436
General Discussion / Re: Making Mage Wars easier to teach by changing one word
« on: June 12, 2013, 02:46:00 PM »
Here's an idea...
Change 'Quick Cast' to 'Fast Cast'
It's hilarious because it's true
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Here's an idea...
Change 'Quick Cast' to 'Fast Cast'
[/li]
[li]Fellella, Pixie Familiar... Maybe some out there really like this green little Pixie, but I have yet to see her fly over an opposing Beastmaster. But picture, if you will, an arena overgrown with Wall of Thorns... Your Beastmaster loses line of sight to all his critters? Not a problem... with a philanthropistic Pixie overhead casting helpful enchantments on all your wall-ignoring creatures swarming the opposing mage, Bear Strengths will be aplenty... [/li]
[li]
I personally don't think that Nullify should trigger at all. Here's why:
- Nullify only works during the Counter Spell Step of casting an enchant or incantation.
- There's no such thing as a Counter Spell Step to revealing an enchantment.
- Therefore, nullify should not trigger at all.
The rules say:QuoteEquipment spells have a range of “0-2”. Normally, a Mage will be casting equipment only on himself. But, if he wants to cast it on a friendly Mage (in a team game), or have a Spawnpoint such as Battle Forge cast the equipment on him, then the range requirement must be checked. You can cast equipment on an enemy Mage too, but you cannot cast equipment on a location that is already taken on that Mage. You may not have more than one equipment spell with the same name attached to your Mage at any time. Some equipment spells have an attack bar on them, and give your Mage a new attack he can perform. When the Mage makes an attack, he can choose to use an attack printed on an equipment card, instead of another attack he may have.
Setting aside for a moment why I'd want to do this...
In a mirror match between two Warlocks, if I cast Sectarus, Dark Rune Sword on my opponent (who has no other equipment in the weapon slot), can my opponent's Warlock make attacks with it? I control it, but it's attached to him, right?
Who chooses what spell to ready on Sectarus each turn?
If my opponent does attack with it, who decides if it casts a curse on the creature it damages?
Who controls those curses? Whose mana can it use?
The rules do say:QuoteIf you control a Familiar during the Planning Phase, you may select a spell for it to cast during the round.and they imply that if you control the familiar it is "yours" and you control any spells cast by "your familiar".
I'm asking because of the potential interaction between Armor Ward and Steal Equipment discussed elsewhere.