from that area.
Are you guys thinking a one or a couple day tournament?
I am pumped for the event.
@sharkbait: Thought you should now a certain somebody on these forums believes your warlock has a 10% win chance against an equually skilled spawnpoint mage. He speaks from "personal experience." Your thoughts on this?
Person who said this, I have no wish to cause tension, but I do think shark should be allowed to explain his point of view as well
Your thoughts are welcome!
I really really think people are over thinking this and complicating matters much more than they need be.
An entry in the Codex may be warranted. In the mean time, to point you towards support in the existing documentation:
Page 9 of the Academy book clearly defines an Activation as when a Creature takes an Action.
Arena cards and rules don't tend to reference Activation, preferring instead to use Action Phase as you're familiar with. Page 11 of the Arena rules though does describe an Activation as "First, choose a creature and activate it: Flip over its action marker to the inactive side, and remove its guard marker (if any). Now you are ready to act with it! Choose one of the 3 options below. Your creature can either:" Take a move + quick action, take a full action, or do nothing.
It is a bit more ambiguous in its wording, but you should interpret all of that, i.e. the entire Action Phase, as the Activation. The description doesn't completely exclude interpretation as just meaning Activating the creature, but such an interpretation wouldn't make sense as that doesn't provide any opportunity to do anything else. As soon as you're done flipping the Action Marker, you've activated the creature. There's just no time during that to do anything else as it starts and ends with the Action Marker being flipped. The only interpretation that makes sense is that the entirety of the text, including acting with the creature, is describing an Activation, which also aligns much better with it's more obvious meaning within Academy.
Activation
During the Action Phase, players take turns acting
with their creatures. When you choose a creature
to act with, you activate it. When a creature takes
its turn to act, it is called an activation.
I find that is a rather fuzzy definition it could still mean that an action is preceded by an activation instead of an activation containing the action.
Why not just say that a Creature Action Phase and Activation are the same thing?
Or even better: why not avoid using a fuzzy definition of Activation (how long does that last?) and just use Creature Action Phase instead?
If it is the case that activation basically consists of flipping the action marker, removing the guard token and performing an action - as I understand your reply above - shouldn't we clarify that in the Codex?QuoteActivate
When you choose to take an Action Phase with a creature you activate it. Flip its action marker over, and remove any guard marker on it.
Doesn't this definition make it look like activation merely covers the act of choosing the next creature, flipping its action marker and removing the guard token? Excluding the action?
I just realized something. Lesser Teleport only targets the creature, not the zone, so you should be able to teleport a (friendly) creature behind a wall, regardless of LoS. Is that really the case?
It would be cool to try in a team match. One Mage summons elementals while the other keeps the enemy occupied while tanking. Maybe wizard and warlord team. Better to run two at most or you'll have no mana for a soldier! Four elementals seems excessive.
If you decide to kill the EE, I think the strategy should be to do that in less than 2 turns with less than 20 mana. Otherwise the other mage gains on you.
White Cloak Knights are really obnoxious Holy Avengers......
As that is obviously not in OCTGN, that's obviously not an option. I am not even considering PvS cards right now, since I have 0 access to them. This deck will be 1000x better once I do, obviously.