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Topics - DaveW

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61
Spells / Grey Wraith - Movement Options
« on: December 15, 2013, 10:58:53 PM »
I want to make sure that I understand how the teleport ability of a Grey Wraith works. My questions are intermingled with my musings, below, and are in red.

The card says:

"Instead of taking a move action, Grey Wraith may pay 1 mana to teleport into an adjacent zone."

The rules (under Actions / Movement) say:

"During its Action Phase, a creature can move. If it moves, it must finish all movement before it takes any other action. A creature cannot take any other kind of action and then move.

"When a creature takes a move action it moves one zone into any adjacent zone....

"As a quick action, a creature can choose to move a second zone...."


The way I am reading this is that the teleport is the only movement that the creature can undertake on its own in the action phase if it chooses to do that instead of taking a move action. It seems, for example, that the Grey Wraith could not then move into a second zone (via a move action or a second self-teleport) because it would have to have the option to move in either case. I do not believe that option exists as a creature may not take a move action after doing anything else (presumably such as teleporting in lieu of a move action). Is this correct?

I also believe that the Grey Wraith could not take a move action to move one zone and then activate the teleport ability, since the second zone of movement that most creatures can take normally is not (from the way I read the rules) a separate move action from the one taken to enter the first adjacent zone (it is just a quick action). Correct?

Does the teleport leave the Grey Wraith a quick action (as if it had moved normally into the adjacent zone, if such were permissible), or does the creature use its entire action to teleport? I presume that it is able to make use of its quick attack after teleporting, but I just wanted to make sure.

My understanding of the differences between the Blue Gremlin's teleport ability and that of the Grey Wraith is that 1) The Blue Gremlin could teleport a second time with no additional expenditure of mana if it does not begin in or move into a zone where it is/becomes hindered, whereas the Grey Wraith can only move one zone and then must stop regardless (much like Climbing); and 2) The Blue Gremlin could be unable to teleport if it is restrained but the incorporeal nature of the Grey Wraith prevents this. Is this accurate?

62
Strategy and Tactics / Armor plating walls?
« on: December 15, 2013, 01:39:53 PM »
Is there currently (in published materials) any way to add armor to walls. I was hoping that something like Fortified position would do that, but it only adds to Corporeal Creatures.

If not, are there any plans to enable this? It would be a cool ability for the Warlord... but I guess that Earth based walls already have a fair amount of armor.

Thanks!

63
Strategy and Tactics / Replacing armor?
« on: December 06, 2013, 07:04:52 PM »
Is it a good tactic now that corrode is out there, and is it even legal to do the following:

Cast an armor on your mage one turn, wait until you get corroded by an enemy attack, then replace armor with another armor (even the same type since the original goes back in the book?) so that the original corrode penalty goes away.

Is that how it works? You effectively have to drop your armor before putting on the new armor, so the corrode does go away, yes?

Can someone confirm that replacing one armor with another of the same kind is legal? My thinking is that the mage isn't wearing both at the same time, so....

Thanks!

64
Spells / Zombie Swarm - too powerful?
« on: December 01, 2013, 09:27:21 PM »
I was comparing what a Zombie Swarm does to what Akiro's Battle Cry does, and I thought that I might be missing something. I see:

Zombie Swarm
9 Mana Cost
2 Dark spellbook points
Grants Fast and Bloodthirsty +1
Removes Lumbering, Slow, and Pest traits

Akiro's Battle Cry
14 mana cost
4 War spellbook points
Epic (only one available... can't be attached to Mage Wand / Helm of Command)
Grants Fast and Charge +2 only to Soldiers

So, for five extra mana and twice the spellbook points (for the appropriate mage) the ABC gets an extra +1 in combat (perhaps +2), and the restrictions due to its being Epic apply. Is this correct? If so, doesn't that seem like these two spells are unbalanced in comparison with each other?

The reason can't be that Zombies are more rare than Soldiers, as the Necromancer can choose to include only Zombies in his spellbook (and gain others through certain spells)... so I just don't get it.

Can someone help me understand how ABC is so much more powerful?

