Lost Grimoire volume 1 brings us this beauty from the school of darkness:
Altar of Infernia
Quick; 0-1; Zone
7 mana; Conjuration - Artifact; Lvl 2 Dark
2 Armor; 6 Health
Zone Exclusive; Epic
All creatures lose, and cannot gain, Melee +X traits. This does not affect Melee -X traits.
Sounds straightforward, right?
...
Or is it?
It turns out, when you look more closely (e.g. see the Codex), Mage Wars deals with adding attack dice in a variety of ways. Sometimes, the cards themselves or the rules and Codex as written state that a creature or creature type or damage type or mage gains "Melee +X", but other times it might say to "roll extra dice" instead. Depending on the wording, it may or may not be affected by Altar of Infernia. In general, you need to see if the trait keyword "Melee +X" is used in the effect of the ability or spell or condition marker, etc.
Here is a list of spells and abilities that are affected by Altar of Infernia, followed by a list that are not affected. Please feel free to post spells and abilities I've missed that you think are interesting.
Alter of Infernia affects:- buffs that directly add
Melee +X (typical examples include [mwcard=MW1E01]Bear Strength[/mwcard], Wolf Fury, Giant Size, [mwcard=MW1Q11]Gauntlets of Strength[/mwcard], Paladin's Valor, Blessed Focus, Knight's Courage, [mwcard=FWI06]Power Strike[/mwcard], [mwcard=MW1I03]Call of the Wild[/mwcard], etc)
-
Growth markers (give Melee +1 for each Growth marker; thus [mwcard=DNC06]Kralathor, The Devourer[/mwcard], [mwcard=DNC11]Ravenous Ghoul[/mwcard], [mwcard=DNC12]Shaggoth-Zora[/mwcard] won't benefit as much with Infernia in play; each Growth marker still gives Innate Life +3 though)
-
Rage +X (similar to Growth; thus [mwcard=MW1C25]Mountain Gorilla[/mwcard] is affected)
-
Ehren, Enduring Paladin- [mwcard=MW1C39]
Valshalla, Lightning Angel[/mwcard]
-
Steelclaw Matriarch- [mwcard=MW1C29]
Redclaw, Alpha Male[/mwcard] doesn't buff other canines (aside from Armor +1)
-
Wychwood Hounds don't buff each other (aside from Armor +1)
-
Knight of the Red Helm usually gets Melee +2 when attacking strongest creature
-
Azurean Genie (a "wish" can still be used for Healing 2 or Stagger)
- [mwcard=MW1J08]
Hand of Bim-Shalla[/mwcard] (similar to the Genie)
- [mwcard=MW1J20]
Sacrificial Altar[/mwcard] (although a creature still gets the Piercing bonus and there is mana refunded)
- [mwcard=MW1J02]
Animal Kinship[/mwcard] + canine(s)
- [mwcard=MW1Q30]
Staff of Beasts[/mwcard] won't give a melee bonus to a friendly animal (but can still be used for healing)
-
"Battle Skill" Mage ability (e.g. Straywood Beastmaster, Arraxian Crown Warlock, Bloodwave Warlord)
- Straywood Beastmaster's
"Pet" (no general Melee +1 nor additional Melee +1 when in-zone)
- Bloodwave Warlord's
"Veterans" AND command order
"On Guard!" (although doesn't affect "Release Volley!" = Ranged +1, or "To Battle!" = Charge +1)
- Malakai Priest's
"Holy Avenger" (no Melee +2 for you!)
- Johktari Beastmaster's
"Wounded Prey" (no Melee +1 against that creature)
-
"Siren's Call" ability wouldn't give a friendly creature Melee +2
- Paladin's
"Vengeful Aura" doesn't give Melee +1, but still gives Piercing +2 so might still be worthwhile against heavily armored (but not Resilient) targets
- Aquatic creatures in
Shallow Sea don't get Melee +1 (but non-aquatic non-flying still rolls 1 less die as normal...)
- [mwcard=MW1J06]
Gate to Hell[/mwcard] wouldn't give Melee +1 buffs to demons
- [mwcard=MWSTX2FFQ02]
Bloodfire Helmet[/mwcard] wouldn't give Melee +1 buffs to demons
-
Demonic Link wouldn't give Melee +1 buff to the demon
-
Drakas, Imp Overlord wouldn't give Melee +1 buffs to demons
- Similarly,
Unholy Blood Ritual is a bad idea with Altar of Infernia in play!
