Moving something out of the way of a ranged attack or enchantment cast with DI is fine by me, but causing your opponent to lose 24 mana and an ungodly amount of tempo (in the worst case) for very little effort strikes me as extremely powerful. What is a Druid to do if Vine Tree is cancelled like this on turn one, etc. This is a rules edge case I do not like at all.
To do this it is turn 1 teleport 2 then move 1 and cast DI on other mage. If you have initiative for round 2 you then QC a Nullify. I did not to tell people about this until it got noticed. Took you all long enough :P .
I think he meant as the defending mage you might want to prepare a nullify round one if your holy opponent has initiative. Nullify doesn't help the holy mage protect his divine intervention as seeking dispel targets the enchant not the mage.
That is why Divine Intervention is Epic.
And if you see a Holy mage rushing toward you to put an enchant on you... You better to wait and get a seeking dispell next round.
Or if you face a holy mage... Prepare a seeking dispel first round...
QuoteAnd if you see a Holy mage rushing toward you to put an enchant on you... You better to wait and get a seeking dispell next round.
Good plan, I will just sit here and not cast Adramelech or Graveyard or whatever until next round. And I have to prepare a Seeking Dispel for the next round (if I have one) meanwhile the Priestess puts down a Temple of Asyra. So I try to cast the Seeking Dispel and oh hey, she also put a Jinx on me because she had initiative. Now it is turn 3, I have 40 mana I can't possibly spend in one turn, the DI is still on me, I have successfully cast maybe one spell total this game, and her spawnpoint is running. Nice counter-strategy
@Zuberi - If I have initiative, he can wait until the final quickcast phase to cast it on me, then Jinx his initial QC next round. If I don't have initiative and can kill it with a Seeking Dispel, and the holy mage decides NOT to do the DI trick, now I have prepared a useless spell for the round and lost tempo anyway. I already covered this but maybe my post was not read thoroughly.
@Wildhorn - [mwcard=MW1E23]Jinx[/mwcard]
If he wait final.QC it means that you have your normal first round to cast spawnpoint/vinetree.
Only if the other player is not expecting it is it a complete blowout.Wall of Thorns Push Push comes to mind....fool me once....
Only if the other player is not expecting it is it a complete blowout.Wall of Thorns Push Push comes to mind....fool me once....
Kapow Batman!Only if the other player is not expecting it is it a complete blowout.Wall of Thorns Push Push comes to mind....fool me once....
Marked for Death used to work for all attacks not just creature. Imagine that with the wall.
It also allowed for more than 1 bonus at a time. At that time wall was not level -1 so it was 6x3 per push.
So what if you're not casting a creature spell? Could I short circuit a forcefield by DIing a Forcemaster, since both the caster and the target will have moved even though they're the same creature?
So what if you're not casting a creature spell? Could I short circuit a forcefield by DIing a Forcemaster, since both the caster and the target will have moved even though they're the same creature?
To do this it is turn 1 teleport 2 then move 1 and cast DI on other mage. If you have initiative for round 2 you then QC a Nullify. I did not to tell people about this until it got noticed. Took you all long enough :P .
Is this just me? Is anyone else as flabbergasted, exasperated and angry by this as me?
And by the time she gets through the 24 turns needed to setup this "Awesome" play from Hades what ever I have been fighting against (as I have put all of my guys in a corner) will have a Buffed Steel Claw chewing on her or after 12 turns (half of the time needed for this play) BB will move in for the kill and end the game on round 13 or 14.
I can counter whatever major investment you cast for 11
About Transfusion + Divine Intervention, it is not 11 mana. It is 15 mana (12+3) minus ring deductions.
And of course the opponent should disrupt your pit preparation. But nobody defends better than Priestess.If preparation is disrupted then the issue is resolved (nothing is broken), as now we are talking theory vs. reality. If I am going to base my like or dislike of a game on a worse case scenario that is very very hard to pull off and hate because of the potential I might as well go back to playing Risk or Monopoly.
I don't know, if people don't see the un-fun brokeness of it, then they are getting the game they deserve.
In regards to being able to teleport mages in general, I'm in favor of it. If we couldn't get the enemy out of their fortress, then wouldn't the win always go to whomever stayed in their start corner all game? That sounds extremely boring to me.