65
I got to face a Necromancer (skeleton build) recently. While I am not a very good player, I have to say that I got destroyed a lot more quickly in that battle than I usually do. I damaged his creatures with mine, but he kept reconstructing them and bringing out more from spawnpoints.

My question is: Which spells could I include for various mages that would help against unliving creatures?

I'm also looking for a good overall strategy to use (meaning aggressive, etc.) against typical Necromancer play.

I see, for example, that light-based attack spells are good against non-living creatures... but I usually don't have any of those since I don't have a Priest/Priestess spellbook prepared, and since they don't do a lot of damage against living creatures. I usually play Beastmaster (original) or Air Wizard (and have been trying to play the Warlord as well).

What can I do without switching to Priest/Priestess?

Thanks in advance for your advice!

66
Spells / Plagued
« on: August 20, 2013, 04:49:46 PM »
I got one of the Plagued cards at Gencon, and am wondering about it. It says that it can be cast on a Corporeal Creature. Shouldn't that be Living Creature? I can imagine having it on an Iron Golem, who wouldn't be affected by the plague. Or would he? The text on the card confuses me a little... the bit that says "including this creature" seems to indicate that anyone who is plagued also suffers from it... but an Iron Golem, for example, isn't Living.

67
I didn't see these mentioned in the General FAQ, and I didn't pull up anything that seemed to help when I searched for the cards, so I thought I would ask here. Please forgive if these have been asked already.

1) Should Mohktari be Zone Exclusive?

2) Does an opponent pay two or four additional mana if I have two copies of Enchanter's Wardstone in play? I ask because there is no "+" sign in the text, and it only says that you would pay two mana (rather than two additional mana).

3) If an opposing Mage casts a spell like Purge Magic that will get rid of multiple enchantments, must he first pay two mana per enchantment, or only two mana total if the friendly Mage has an Enchanger's Wardstone out?

Thanks!
Dave

68
Events / Special Rules for Gen Con 2013?
« on: July 12, 2013, 04:52:13 PM »
I know that I need to bring a spell book (preferably with cards sleeved), and that all other materials will be provided at the event. I have seen that Origins used a 75 minute game... will that be the case at Gen Con?

Also, are the cards that came out in the second expansion allowed to be used? I know nothing about these cards, so my games will be slower as I get explanations for them, and believe that I will be at a disadvantage as I may not have the newer cards that will meld well with my spell book in place of others that I am using.

Are there any other "special" rules that we need to be aware of?

Is there an errata list anywhere in existence (preferably here) that shows which card texts need to be revised?

Thanks,
Dave

69
General Questions / Controller & Charm
« on: April 16, 2013, 11:15:23 PM »
My understanding is that a "controller" is one of the players. I am trying to figure out whether the Charm card prevents attacks against the mage only (being an extension of the player), or against all of that player's cards in play, or against something else (for example, attacks against conjurations are ok whereas attacks against mage and creatures are not).

Any thoughts? The way I interpret it, this means that no card controlled by the charming mage can be attacked... but I am a new player, so I can't be certain.

70
General Questions / Teleport into Tanglevine?
« on: April 07, 2013, 08:42:11 PM »
Here are a few questions revolving around the main thought of whether a creature can be teleported into a tanglevine:

1) [strike]Must a tanglevine have a target to entangle when it is cast?[/strike] Target is corporeal creature, so no.

2) Does a tanglevine go away if its original victim gets teleported out?

3) Is it possible for something to be teleported into a tanglevine that does not currently hold a victim? I know that you can teleport something out of it, for example.

4) Would the tanglevine have to be one that you control to teleport something into it, or could you use your opponent's (unoccupied) tanglevine for this (presuming this is legal at all)?

As a side note, I am thinking that this might be an interesting tactic in temporarily incapacitating a flying creature. Thanks!

71
General Questions / Priestess abilities Holy?
« on: March 28, 2013, 11:14:32 PM »
Is the Priestess ability to remove conditions considered "Holy"? All it says is that it is a quick spell. I would have thought that it would be Holy because of what it does and who casts it. Along the same lines... would the spell be an incantation? We figured that it was just a generic ability, and did not count it as either tonight, but it makes a difference when you consider her ability to gain a life point and reduce mana spent using her ring. Thanks!

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