-
Kharne, Horned Demon normally gets Melee +X where X is the number of enemy creatures in its zone. Well, not with this Altar in play!
- [mwcard=MWSTX2FFC13]
Wildfire Imp[/mwcard] wouldn't get Melee +2 for attacking an object with a Burn marker
-
Wreck of the Viridian Lace would still grant Ranged +1 but not Melee +1 to pirates
-
Temple of Meraveran becomes quite useless in Infernia!
-
Shoalsdeep Tidecaller drops his Melee +2 bonus in Infernia, but still gets +4 to the effect die in initiative rounds
-
Temple High Guard counterstrikes first but doesn't get Melee +2 when Guarding
-
Metatron doesn't get bonuses for Temples in play
-
Eligor Larington doesn't get a Melee +2 bonus (but does still gain Piercing +1) when counterstriking
-
Alandell, the Blue Knight isn't worth putting mana into unless you REALLY need that Daze effect to trigger
- [mwcard=DNC01]
Acolyte of the Bog Queen[/mwcard] can't give Melee +1 to zombies (but still reconstructs Skeletons and does Cleric stuff)
- [mwcard=MWBG1E03]
Sentinel of V'Tar[/mwcard] wouldn't get Melee +1 when guarding, but would still get all the other bonuses
- [mwcard=FWE09]
Standard Bearer[/mwcard] wouldn't give Melee +1 but would still grant Armor +1 to other friendly creatures
- [mwcard=MW1Q27]
Dawnbreaker Ring[/mwcard] would only grant Ranged +1
- [mwcard=MW1Q17]
Lightning Ring[/mwcard] would only grant Ranged +1 (...)
- [mwcard=DNQ03]
Deathshroud Staff[/mwcard] wouldn't buff undead creatures with Melee +1
- [mwcard=MWSTX2FFI04]
Flank Attack[/mwcard] would only grant Piercing +2
But has no effect on:-
Ranged +X (obviously)
-
Piercing +X (making it a good alternative against armoured foes when Altar of Infernia is in play)
-
Charge +X (!)
-
Bloodthirsty +X (!!) <- think zombies, sharks, some demons, [mwcard=MW1C17] Goran, Werewolf Pet[/mwcard], etc
- most
melee weapon Equipment's melee attacks (e.g. Arena melee weapons usually roll 4 dice + effects/traits/abilities, rather than having a Melee +X trait, so this is a way to mitigate against Infernia; and
Academy melee weapons still roll one more die for Arena-level Mages as usual despite Infernia)
- Arraxian Crown Warlock's
"Blood Reaper" (since it gains Bloodthirsty +2, not Melee +2)
- Necromancer's
"Eternal Servant" (Piercing +1)
- Adramelech Warlock's
"Smoldering Curses" ability (since enemy creatures gain Flame +1)
- Similarly,
Malakai's Basilica works as normal (since it gives an enemy creature Light +1)
- Interestingly, unlike the "Wounded Prey" ability, [mwcard=MW1E27]
Marked for Death[/mwcard] doesn't have anything to do with Melee +X, but rather specifies that enemy creatures each roll one more die when attacking
-
Gloranna, Avenging Angel rolls an extra die for each Holy creature in its controller's discard pile (up to a cap)... which isn't technically getting Melee +X!
-
Lightning Raptor still charges up as normal (changes the number of dice of the attack directly, not Melee +X)
-
Afflicted Demon works as normal; e.g. the Weak tokens are both a bane and a boon as usual
-
Ballad of Courage (Charge +2, Fast and can't be Hindered)
-
Smite (rolls "2 additional attack dice," not Melee +2)
- [mwcard=DNI06]
Zombie Frenzy[/mwcard] is unaffected... as are pretty much all other zombie-related bonuses (aside from Deathshroud Staff)
** I didn't mention it above, but "
+X vs. ___" traits will still work as normal (e.g. [mwcard=MW1C36]Tarok, the Skyhunter[/mwcard]'s "
+2 vs. Flying", [mwcard=MW1C31]Samandriel, Angel of Light[/mwcard]'s "
+1 vs Nonliving or Dark", Joseph Trublood's "
+2 vs Nonliving and Dark", [mwcard=DNC06]Kralathor, The Devourer[/mwcard]'s "
+2 vs Undead", Titanodon's and Mountain Ram's "
+2 vs Corporeal Conjurations", etc)