Arcane Wonders Forum

Mage Wars => Spells => Topic started by: Mestrahd on August 20, 2012, 06:29:05 PM

Title: Voltari Gate
Post by: Mestrahd on August 20, 2012, 06:29:05 PM
I paused the Dicetower review to read this card, and I'm not sure I understand it. It has channeling so it provides its own mana, but also gets mana when an opponent does something. No problem so far. The part I don't get is whenever you get 3 mana on it you can summon a creature. Is this different than other spawnpoints? I don't recall a threshold on Lair for example. So let's say you have 3 mana, is this creature now free or do you still make up the difference? Basically, I'm confused as to why there's a threshold on summoning when none of the other spawnpoints seem to have one.
Title: Re: Voltari Gate
Post by: patrickconnor on August 20, 2012, 08:28:17 PM
No, the creature is not free. You must pay the difference.
Title: Re: Voltari Gate
Post by: Mestrahd on August 20, 2012, 08:32:02 PM
Do you have to have 3 mana on it to use it? You can use Battleforge with only 1.
Title: Re: Voltari Gate
Post by: patrickconnor on August 20, 2012, 08:43:29 PM
That would be correct. (on both accounts)

O/W the Gate would get crazy amounts of mana building up. 1 for Channeling, 2 if your opponent plays 2 spells.
Title: Re: Voltari Gate
Post by: Klaxas on August 21, 2012, 03:31:39 AM
i have used the gate quite a bit with my wizard, you generate 2 mana if your opponent casts 2 spells, 1 mana that it generates itself and 1 mana for harmonize (you did remember to cast harmonize on it didnt you? :::grins:::)
Title: Re: Voltari Gate
Post by: Mestrahd on August 21, 2012, 10:34:49 AM
Another follow-up question. Do you HAVE to use it once you get 3 mana or can you let it build exponentially to get a huge creature?
Title: Re: Voltari Gate
Post by: Shad0w on August 21, 2012, 11:09:03 AM
All spawn points should be optional. I will confirm this when I look over my stuff tonight.
Title: Re: Voltari Gate
Post by: Klaxas on August 22, 2012, 03:14:23 AM
i have been playing where i built it up (helloooooo hydra!)
Title: Re: Voltari Gate
Post by: Shad0w on August 22, 2012, 07:44:46 AM
Quote from: "Klaxas" post=658
i have been playing where i built it up (helloooooo hydra!)


Hydra + Tele + Rouse = good-times  :P
Title: Re: Voltari Gate
Post by: patrickconnor on August 22, 2012, 10:33:52 AM
Quote from: "Mestrahd" post=647
Another follow-up question. Do you HAVE to use it once you get 3 mana or can you let it build exponentially to get a huge creature?


No, Spawnpoints are not mandatory. You may build up the mana over a number of turns. However, if the Spawnpoint is destroyed, the stored mana, as well as, any spell assigned to the Spawnpoint is lost.
Title: Re: Voltari Gate
Post by: Shad0w on August 22, 2012, 10:46:11 AM
Quote from: "patrickconnor" post=666
Quote from: "Mestrahd" post=647
Another follow-up question. Do you HAVE to use it once you get 3 mana or can you let it build exponentially to get a huge creature?


No, Spawnpoints are not mandatory. You may build up the mana over a number of turns. However, if the Spawnpoint is destroyed, the stored mana, as well as, any spell assigned to the Spawnpoint is lost.


That brings up another important point. When it looks like your spawnpoint is going to be destroyed in the coming round either use it or put a less important card on it. In case that card is lost. The mana should always come from the spawn point first then your mage.
Title: Re: Voltari Gate
Post by: Klaxas on August 22, 2012, 11:41:05 AM
i have a question about this.  you add a card to the gate in the planning phase to cast, and right after that is the deployment phase where you deploy it.  when is there a chance to destroy the gate while the card is on it?
Title: Re: Voltari Gate
Post by: Shad0w on August 22, 2012, 12:50:06 PM
Quote from: "Klaxas" post=668
i have a question about this.  you add a card to the gate in the planning phase to cast, and right after that is the deployment phase where you deploy it.  when is there a chance to destroy the gate while the card is on it?


The card stay on the spawn point until your next planning phase. So say we have a spawnpoint with 13 health and currently 9 damage on it. If you do not have enough mana to use the spawn point or choose not to use it you opponent has most of the round to destroy it. But if you can use it the first chance to destroy it would be the quick cast phase. Because you used it you no longer have a card on it.
Title: Re: Voltari Gate
Post by: Klaxas on August 22, 2012, 09:42:25 PM
thats my point.  you wouldnt put a card on it unless you planned to cast it.  there is no opertunity to destroy it after the planning phase and before the deployment phase.  that is unless you planned it and then just forgot to cast it.   you dont have to put a card on the spawnpoint do you?
Title: Re: Voltari Gate
Post by: 1unatic on August 23, 2012, 11:45:09 AM
Quote from: "Klaxas" post=674
you dont have to put a card on the spawnpoint do you?


No, you don't have to.  Selecting a card for the spawnpoint is optional.
Title: Re: Voltari Gate
Post by: Klaxas on August 23, 2012, 02:50:18 PM
so there is no way you can attack the gate to destroy the card unless someone forgets to use it durring the deploy phase.
Title: Re: Voltari Gate
Post by: Shad0w on August 24, 2012, 07:13:55 AM
Quote from: "1unatic" post=689
Quote from: "Klaxas" post=674
you dont have to put a card on the spawnpoint do you?


No, you don't have to.  Selecting a card for the spawnpoint is optional.


That happens more often than you think it would.
Title: Re: Voltari Gate
Post by: Gigan on August 24, 2012, 12:37:21 PM
No, you can't attack a spell that hasn't been cast.  A spell shouldn't even be on the board that hasn't been cast.

You can always attack a Spawnpoint since it has its own life and armor.  In fact, I would encourage this, so your opponent doesn't overrun you with creatures.
Title: Re: Voltari Gate
Post by: Shad0w on August 24, 2012, 12:51:21 PM
What he is taking about is during the planning phase when you select a card and choose not to cast or to  cast it. The card is not in play but it is linked to the spawn point. So if you lose the spawn point you lose the card. Gigan is also correct because the card has not been cast it is not in play. therefore it ca not be attacked or targeted.

Here is part of the spawn point rules

Spawnpoints
Conjurations with the Spawnpoint trait have the
ability to cast spells for you. You select spells for your
Spawnpoints during the Planning Phase, at the same
time that you choose spells for your Mage to prepare
(one additional spell for each Spawnpoint). Usually,
the Spawnpoint can only cast certain types of spells,
as listed on the Spawnpoint’s card. Place the spell
face down near your Spawnpoint, and tell your
opponent that it is the Spawnpoint’s spell. Only your
Spawnpoint may cast that spell during the round.

I have seen player forget to cast a card on a spawn point for 3-4 turns before.