Ok maybe it's time to take a deep breath here. We're not going to get anywhere with long arguments. Teleport is awesome but it's maybe not the end all auto win. How is that for a compromise? I think we all understand the points both sides of that argument can make but not all of us agree on all points. One thing I would like to point out(and I know I'm going to get decapitated for this) is many players have learned to recognize what their opponent is setting up(like oh say casting Iron Golems and bringing out a Mage Wand....) and are learning how to counter those moves. The game is fluid and dynamic, which is why I love it.
He has to move 2 spaces the first round, so regardless of initiative the only thing he can cast is the DI. Now if he has init he can play Jinx/Nullify but you can just save your QC till your first activation and then double Seeking Dispel, this silly play is over....back to regular play.
4) Shadow brought up this ruling "When a spell resolves, if you find the target of that spell is no longer valid (has moved or changed) then the spell is countered", saying that this has already been in the rules. However the new FAQ says this:
A spell fails and is canceled, if either of the following occur before the Resolve Spell Step:
1. The target of the spell is no longer a legal target, or
2. The caster or target of the spell moves (e.g. by being Pushed or Teleported away), even if the move was
to a location where the spell was still in range. (In the case of a Teleport, this applies even if the teleport
was into the same zone).
You are correct, the possibility of a bluff does change things up. Personally, I like that bluffing is a part of this game and think that it makes it more entertaining, not less.
For the Druid
Or you could simply play around the threat.
This might seem like a big penalty to you, playing with an ever present threat over your head....but it shouldn't really be that limiting. How many cards do you include that are actually that expensive? Plus, your opponent has put himself at an 8 mana and action deficit to create this looming threat, giving you an advantage if he never actually makes good on it.
Granted, in addition to the option of countering a really expensive spell, he could use the DI to counter something cheaper AND gain a significant positional advantage to possibly make the investment worth it for him. I'm not sure how difficult it would be to setup such an advantage PLUS time it with you casting something worthwhile, but my gut says fairly difficult.
[Zuberi, I will respond with my counter arguments but I'm a bit busy at work here in the UK]
Due to the way Teleport's targeting system is setup, I would be able to teleport you further than you could teleport yourself. I then would have several options to restrict your movement or block your line of sight to prevent you from getting back to your fortress, using my quick cast before you have had a chance to act. You shouldn't simply engage in a teleport war. That is quite unwise. Especially if they have a teleport wand (which must be dissolved).
Zuberi, I suspect you are an Arcane Wonders plant, not just because of your sudden appearance, knowing the rules so well.
But also always blindly supporting the rules, backing them at every opportunity, a super loyalist on BGG and Facebook too.
If you are not a plant, ithis Judge Dredd application of laws not common sense is probably done with the best possible intentions.
As for DI, there are numerous way to counter this play, once again fool me once shame on you, fool me twice...
Creatures like Guardian Angel against ranged? Knight Guards?You are no longer working on building out your pit, but responding to pressure applied to you by the other player. That pressure will not ease and you will have to continue to respond to it, not leaving you much to time to build the 4 KoW and all of the other accouterment needed to "win".
So while you are standing still (literally) bringing out the 4 Knights (8 turns), I start throwing [mwcard=MW1E23] Jinx's[/mwcard] on you and your guards now no longer exist.
So while you are standing still (literally) bringing out the 4 Knights (8 turns), I start throwing [mwcard=MW1E23] Jinx's[/mwcard] on you and your guards now no longer exist.
Sorry, sIKE, I didn't understand your statement. What has Jinx to do with guarding? Maybe I missed something quite obvious, but it's a little late here in Spain and I should definitely go to take some sleep :D
So here we come to the crux of the issue - I assert that this trick cannot be played around effectively.
Well, there is no plan B against DI because DI works against plan B too. If you summon medium creatures the Priestess can bring out Knights of Westlock, and she'll have one more than you will because she can cancel one of your creatures. She can match or beat you on equipment because you won't be able to get the Battle Forge down.
Zuberi, I suspect you are an Arcane Wonders plant
Tarkin, have you fallen victim to a Golem Pit or KoW pit as proposed here?