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Messages - baglio88

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1
General Discussion / Re: Always forget
« on: December 07, 2016, 05:51:04 PM »
Walls. Sometimes I do consider them, but they get cut out when I start trimming the deck. Then I end up regretting it.

2
Rules Discussion / Re: Siren call and elusive/flying
« on: December 07, 2016, 11:12:18 AM »
So a creature that's already in her zone can move away from her?

3
General Discussion / Re: Lost Grimoire / complete card list
« on: November 29, 2016, 10:08:09 AM »
I'm not sure about:
- Rage +X
- Vashalla, Lightning Angel


Does not have an effect on:
- Charge +X (good news for the new Griffin and others)
- Bloodthirsty +X (!! - think Zombie-based Necromancer or Shark-based Siren)

He's actually right on all these.

Rage (from codex):
Quote
[The creature] gains the Melee +1 trait for each Rage token on it.
Valshalla (text):
Quote
For each Wrath token on her, Valshalla gains Melee +1
Charge +X:
Quote
Creature gains +X attack dice for its very next melee attack [...]
Bloodthirsty +X:
Quote
This creature gains +X attack dice when it makes a melee attack against a Living creature with 1 or more damage.

The wording is crucial. For each Wrath/Rage token the creature gains the Melee +1 trait, but the Altar of Infernia prevent it from doing so.
The bonuses for Bloodthirsty and Charge are not specific traits, the descriptions in the codex clearly say that they just add X dice to the attack, which is similar to giving them Melee +X but not quite the same thing.

All this makes Demonic Bloodlust an interesting card. A Warlock can just stick some in his deck for cheap and buff his own creatures, while denying that possibility to the opponent with the Altar.

4
General Discussion / Re: Lost Grimoire v1 SPOILERS
« on: November 15, 2016, 07:36:59 AM »
If you cheetah speed the elephant and make a trample attack in the zone you're leaving and then a normal attack in the new zone, are these two attack considered as part of the same attack action, or are they two distinct attacks? In other words, do you get melee +X bonuses once or twice?
I'm inclined to think that you get a double bonus.

5
Mages / Re: What do you do with a Siren?
« on: November 14, 2016, 07:53:43 AM »
So far I had the chance to play the siren only one time, and it was plenty of fun. Basically my game was all about making my opponent's creatures useless (lullaby, chant of rage on familiars) and/or killing them by making them pass through walls (siren's call) or by pushing them myself in various ways. Tsunami was the finisher.
It would not have worked that well against a heavy  psychic immune deck though, like necro or holy with lots of knights of the red helm. Same for druid and the push aspect.

Theoretically, necro and druid seem two tough mages for her. The bleed conditions won't work against their creatures, the pushes and water attacks do nothing against plants, and undead can't be targeted by songs. Does anyone know how to deal efficiently with these two mages?

6
Rules Discussion / Re: Chant of Rage + Crusader Griffin
« on: November 13, 2016, 05:57:57 AM »
What about elusive (but not fast) creatures? Do they have to move as close as possible (double movement) even though they can't attack, or can they just move once and attack another creature (or guard, or do nothing)?

7
General Discussion / Re: Fix Bloodwave Warlord
« on: November 13, 2016, 05:54:36 AM »
and psychic immune, so can't be dazed/sleep/etc.

Wait, psychic immune can be dazed

8
General Discussion / Re: Fix Bloodwave Warlord
« on: November 10, 2016, 12:39:33 PM »
Perhaps it has been said before, but I think an easy fix would be adding the Ranged +1 trait to the Veteran ability. It would open up a new niche for a ranged-based mage, and finally the Bloodwave Warlord would be the best at something.

9
General Discussion / Re: Paladin vs Siren Spoilers
« on: September 03, 2016, 10:41:04 AM »
Why does elephant grass have life if it's terrain?

Well it makes sense thematically. You can't get rid of a pool of water or a hill by attacking it, but you can cut (or burn) a bunch of grass.

10
General Discussion / Re: Paladin vs Siren Spoilers
« on: September 03, 2016, 04:00:24 AM »
I'm not a big immunity fan because I think it's weird how something can be completely unaffected by a particular element. Like, why would a [mwcard=DNC20]Vine Snapper[/mwcard] not feel the force of a tsunami? I prefer  hydro -2/3 over hydro immunity because it shows resistance but not complete immunity.


Same thing I was thinking. Water attacks work on impact, so it's natural that plants have some kinde of resistance being rooted and everything, but they should still be affected by some of that impact.
My guess is that the siren wil suffer against the druid. Even the sharks' bleed conditions won't work.

11
General Discussion / Re: Paladin vs Siren Spoilers
« on: August 26, 2016, 08:16:12 AM »
Thank you. It seemed too good to be true

12
General Discussion / Re: Paladin vs Siren Spoilers
« on: August 26, 2016, 07:30:07 AM »
I just realized something. Lesser Teleport only targets the creature, not the zone, so you should be able to teleport a (friendly) creature behind a wall, regardless of LoS. Is that really the case?

13
General Discussion / Re: Arcane Duels Streaming PALADIN VS SIREN
« on: August 24, 2016, 03:57:59 AM »
Is Metatron in the PvS set?

14
don't recall if it is a zone attack. I think it is. So, range +x does not add.

Sure, but I was talking about the effect die modifier. I can imagine it doesn't add as well, but that's just an assumption.

15
Hello everyone, it's nice to finally join the community.
I have a question about tsunami, but didn't want to open a new topic about it. How does it interact with the ring of tides? Does the effect die bonus apply only to a single creature of choice or to all the attacks? The current codex only says that melee/ranged +X is only applied once when making multiple attacks within the same attack action, but doesn't account for the effect die modifiers.

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